On 17 August 2013 16:21, Lenard Lindstrom le...@telus.net wrote:
Ctypes may be the way to go on PyPy, but it is slow in CPython.
PyPy moved to cffi some time ago, and it's much faster on both platforms.
Richard
Hi all,
The Python Game Programming Challenge http://pyweek.org/ will run
its 17th challenge during the first week of September, from the 1st to
the 8th.
The PyWeek challenge:
1. Invites entrants to write a game in one week from scratch either as
an individual or in a team,
2. Is intended to be
Nice! Is there a way to get a download ZIP of the current build of the docs?
Richard
On 31 March 2013 02:12, René Dudfield ren...@gmail.com wrote:
Thanks for that :)
The new docs are now live: http://pygame.org/docs/
They get updated automatically when commits happen to the hg
On 7 February 2013 10:12, Elias Benevedes benevedesel...@gmail.com wrote:
I've just been wondering lately. I want to not use pygame, or any other
modules for controlling graphics. There must be a way to write it in pure
python code for the fact that pygame uses python (I assume?). Have any of
You'd better start writing then :-)
On 7 February 2013 10:19, Elias Benevedes benevedesel...@gmail.com wrote:
Not to be picky, but I want to do it completely without internet installed
modules.
On Wed, Feb 6, 2013 at 3:17 PM, Julian onp...@gmail.com wrote:
On 02/06/2013 06:12 PM, Elias
On 7 February 2013 10:29, Ian Mallett geometr...@gmail.com wrote:
On Wed, Feb 6, 2013 at 4:20 PM, Richard Jones r1chardj0...@gmail.com
wrote:
You'd better start writing then :-)
At some level, you need to interface with the graphics drivers. Since Python
is an abstraction layer over C
Hi all,
Just wanted to let you know that I'm giving an introduction to PyGame
tutorial at US PyCon in March (my tutorial is on the 14th.)
I'll be walking attendees through the development of a game from
scratch all the way through to packaging (including mobile.)
The full info is at
As someone who has SDL installed (on OS X) I actually find pip
install pygame to be quite useful.
Richard
On 22 October 2012 03:32, Ryan Hope rmh3...@gmail.com wrote:
Then why is it in PyPi at all?
On Sun, Oct 21, 2012 at 12:28 PM, Owen Rexian outrex...@gmail.com wrote:
I think it's
Hi all,
I subscribe to the pygame website project RSS and I've noticed spam
entries appearing more frequently on there. Is there some way I can
help weed out that spam?
Richard
On Sun, 19 Oct 2008, Charlie Nolan wrote:
In other words, this has absolutely nothing to do with Pygame and
you're just someone who saw game in the list name. Go away.
Whoa, what the hell? Some guy's got a site that could be good for wider
distribution of indy games and you're just telling
Richie Ward [EMAIL PROTECTED] wrote:
Mailing list is pending approval apparently. Although if you know any
nice sites that offer mailing lists, id like to know.
I've been extremely happy with the facilities provided by Google Groups lists -
the addition of pages and file uploads to the lists
Richie Ward [EMAIL PROTECTED] wrote:
I like Hypernucleus, all agreed?
Sounds good, but there could be spelling issues (at a minimum hypernuculus
etc)
In other news, python-server project will be started.
We've gotten a little distracted by the naming effort, so I've lost track of a
couple
On Sun, 17 Aug 2008, Frozenball wrote:
Quick mockups (svg):
http://img105.imageshack.us/img105/6708/pygamedbqs5.png
http://img178.imageshack.us/img178/7016/pygamedblogocirclela2.png
http://img178.imageshack.us/img178/7889/pygamedb3db4.png
Personally I think that the name (PygameDB) is too
On Sat, 16 Aug 2008, Dan Krol wrote:
This is fantastic, I didn't know this was in the works.
I, too, was unaware of it. Somehow I missed the original announcement.
I'd love to see this capable of playing games from pyweek :)
I'd be very happy to talk about how to adapt the pyweek Skellington
This stuff was discussed on the pyglet mailing list a while back. One relevant
thread is here:
http://groups.google.com/group/pyglet-users/browse_thread/thread/8b35f0e0971939f3
Richard
René Dudfield [EMAIL PROTECTED] wrote:
Indeed. Generally strings, lists and tuples are copied in
On Thu, 19 Jun 2008, Peter Gebauer wrote:
I read Zhang Fan's post regarding his gsoc project, I've been looking to do
something similar, a Python extension for an already existing library.
So far I've extended Chipmunk partially over a few days of prototyping, but
there's no point in having
On Sat, 26 Apr 2008, Ian Mallett wrote:
I would conclude this message simply by saying, for those working on
Python, keep working on making it faster. Good job.
And as I've mentioned so many times, this is not the place to post such a
message.
Richard
René Dudfield [EMAIL PROTECTED] wrote:
On Thu, Apr 17, 2008 at 2:21 PM, Greg Ewing
[EMAIL PROTECTED] wrote:
René Dudfield wrote:
2. - asm optimizations. There seems to be
almost no asm optimizations in CPython.
That's a deliberate policy. One of the goals of CPython
On Thu, 17 Apr 2008, you wrote:
No, this is the place to discuss it because if we wish to make games,
work with existing platforms, and want speed, that is the way to go. Now
that we have had this discussion, and found solutions, now we have a list
of ways to resolve it.
