. At the time
when I added New Buffer support to pygame, it was better developed than
that provided by the Python 3 buffer object.
Lenard Lindstrom
x release,
but that's not my decision. :-)
On 15 June 2018 at 23:45, Lenard Lindstrom mailto:le...@telus.net>> wrote:
Hi everyone,
A part of the preparation for pygame 2 I have documented the
functions and types exported by various pygame extension
module
PyFloat_AsDouble(...) and Py_ssize_t PyNumber_AsSsize_t (...)
also return -1 on failure.
I would think that API changes don't belong in a 1.9.x release, but
that's not my decision. :-)
I am in no rush to change the pygame C API. If changes are made, they
can wait until pygame 2.
Lenard Lindstrom
pygame 2? Python is not much help since it has mixed error codes
within its C API.
Lenard Lindstrom
On 17-04-20 05:32 PM, Greg Ewing wrote:
Lenard Lindstrom wrote:
Unfortunately, the special parser machinery to support Cython
includes is only implemented at the module level. It was never
generalized to work in any code block.
The include statement in Pyrex was something of a hack that I
Hi Marcus,
I was certain I had read about restrictions regarding a window's surface
and a renderer. But I can't find anything in the SDL API docs.
Lenard Lindstrom
On 17-04-20 10:14 AM, Marcus von Appen wrote:
On 4/20/2017 8:13:22 AM, "Greg Ewing" <greg.ew...@canterbury.
Hi Greg,
On 17-04-19 11:06 PM, Greg Ewing wrote:
Lenard Lindstrom wrote:
Extension type WindowSurface would add an SDL window C pointer to its
pygame.Surface parent. This window pointer cannot be factored out
into a separate WindowBase parent class. And any methods which access
that pointer
a renderer
and a window.
But yes, if a separate Window and Renderer is more intuitive to most
people, then that is the way to go. Anyway, the complicated, and unclear
to me, window/renderer relationship makes a combined object a
questionable choice.
Lenard Lindstrom
On 17-04-19 10:54 PM, Leif
a separate window
object. Whether or not it is useful, I don't know.
Anyway, I am still getting a handle on SDL 2, so don't favor any
particular approach yet.
Lenard Lindstrom
Hi,
On 17-04-19 03:23 PM, Daniel Foerster wrote:
On 04/19/2017 01:16 AM, Lenard Lindstrom wrote:
Now I have experimented with separate Window and Renderer. I found a
somewhat acceptable solution to the problems mentioned above. But it
still felt clunky. Then, when I combined the window
classes. But
then that is just cut and paste, provide one remembers to do it.
Lenard Lindstrom
Renderer does not below with the draw module, because it is not for
drawing lines, and primitives on software surface. It is a
cross-platform and simple API for high-speed accelerated graphics
, with the
addition of new classes to what already exists in Pygame.
An SDL Window can have only one rendering context, or renderer. Now a
renderer can have multiple textures, with render mode a per-texture
feature. All that will be supported.
Lenard Lindstrom
On 17-04-17 04:17 PM, B W wrote:
Hi, Leonard
Hi again,
On 17-04-17 07:59 AM, Ian Mallett wrote:
On Mon, Apr 17, 2017 at 12:01 AM, Lenard Lindstrom <le...@telus.net
<mailto:le...@telus.net>> wrote:
Is it possible to combine the renderer with the window? I
don't see why the renderer needs to b
Hi Ian,
Thanks for replying.
On 17-04-16 01:43 AM, Ian Mallett wrote:
On Thu, Apr 13, 2017 at 3:25 PM, Lenard Lindstrom <le...@telus.net
<mailto:le...@telus.net>> wrote:
"""Render an image to a window
This is adapted from the SDL 2 example at
&l
on Gnu/Linux if the SDL 2.0.4 (or 2.0.5) library and dev
files are installed. Tested for Python 2.7.
Lenard Lindstrom
On 17-04-09 01:47 AM, René Dudfield wrote:
(In case there's anyone interested on the list who wants to follow along).
Lenard has been adding the SDL2 patches in these branches
eliminary design work, so feedback is not only welcome but
also necessary.
