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Re: [pygame] SDL_gfx integration



Lorenz: the polygon function is almost a direct copy from draw.c and
your way creates a memory leak if there is an error in a point past
the first one.

I think we should just remove the vert/horiz lines... just use line.

On Mon, Oct 27, 2008 at 10:21 AM, James Hancock <JLHancock@xxxxxxxxx> wrote:
> A year(or two) ago I found sdl-gfx when I was trying to find ways to get
> anti-aliased circles( I worked on GASP, a beginners game creating api). My
> understanding  then was sdl-gfx was licensed GPL so pygame could not use it.
> I just checked and now it is LGPL. Yay :)
>
> http://www.ferzkopp.net/joomla/content/view/19/14/
>
> I talked with Andreas back than and it seemed like he was willing to help
> the pygame community with integration and possible future work. His email is
> on the site mentioned above. I would love to see pygame take advantage of
> some of his work. Good luck, It looks like the ball is already started on
> this one so lets keep moving forward
>
> Cheers!
> James Hancock
>
>
>
> On Sun, Oct 26, 2008 at 4:34 PM, Lenard Lindstrom <len-l@xxxxxxxxx> wrote:
>>
>> Here are some more suggestions for the horizontal_line/vertical_line
>> issue. Since they take integer positions I can think of two alternatives to
>> "(surface, (x1, x2), y, color) and (surface, x, (y1, y2), color)". The first
>> is to have no horizontal_line and vertical_line. Hide the the calls to the
>> hlineRGBA and vlineRGBA gfx functions in the generic line function. A few
>> extra tests to determine if a line is horizontal or vertical probably won't
>> add much additional overhead to a Python function call. The other
>> alternative is to use a start, length approach: (surface, (x1, y1), length,
>> color). The length can be negative. This keeps the signature consistent for
>> both the horizontal and vertical line functions.
>>
>> Lenard
>>
>> Lorenz Quack wrote:
>>>
>>> Thanks a lot!
>>>
>>> I just looked through your patch and I have some remarks:
>>>
>>>
>>
>> [snip]
>>>
>>> 2) you grouped the arguments to horizontal and vertical line like this:
>>> (surface, (x1, x2), y, color) and (surface, x, (y1, y2), color)
>>> respectively
>>> I find this grouping not very intuitive. normally we group a pair of x
>>> and y
>>> coordinates which makes sense because they represent one point but I
>>> can't see
>>> such an interpretation here. one could argue to group them (surface, (x1,
>>> y),
>>> x2, color) but that looks strange as well so I would suggest to not group
>>> them
>>> at all
>>>
>>>
>>
>> [snip]
>>>
>>> Forrest Voight wrote:
>>>
>>>>
>>>> Hi!
>>>>
>>>> I'm posting the patch at http://im.forre.st/pygame-sdl_gfx.diff , so
>>>> that won't happen again.
>>>>
>>>> It's pretty much a full binding of the shape drawing functions, but
>>>> there's some other stuff in SDL_gfx.
>>>>
>>>>
>>>
>>
>>
>> --
>> Lenard Lindstrom
>> <len-l@xxxxxxxxx>
>>
>
>