atm I have to use the cookbook to get RGB from HSV color.
Docs say:
*Color.hsva*
*Gets or sets the HSVA representation of the Color.*
Color.hsva: Return tuple
This fails:
pygame.ver
'1.9.1release-svn2575'
a2 = Color(1,2,4,5)
type(a2)
type 'pygame.Color'
a2
(1, 2, 4, 5)
a2.r, a2.a
1, 5
Hi,
Intro:
So, I'm working on computational fluid dynamics, and I need to initialize a
velocity texture, which stores a vector field in an image. Velocity vectors
can have a range of values; each component could be either positive and
negative. The X component goes in the red channel, the Y in
Hi,
use numpy?
On Fri, Jul 30, 2010 at 3:10 PM, Ian Mallett geometr...@gmail.com wrote:
Hi,
Intro:
So, I'm working on computational fluid dynamics, and I need to initialize a
velocity texture, which stores a vector field in an image. Velocity vectors
can have a range of values; each
On Fri, Jul 30, 2010 at 9:10 AM, Ian Mallett geometr...@gmail.com wrote:
The problem:
Because of this, I need a surface filled with the color 127.5. Obviously,
more than 8 bits per channel are required. To update the texture, I'm using
GL_RGBA32F_ARB, which allocates 32 bits per channel.
On Fri, Jul 30, 2010 at 2:43 AM, Jake b ninmonk...@gmail.com wrote:
atm I have to use the cookbook to get RGB from HSV color.
Docs say:
Color.hsva
Gets or sets the HSVA representation of the Color.
Color.hsva: Return tuple
This fails:
a2.hsva
(220.0, 75.0, 1.5686274509803921,
Use a data set for your computational values and convert them to display
values as needed. I do this for sprites whenever I want micro speed
adjustments, which in essence lets them move fractions of pixels per frame.
Gumm
I don't see why pygame should be involved at all in your texture creation.
python's array module should let you create an array of floats, and
glTexImage2d should support GL_FLOAT for the data type argument. Does that
work?
On Fri, Jul 30, 2010 at 7:10 AM, Ian Mallett geometr...@gmail.com
Another ghetto solution is to not map to 0 to 255. map to 0 to 254, and then
127 is your 0
On Fri, Jul 30, 2010 at 7:10 AM, Ian Mallett geometr...@gmail.com wrote:
Hi,
Intro:
So, I'm working on computational fluid dynamics, and I need to initialize a
velocity texture, which stores a vector
I'm having an issue with my attempts at implementing palette swapping,
it seems that if I change the colours in the main palette (the display
surface palette), all the sprites onscreen, rather than staying in
their respective indicies on the palette, shift to the closest colour
on the palette to
http://www3.telus.net/len_l/pygame/md5sum:0c07ba255ec98e9e28aa117cc99b9b34 *pygame-1.9.2a0.win32-py2.7.msiLenard Lindstrom
On 30 July 2010 19:10, John Anderson corporalmust...@gmail.com wrote:
it seems that if I change the colours in the main palette (the display
surface palette), all the sprites onscreen, rather than staying in
their respective indicies on the palette, shift to the closest colour
on the palette
ah, thats kind of akward syntax, but I think I can manage if I wrap it
properly, thanks!
On Fri, Jul 30, 2010 at 2:04 PM, Mel Collins m...@raumkraut.net wrote:
On 30 July 2010 19:10, John Anderson corporalmust...@gmail.com wrote:
it seems that if I change the colours in the main palette (the
Hmm, using .setPalette() doesnt seem to help matters, perhaps it has
something to do with the way I've loaded images/ converted them? I've been
using the image loader from the chimp tut, maybe theres a flag I need to
set that I havent? The images are loaded from palettized .gifs and then
converted
Ok, got it now, it seems that I have to modify the display's palette, not
the display surface to achieve the desired effect. It's odd though, because
I was fooling around with swapping the palettes on individual sprites and it
seemed to work fine, its only the display surface that has this
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