Lenard Lindstrom
Well, I am not showing up in GitHub. And almost everything in src having
the last commit on Dec. 1, 2016.
Lenard Lindstrom
On 17-03-26 10:38 AM, René Dudfield wrote:
Hello,
https://github.com/pygame/pygame
TLDR; git repo, and issues are there. A bit more work to do on other
things. Authors
and work as expected.
Lenard Lindstrom
On 17-03-21 10:31 AM, Ian Mallett wrote:
Hi,
On Mon, Mar 20, 2017 at 11:55 PM, René Dudfield <ren...@gmail.com
<mailto:ren...@gmail.com>> wrote:
There are few people on this mailing list which have a lot of
knowledge about GPU rend
a Python 3 and redesign the Pygame api for
ascetic reasons.
Lenard Lindstrom
On 17-03-20 04:18 PM, Leif Theden wrote:
I'm not really sure how to respond to this wall of text. Ian, you are
really trying to make the case that a software renderer making simple
shapes around the on the screen
in Cython? If not
then we could try to use parts of pygame_sdl2 to quickly introduce SDL2
specific features.
Lenard Lindstrom
On 17-03-18 05:02 AM, René Dudfield wrote:
Hello,
so, I've spent some more time reading source code, and investigating
SDL2 and the options a lot.
I *think* this plan
as extension modules to continue to use the new buffer
protocol, making CFFI less useful.
Lenard Lindstrom
On 17-03-18 10:32 PM, bw wrote:
Hi, thanks for inviting me to opine. :)
[snip]
Having had much recent experience with a SDL2 implementation (pypy,
CFFI, plus all the SDL2 libs), I found
A FORTRAN array should work. The pixelcopy routines do understand array
strides.
On 16-12-24 10:25 AM, Russell Jones wrote:
On 24 December 2016 at 17:39, Mikhail V > wrote:
The problem is however, transpose adds overhead, ca. 10-15%
The ad appears to be added by Disqus, which powers the comments.
On 16-12-18 02:36 AM, Thomas Kluyver wrote:
Yuck. I always use an adblocker, so I hadn't seen the 'sponsored
links' until now. I agree that they're hideous, and we definitely
shouldn't have them on the new site. I wonder if they
I was looking at Pelican: http://blog.getpelican.com/
It looks like Sphinx lite for web sites. Page content can be reST,
Markdown, or AsciiDoc. Jinja templates are used for page generation.
On 16-12-17 02:26 PM, Thomas Kluyver wrote:
So far, I think the proposals for the static information
Bitbucket also has static web site support. I set one up for the Pygame
docs awhile ago, but have not maintained it:
http://pygame.bitbucket.org/docs/pygame/
The repository is here:
https://bitbucket.org/pygame/pygame.bitbucket.org
Lenard Lindstrom
On 16-12-17 09:16 PM, Daniel Foerster
Hello,
My experience is in setting up the Pygame documentation generator under
Sphinx. So all the hacks to get a unsphinx-like banner with links to all
the module pages was my work.
On 16-12-16 09:59 AM, Thomas Kluyver wrote:
On 16 December 2016 at 10:12, Radomir Dopieralski
x-doc.org/examples.html>. Do we want our project added
to this page? I believe in the past one had to be on the Sphinx mailing
list to request addition, so I never seriously tried. Now it looks like
I can use my Google+ account. Let me know what you think.
Lenard Lindstrom
Fixed in changeset d61ea8eabd56
Thanks Martti for reporting the bug.
Lenard Lindstrom
On 15-12-04 01:19 PM, Lenard Lindstrom wrote:
Ok, I am l looking into it.
Lenard Lindstrom
On 15-12-04 11:31 AM, Martti Kühne wrote:
Hello pygame list!
On a similar note as [0], using PixelArray's index
porting of my code from Windows
to Ubuntu (so for instance, I have tried to fix pathnames, etc.
wherever possible, and the `pygame` tests should be platform
independent, but still fail?).
What should I do to fix this issue?
