[Author Prev][Author Next][Thread Prev][Thread Next][Author Index][Thread Index]

Re: [pygame] Antialiased circle



On Wed, Jan 18, 2012 at 4:49 AM, Florian Krause <siebenhundertzehn@xxxxxxxxx> wrote:
Maybe someone could translate from Java?
http://www.databasesandlife.com/anti-aliased-polygon-filling-algorithm/

If that person's solution is acceptable for us, I don't think any translation is needed. It's pretty straightforward:

What about anti-aliasing? (My) solution: Run the algorithm at 4x X and Y resolution, and for each scanline of the algorithm, build up an internal array (one entry for each horizontal screen pixel), how many of the potential 16 subpixels should be plotted. After 4 subpixel scanlines, plot the actual pixel scanline and clear the internal array.

So we could do it with a call to gfxdraw.filled_polygon then a call to transform.smoothscale. It seems sub-optimal, but maybe it's better than nothing.

-Christopher