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Re: [pygame] win32ui?
Luke Paireepinart wrote:
[snip code]
Or rather, I can tell it's building a set of 96 drawing lists using a
font, but it's using this mysterious win32ui module to get the
"drawing context," which apparently has to be of type "long." It
doesn't accept pygame or the screen-surface or a Pygame-loaded font
object as the "drawing context," so it's opaque to me.
I'm able to get OpenGL to draw rectangles on the screen in ortho
mode, but can't get text to display since I can't load a font in the
manner that seems to be needed.
Kris
You could try installing the pythonwin module to see if that helps,
Yes, Mark Hammond's Win32 Extensions
(http://www.python.net/crew/mhammond/win32/Downloads.html) includes the
win32ui module.
but it seems (to me, though I have no pyOpenGL experience) that you
shouldn't need to use win32ui to do this.
Kris is using WGL to build font bitmaps, which is the Windows/OpenGL
"glue". On Linux this is GLX and on Mac it's AGL. Minor changes would
be required to use these in place of WGL on these platforms.
Otherwise, how are all those linuxers getting OpenGL fonts? :D
Certainly not by getting the OS to draw font bitmaps. The standard
technique is to render the characters you need to a texture (using
pygame.font or SDL_ttf, for example), and rendering screen-aligned quads
of the textures. pyglyph
(http://www.partiallydisassembled.net/pyglyph/) is a module that does
exactly this.
Alex.