Kind regards,
Brian
Hope this is of some help,
Lenard Lindstrom
Hi,
On 15-10-25 04:19 PM, Ian Mallett wrote:
On Sun, Oct 25, 2015 at 4:27 PM, Lenard Lindstrom <le...@telus.net
<mailto:le...@telus.net>> wrote:
Is there a need to continue big-endian support?
Bi-endian architectures are still around (ARM, MIPS in particular).
AFAICT littl
Is there a need to continue big-endian support? I mean, we leave in the
big-endian specific code, but just leave it untested. Worry about it
only if the need arises.
Lenard Lindstrom
On 15-10-23 08:07 AM, René Dudfield wrote:
Hi,
Interesting. I didn't know you could do
libraries where built with MinGW-W64 on my computer. I only use
Windows when I have to. The rest of the time it's Gnu-Linux.
Lenard Lindstrom
On 15-09-27 09:43 AM, diliup gabadamudalige wrote:
has anybody come across any viruses in the pygame download?
Lenard Lindstrom
prebuilt-x64-pygame-1.9.2-20150907.zip
Enjoy,
Lenard Lindstrom
On 15-09-08 01:15 PM, Lenard Lindstom wrote:
---
This email has been checked for viruses by Avast antivirus software.
https://www.avast.com/antivirus
P.S. I suspect the anti-virus program ate the original message. It may
be time
, but are untested in an actual Pygame
build on an actual x64 Windows system.)
Have fun,
Lenard Lindstrom
Hi René,
If I can get into the AppVeyor account I believe I can fix the build
script. The setup.py command to create the msi installer is incorrect.
Lenard
On 15-07-14 12:28 AM, René Dudfield wrote:
On Sun, Jul 12, 2015 at 2:20 AM, Lenard Lindstrom le...@telus.net
mailto:le...@telus.net
On 15-07-15 05:44 AM, Sam Bull wrote:
On Sun, 2015-07-12 at 18:48 -0700, Lenard Lindstrom wrote:
A Pygame buildbot two tasks, building a Pygame installer for a
particular operating system, then running the Pygame unit tests on the
new build.
On the note of testing, I would also like to see
code
- allowing people to exploit much of their existing knowledge.
and
On Sun, Jul 12, 2015 at 8:48 PM, Lenard Lindstrom le...@telus.net
mailto:le...@telus.net wrote:
Hi Jake,
For the parts of SDL2 that did not see a major redesign, such as
Surfaces, there are enough small
Hi Jake,
On 15-07-12 09:52 AM, Jake b wrote:
Lenard
On Sat, Jul 11, 2015 at 7:20 PM, Lenard Lindstrom le...@telus.net
mailto:le...@telus.net wrote:
Much of the delay is due to logistics. With the loss of the
automated build site a few years back there is no simple way to
check
Hi Peter,
On 15-07-10 07:47 PM, Peter Shinners wrote:
I haven't been paying close attention to Pygame, but it doesn't seem
controversial to say things have stalled. I haven't gotten much
feedback from Rene, but I'd like to give him time to put something
together. Some of the main things that
I will have a Win 64 Pygame build for Python 3.4
soon, though progress was delayed by problems building one of the
library dependencies.
Enjoy,
Lenard Lindstrom
Hi,
I don't expect Pygame 1.9.2 is ready for beta testing. As for PyPi, what
is needed to add it there?
Lenard Lindstrom
On 15-05-11 11:03 AM, diliup gabadamudalige wrote:
we are all waiting patiently
On Mon, May 11, 2015 at 4:19 PM, Florian Krause
siebenhundertz...@gmail.com
/
remote:
remote:For more information: https://confluence.atlassian.com/x/Eg4zDQ
remote: ***
I didn't even know an alias was set up. So I guess when July rolls
around *hg.pygame.org* stops working.
Lenard Lindstrom
Hi again,
This is definitely a bug. I have opened issue Issue #237
https://bitbucket.org/pygame/pygame/issue/237/memory-overrun-when-text-with-descenders.
It will be fixed for Pygame 1.9.2 release.
Lenard Lindstrom
On 15-03-12 12:27 PM, Bo Jangeborg wrote:
Thanks for the answer. While I am
version as well.
