hi again,
Or for the draw stuff...
We could just include these two files:
src/SDL_gfx/SDL_gfxPrimitives.c
src/SDL_gfx/SDL_gfxPrimitives.h
Then use this in Setup
GFX = src/SDL_gfx/SDL_gfxPrimitives.c
gfxdraw src/gfxdraw.c $(SDL) $(GFX) $(DEBUG)
I added those two files in that directory to svn for now. So people
should be able to build it out of svn on linux/unix... and download
binaries (hopefully a couple of hours) from here:
http://thorbrian.com/pygame/builds.php
Committed revision 1980.
cheers,
On Sun, Mar 29, 2009 at 2:11 PM, René Dudfield <renesd@xxxxxxxxx
<mailto:renesd@xxxxxxxxx>> wrote:
Hi,
very cool module :)
I uploaded some png's for people to see:
http://rene.f0o.com/~rene/stuff/aapolygon.png
<http://rene.f0o.com/%7Erene/stuff/aapolygon.png>
http://rene.f0o.com/~rene/stuff/aacircle.png
<http://rene.f0o.com/%7Erene/stuff/aacircle.png>
However, with ubuntu SDL_gfx I get this error:
>>> import pygame.gfxdraw
Traceback (most recent call last):
File "<stdin>", line 1, in <module>
ImportError: /usr/lib/python2.5/site-packages/pygame/gfxdraw.so:
undefined symbol: arcRGBA
I guess arcRGBA isn't in the version I have... which is version
2.0.13 - a pretty a old SDL_gfx (current is 2.0.19pre).
So... I'll try and start submitting bug reports to distros for
them to update SDL_gfx. However that won't help us for 1-2 years
-- by the time they process the bug report, then finally get
around to packaging the newer version - then time for people to
upgrade their distros... Also, I think we'll probably try and get
some newer fixes into SDL_gfx, so for now including it with pygame
is probably better.
Instead, can we include SDL_gfx parts in with pygame? including
the whole directory in src/SDL_gfx/ .
I changed Setup to this, which compiled and worked:
GFX = src/SDL_gfx/SDL_gfxBlitFunc.c src/SDL_gfx/SDL_gfxPrimitives.c
gfxdraw src/gfxdraw.c $(SDL) $(GFX) $(DEBUG)
Instead of including it in src/... we could put it in
branch/SDL_gfx and put a svn external to src/SDL_gfx (SDL_gfx
doesn't appear to use public version control). Or we could just
include the needed files needed. I think a branch with svn
external to src/SDL_gfx would be best... then it's nicely
separated. Then when we release a source tar.gz/.zip we include
it with the pygame sources.
cheers,
On Thu, Mar 26, 2009 at 6:33 AM, Lenard Lindstrom <len-l@xxxxxxxxx
<mailto:len-l@xxxxxxxxx>> wrote:
You can see for yourself:
http://www3.telus.net/len_l/pygame/gfx_antialiasing.tar.gz
Because of a bug aapolygon_gfx.py will not work with the gfx
enabled Windows binaries I have provide. The latest Pygame out
of SVN is needed. But you can still look at the images I took
from a screen shot.
Lenard
Lenard Lindstrom wrote:
The results actually look good though, if one first draws
the outline, then the filled version. Circles not quit so
good, but better than with no anti-aliasing.
Lenard
RB[0] wrote:
You could do a filled polygon and then an aa one
around it...
But I think then you'd be getting a lot slower...
On Wed, Mar 25, 2009 at 1:44 PM, Lenard Lindstrom
<len-l@xxxxxxxxx <mailto:len-l@xxxxxxxxx>
<mailto:len-l@xxxxxxxxx <mailto:len-l@xxxxxxxxx>>> wrote:
The aa polygon is not filled, and the filled
polygon does no aa.
Lenard
René Dudfield wrote:
good idea.
there's an aa-polygon in sdl gfx
On Wed, Mar 25, 2009 at 5:38 PM, Greg Ewing
<greg.ewing@xxxxxxxxxxxxxxxx
<mailto:greg.ewing@xxxxxxxxxxxxxxxx>
<mailto:greg.ewing@xxxxxxxxxxxxxxxx
<mailto:greg.ewing@xxxxxxxxxxxxxxxx>>> wrote:
Lenard Lindstrom wrote:
Yes, but we still need an
aaline algorithm with line
width.
Find an aa polygon
algorithm and then use it to
draw line-shaped polygons.