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Re: [pygame] Re: 0.4 rpms



On Thu, 4 Jan 2001, ShredWheat wrote:

>since 0.4 there have been no breaking changes (and none expected)
>so the move to 0.5 should be no problem. at this point i don't
>expect there to be any more of those ugly breaks.

Good to hear. Not that the last bunch of bigger changes gave me too much
work, but it is always nice to see things stabilize a little bit.

>also, i've been wondering about the removal of Surface.map_rgb
>and all associated functions. i like the new RGBA arguments instead
>of the pixel value, so i wouldn't be going back to that. (although
>perhaps allowing functions to accept either RGBA or a pixel value)
>at this point i'm not going to be adding these functions back.
>the only thing they offer is a little speed enhancement since you
>can pre-map you color values. at this point i'm just thinking if
>you want faster pixel access go with the (soon to be working)
>surfarray module.

The map_rgb/unmap_rgb -methods seem unnecessary right now. For my part
they may be removed.

How does surfarray make my life easier? It sounds (from the name) like it
would be an efficient way of blitting many small icons (I have a hexbased
map) by arranging them into some array and passing it all at one time to
SDL? Oh well, I seem to be forced to switch virtual desktop, and read up
on the docs for surfarray on the homepage. :-) Lazy? Yep.

>as for the extra modules, i've tried experimenting between pygame
>and pyopengl. the results are not so good. i can't get any opengl
>to draw in the sdl window. not even sure where to begin looking
>for this sort of problem, so unless someone makes it their own
>priority to get the opengl stuff working, i don't expect we'll be
>seeing it for quite awhile. (btw, it could be something really
>simple, so if you are interested out there i wouldn't be discouraged)

The actual surface ro context used is probably very different. I don't
know what pyopengl uses, but it could be some Tk canvas or similar, and
there could be significant differences between SDL handling of OpenGL
surfaces and pyopengl. One day it would be nice to have, and then I'm
ready to help out. Currently I need to dare to dive into the normal pygame
C code and see what it has eaten. I do however tend to be quite scared of
compiletime warnings, and pygame spews out quite a lot of them. Maybe it
compiles cleanly and without warnings on Windows?

--------------------+--------------------------------------------------------
Jan 'Chakie' Ekholm |     Balrog New Media    http://www.balrog.fi/
   Linux Inside     | I'm the blue screen of death, nobody hears your screams

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