Lenard Lindstrom
On 15-03-12 06:38 AM, Bo Jangeborg wrote:
How stable is the freetype module ? I have been running into problems
with it hanging my app completly. The following code should demonstrate
the problem. Pressing ESC and you'll see that it has crashed. However
if you set
not been updated to support subclassing. If subclassing Channel is a
desired feature, then I will fix the oversight.
Lenard Lindstrom
On 15-01-05 07:50 PM, Paul Vincent Craven wrote:
That's normal. I usually subclass Sprites every time I use them. They
even have methods set up that you are expected
in imageext.
If there are any further questions I am here to help,
Lenard Lindstrom
In the past I built the libraries with MinGW, using some tricks to link
against the same Microsoft C runtime library as the Python version.
On 14-12-18 06:04 AM, Paul Vincent Craven wrote:
I'm working on the script
today on the
buildbots too.
best,
On Sat, Dec 13, 2014 at 11:36 PM, Lenard Lindstrom le...@telus.net
mailto:le...@telus.net wrote:
Hi René,
Great news. Anything more I should do? I got distracted earlier
this year when, on the PyPy mailing list, I got the impression
access to a Windows 7 machine, so maybe I can do a final release build.)
I think an end-of-January release date is realistic. I will now go to
the bug tracker to see what is left to do.
Lenard Lindstrom
On 14-12-12 10:33 PM, René Dudfield wrote:
Hi,
I've been prodded by a bunch of people
))
(255, 0, 0, 255)
source.get_at_mapped((0, 0))
96
pxcopy(source, target, (10, 15))
target.get_at_mapped((10, 15))
96
target.get_at((10, 15))
(96, 96, 96, 255)
target.get_at((0, 0))
(30, 30, 30, 255)
Lenard Lindstrom
.
Just something to consider.
Lenard Lindstrom
On 14-03-03 02:48 PM, Greg Ewing wrote:
Lenard Lindstrom wrote:
A Pygame level production blitter would extend the simple bytecode
language to support basic arithmetic operations, different integer
sizes, as well as higher level operations such as pixel
encoding/decoding and alpha blitting
Hi Keith,
It's still a little early to know how this will work out. I have to
confirm that RPython's garbage collector properly handles multiple calls
into the interpreter without resetting each time. But I don't think
there is a problem.
Lenard Lindstrom
On 14-03-03 03:29 PM, Keith Nemitz
. Also be sure to include the Python3 dev package.
Since I do most of my Pygame development on Linux Mint, there should be
no compatibility issues on Ubuntu, except with libportmidi0. So I
suggest commenting out the Pygame midi module entry in the Setup file.
Lenard Lindstrom
On 13-12-31 09:36
90% Linux Mint
8% Windows XP
2% OS X
On 13-12-05 08:43 PM, Jason Marshall wrote:
pygamers, which computer operating system(s) have you used this year?
If you have been using more than 1 operating system, approximately
what percentage of your time are you using each one?
Here's my breakdown:
Those docs are for Pygame 1.9.1, and are very outdated. Use
http://pygame.bitbucket.org/docs/pygame/index.html for up-to-date docs.
Lenard Lindstrom
On 13-11-23 08:40 PM, Jake b wrote:
See the broken output at
http://www.pygame.org/docs/ref/sprite.html#pygame.sprite.LayeredUpdates
--
Jake
On 13-11-03 09:57 AM, Christopher Arndt wrote:
Hi Lenard,
On 02.11.2013 02:25, Lenard Lindstrom wrote:
Just wondering, if the Python level callback is found to be too slow, could a
C level callback mechanism be provided?
how would you suggest this should be used? From Python or C?
In python
, could a
C level callback mechanism be provided?
Lenard Lindstrom
On 13-11-01 05:39 AM, Christopher Arndt wrote:
On 01.11.2013 09:52, William Heatley wrote:
Suggested Solution:
Do not define PM_CHECK_ERRORS.
This is defined in the underlying portmidi library, which AFAIK is
linked dynamically. So
Hello William,
PortMidi is a nuisance. I do Pygame development on a Ubuntu derived
Gnu/Linux distribution, and had to build a custom PortMidi library for
use with Pygame.
Lenard Lindstrom
On 13-11-01 01:52 AM, William Heatley wrote:
Python: 2.7.4
PyGame: 1.9.1release
OS: Ubuntu 13.04
. Unfortunately,
freetype failed the unit tests. It needs a newer version of the
FreeType2 library. I intend to release it at some point. Otherwise...
Enjoy,
Lenard Lindstrom
I'm happy. Great work.
Lenard
On 13-10-09 02:07 AM, Aikiman wrote:
Okay had a bit of a play around, added eye brows to accentuate expression and
add character, moved the controller and tucked it in Snakey's tail. I dont
think it can go any deeper as it will conceal too much of the controller.
I've added a note to Pygame issue #75 to add a Font.get_sizes() method
to list available sizes for a bitmap font.
Lenard Lindstrom
On 13-10-08 06:42 PM, Jason Marshall wrote:
Thanks for digging into this. If multiplying the em width by 2 // 3 is
the most difficult step in using a bitmap font
Hi Westley,
I don't know enough about the Glyph Bitmap Distribution Format to
suggest how it should be interpreted. This format was defined by Adobe,
and used by X11. The latest linux xterm uses freetype for font rendering.
Lenard Lindstrom
On 13-10-07 11:41 PM, Westley Martínez wrote
this is (8 * 2 / 3) = 5. The width is used as the font size.
This is a quirk of the freetype library. I see no easy work-around.
Lenard Lindstrom
[1] bdfdrivr.c:438, see
http://git.savannah.gnu.org/cgit/freetype/freetype2.git/tree/src/bdf/bdfdrivr.c?id=VER-2-5-0-1#n438
On 13-10-06 02:44 PM, Lenard
is not
built into the freetype module, so is untested. It is something I
intended, but have not got around too. Sorry.
Lenard Lindstrom.
On 13-10-05 03:07 PM, Lenard Lindstrom wrote:
Hi,
I don't know what exactly you are looking for. The BDF fonts are
bitmap fonts, so do not scale. Each font
Looks good. Maybe the game controller can be the M in Pygame. Also, a
matching icon is needed.
Lenard Lindstrom
On 13-10-04 12:45 AM, Aikiman wrote:
For what its worth then here are a couple of designs of the logo. Im only
throwing them up here because i've already done the work but if you
compared to the old
one.
-Original Message-
From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On
Behalf Of Lenard Lindstrom
Sent: Friday, October 04, 2013 11:07 PM
To: pygame-users@seul.org
Subject: Re: [pygame] Pygame look and feel
Looks good. Maybe the game controller
it the font name, style and size, I get an
error. If I just pass only the font name and a certain (wrong) size,
it sometimes renders.
Jason
*From:* Lenard Lindstrom le...@telus.net
*To:* pygame-users@seul.org
*Sent:* Friday
That looks nice. Maybe the python can hold the controller with his tail,
ala Sir Hiss. I played a bit with having Snakey perched atop the
letters, rather than wrapped around them. Just thoughts.
On 13-10-05 02:38 PM, Aikiman wrote:
Good comments have been made.
Initially I had the idea to
/check-pygame-with-cpychecker).
Enjoy,
Lenard Lindstrom
-text
earlier this week: pygame-1.9.2a0-12de2da43ecb.win32-py3.3.msi
https://bitbucket.org/pygame/pygame/downloads/pygame-1.9.2a0-12de2da43ecb.win32-py3.3.msi.
I have taken to adding a changeset identifier to the file name so
tracking installer versions will be easer.
Lenard Lindstrom
On 13-10
.msi
Note, it fails a couple of unit tests, but should still be usable.
An updated Python 3.3 installer is also ready, and will be uploaded shortly.
Lenard Lindstrom
On 13-08-17 12:28 AM, Marcus von Appen wrote:
On, Sat Aug 17, 2013, Lenard Lindstrom wrote:
Ctypes may be the way to go on PyPy, but it is slow in CPython. It lacks
new buffer support. Well, ctype types have buffers, but they don't work
with NumPy.
Take a look at
https://bitbucket.org
Ctypes may be the way to go on PyPy, but it is slow in CPython. It lacks
new buffer support. Well, ctype types have buffers, but they don't work
with NumPy. Array support is convoluted and slow (see _numpysurfarray.py
in Pygame 1.8.0). And Python is unsuited for writing the custom blitters
On 13-08-17 12:20 AM, Marcus von Appen wrote:
On, Sat Aug 17, 2013, Lenard Lindstrom wrote:
Hi Andrew,
Marcus von Appen has pygame2 as a synonym for PyGame Reloaded. I
noticed, though, that PyGame Reloaded was discontinued (1) in favor of
PySDL2. So if there will be no confusion and Marcus
in CPython. Pygame does not port cleanly to PyPy, so PySDL2 is
a good start in getting graphical support into PyPy.
Lenard
On 13-08-15 11:11 PM, Marcus von Appen wrote:
On, Fri Aug 16, 2013, Lenard Lindstrom wrote:
Hi Marcus,
Well, your Hello, World! example
(http://pysdl2.readthedocs.org/en
Hi,
I recommend we put a feature freeze of Pygame 1.9.2. Personally, I still
want to see Pygame 1.9.2 reach release status. I expect identifying
existing bugs in Pygame 1.9.2 is easier than chasing them down later in
an SDL 2 port. Otherwise, I would rather put time into an SDL2 port than
/
On 13-08-16 01:26 PM, Andrew Barlow wrote:
I favour this hugely.
I'd love to have a feature freeze on 1.9.2... squish any final bugs on
it... start SDL2 port for a PyGame 1.9.10 (Maybe even just PyGame 2.0?)
On 16 August 2013 21:12, Lenard Lindstrom le...@telus.net
mailto:le...@telus.net wrote
Hi Marcus,
Well, your Hello, World! example
(http://pysdl2.readthedocs.org/en/latest/tutorial/helloworld.html) works
on Linux Mint with Python 2.7 (both CPython and PyPy versions) and
Python 3.3. It failed to install for Python 2.5, though.
Good work.
Lenard
On 13-08-13 11:59 PM, Marcus
['SDL_AUDIODRIVER'] = dsound
This will work for Windows, but not Linux. So add add some conditional
code to only set SDL_AUDIODRIVER when the program is running on Windows.
Hope this helps,
Lenard Lindstrom
On 13-06-29 07:34 PM, sarah wrote:
Hi, reallyvery strange. I did these tests (actually I
stage is necessary. The
code changes basically affect anything using NumPy.
Thanks, and enjoy,
Lenard Lindstrom
On 13-06-19 01:04 AM, René Dudfield wrote:
Hellos,
Lenard made some new buffer improvements to pygame. If anyone has
time to test it with their apps that would be cool. Just
--
Ran 665 tests in 57.157s
FAILED (failures=1, errors=1)
Christoph
On 6/19/2013 11:52 AM, Lenard Lindstrom wrote:
Hi,
I've been wanting to add new buffer protocol support to Pygame for
awhile now. It includes a release mechanism which is needed
at 9:17 PM, Lenard Lindstrom le...@telus.net wrote:
Good. I will now try to create a bitbucket document site in pygame
(http://pygame.bitbucket.org/docs/pygame) and see if the docs display
properly. As for updating, a bitbucket web site maintained as any other , so
updates are simply HG pushes
, 2013 at 7:00 AM, Lenard Lindstrom le...@telus.net
mailto:le...@telus.net wrote:
Hi everyone,
I was looking through the bitbucket documents and found a section
on static web site hosting:
https://confluence.atlassian.com/display/BITBUCKET/Publishing+a+Website+on+Bitbucket
Okay, the link is alive.
Lenard
On 13-05-29 12:17 PM, Lenard Lindstrom wrote:
Good. I will now try to create a bitbucket document site in pygame
(http://pygame.bitbucket.org/docs/pygame) and see if the docs display
properly. As for updating, a bitbucket web site maintained as any
other , so
Automated Pygame Build Page is up and running
again. I would like to give it a try.
Lenard Lindstrom
On 23/03/12 01:03 AM, Sam Bull wrote:
On Thu, 2012-03-22 at 17:12 -0700, Lenard Lindstrom wrote:
On 22/03/12 02:07 PM, Sam Bull wrote:
The only issue is that no toctree appears in Devhelp's side panel,
which is somewhat annoying. Python's documentation seems to have a
similar problem
Hi,
A while back it was agreed to update to Sphinx 1.1 when it was released
http://article.gmane.org/gmane.comp.python.pygame/22431. It now at
1.1.3 http://pypi.python.org/pypi/Sphinx. I propose we update the
repository docs to 1.1, allowing them to be built with Python 3 *.
Lenard
On 22/03/12 11:41 AM, Sam Bull wrote:
On Thu, 2012-03-22 at 11:01 -0700, Lenard Lindstrom wrote:
A while back it was agreed to update to Sphinx 1.1 when it was released
http://article.gmane.org/gmane.comp.python.pygame/22431. It now at
1.1.3http://pypi.python.org/pypi/Sphinx. I propose we
On 22/03/12 02:07 PM, Sam Bull wrote:
On Thu, 2012-03-22 at 13:26 -0700, Lenard Lindstrom wrote:
I don't know. The reason for choosing Sphinx is to let others build the
docs in other formats. I took care to keep the reST sources compatible
with vanilla Sphinx. In the Pygame source distribution
Scrap is now been enabled for Python 3.x on Windows (see issue 105).
Lenard Lindstrom
On 18/03/12 12:16 PM, Lenard Lindstrom wrote:
Hi David,
Apparently I did not port scrap to Python 3.x on Windows. I remember
one of the ports would be more difficult than the others: some
function returned
The pygame.Color type converts between RGB, CMY, HSVA, and HSLA.
Lenard Lindstrom
On 20/03/12 07:47 AM, Joseph Halvarson wrote:
Can someone just whip up a quick Color Theory module so we can easily
import all of this relevant information into Pygame?
Thanks!
Hi David,
Apparently I did not port scrap to Python 3.x on Windows. I remember one
of the ports would be more difficult than the others: some function
returned the raw buffer of a Python string, and would not work as is for
a unicode object.
Lenard Lindstrom
On 17/03/12 12:30 AM, David
. But these
are just possibilities. I don't know what caused your particular problem.
Lenard Lindstrom
On 17/03/12 03:50 PM, Dan Uznanski wrote:
After some poking I fixed it. Had to nuke Python /and/ Pygame to do
so, which was no fun, and I'm still disappointed because I have no
idea what actually went wrong
I can't reproduce it on gnu/linux. Haven't tried it on Windows yet.
Lenard Lindstrom
On 14/03/12 11:20 AM, René Dudfield wrote:
Hi ya,
I just tried again, and get the same error. I'm guessing it doesn't
happen on other platforms? I'll get into the debugger later.
cheers,
On Wed, Mar 14
Hi,
Issue 109 contains x86_64 related changes to freetype. Maybe this fixes
the Zanthor problem on the Mac.
Lenard Lindstrom
On 19/02/12 01:33 AM, René Dudfield wrote:
Hi,
I just tested it with the Zanthor game... and get an error on OS X 10.7.
File /Users/rene/dev/zanthor/zanthor
Hi,
To answer Nick's, question: yes. Anything in a module's global namespace
is directly visible from a function declared within the module, unless
hidden by a function argument or local variable having the same name.
Even then, you can use the globals function to access the global names.
equivalents, then using the LIBRARY_PATH environment variable
to redirect the linker to this directory. Maybe the same kind of
spoofing can be used on OS X. The
INCLUDE environment variable adds precompiler search paths.
Lenard Lindstrom
On 07/03/12 05:28 AM, René Dudfield wrote:
One other thing to try
script: line 86
should be i = int(i % 360) instead of i %= 360.
I'll run some tests with this module to see how it performs on my
Android tablet...
I guess I need to take another look at pexdra.
Lenard Lindstrom
it is 24 bit. Something may have
changed in SDL_image or libpng. If so, there is nothing that can be done
about it (unless someone volunteers to rewrite imageext.c to not use
SDL_image).
Lenard Lindstrom
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