Sure, discuss
Ian Mallett [EMAIL PROTECTED] wrote:
... if C++ can do it, Python should be able to too. Obviously, I don't know
how Python is structured ...
Then please learn more about CPython's internals and the general problem of
optimising a dynamic language like Python. The CPython code is incredibly
Ian Mallett [EMAIL PROTECTED] wrote:
Are there any plans to improve Python's speed to
at least the level of C languages?
This isn't really the best forum for asking such a question. I would recommend
asking on the general Python mailing list / newsgroup (comp.lang.python on
On Thu, 3 Apr 2008, NBarnes wrote:
Wayne Koorts [EMAIL PROTECTED] wrote:
I'm having a friend convert it to chm because pdf is slow:(, my
friend
bought me the ebook version off apress,
Probably much less trouble to just get a better PDF reader. PDF
itself isn't
On Thu, 3 Apr 2008, René Dudfield wrote:
It might be best (if you have time), to make another application for
something to do with python, and not so much pygame.
I believe there would be a better chance of acceptance (and also a wider
audience :) if the AI module was not pygame-specific.
On Thu, 3 Apr 2008, Nisarg Kothari wrote:
So would you recommend that I not mention pygame specifically, and
just focus on differentiating my proposed project from the existing AI
projects that use Python?
Mention gaming by all means, but present the effort with a wider scope. And
yes, you'd
René Dudfield [EMAIL PROTECTED] wrote:
If you can find an existing AI project that looks good, perhaps
approach them and see if they will mentor you.
Do you know where these other python AI projects are Richard?
I just did a google search for python AI module and got a bunch of hits :)
On Sun, 17 Feb 2008, Joey Marshall wrote:
What I was thinking was a sf like site specifically targeted towards
python games.
I've had a similar ideas proposed to me before by a few people - not so much
about the project hosting but more towards a less-pygame-specific site for
discussion and
On Thu, 14 Feb 2008, Brian Fisher wrote:
support for non-power of 2 texures is pretty much standard for recent
graphics cards
Note that there can be a *significant* performance penalty when using some
cards / drivers.
Richard
On Wed, 13 Feb 2008, kschnee wrote:
Loading images and
displaying those and text is a royal pain in OpenGL, even in Python.
The even in Python is a little out of date now :)
from pyglet import image, font
# display an image
im = image.load('image.png')
im.blit()
# display some text
t =
On Wed, 13 Feb 2008, Brian Fisher wrote:
There is a way to get an app in windows to not be blocked by event
processing like that (something about calling your update from a
particular message or returning the right value from some weird barely
documented message or something like that) but I
On Wed, 13 Feb 2008, René Dudfield wrote:
Apart from Richards shameless self promotion of pyglet, here's some
other things to look at...
It was more an attempt to dispel the even in Python statement :)
Richard
Kamilche [EMAIL PROTECTED] wrote:
I couldn't use pygame ctypes, because most of the examples were broken,
and I just didn't want to figure out why. Instead, I wrote a module to
interface to SDL directly, using the ctypes feature of Python 2.5. I was
happily surprised to discover that SDL was
On Sat, 8 Dec 2007, Kris Schnee wrote:
This code does nothing, but does it elegantly.
If only there was QOTW for pygame list :)
Richard
On Sun, 2 Dec 2007, Casey Duncan wrote:
You can use fink (http://finkproject.org/) to install pygame with
python 2.5. It's also handy for installing other libraries you might
want (PIL, pyrex, ode, py2app, etc.).
I would be wary of installing one of those parallel packaging systems. I did
so
On Thu, 22 Nov 2007, David wrote:
On 11/20/07, Richard Jones [EMAIL PROTECTED] wrote:
2) Use the Twisted reactor *as* your main loop, and implement all game
logic as call-backs from there. This is the approach that the Twisted
people will recommend.
This is also useless for highly
On Wed, 21 Nov 2007, David wrote:
1) Use Twisted with reactor.iterate
I found that this approach has quite a high impact (ie. takes a considerable
amount of time to run, even when there's no network events).
2) Use the Twisted reactor *as* your main loop, and implement all game
logic as
On Tue, 20 Nov 2007, Noah Kantrowitz wrote:
Pyraknet is worth a look, as is Twisted,
but both have their own problems.
Twisted is very mature, but can take some effort to learn how to use. It can
also be very tricky to incorporate into a game.
Richard
Ian Mallett [EMAIL PROTECTED] wrote:
Stretched pixels, though.
If you want your pixels to be square you can alter the glViewport.
Richard
Brian Fisher [EMAIL PROTECTED] wrote:
On Nov 12, 2007 1:24 PM, Alex Holkner [EMAIL PROTECTED] wrote:
OpenGL provides many ways to scale a 640x480 viewport up to a higher
resolution, with or without aliasing (I suspect in this use-case you'd
prefer the aliasing).
there's no way to get
Brian Fisher [EMAIL PROTECTED] wrote:
On Nov 12, 2007 3:29 PM, Richard Jones [EMAIL PROTECTED]
wrote:
be a lot of 3d apps where resolution doesn't matter, but the
bluriness
of scaling 1.65 does kill small text and make crisp sharp lines look
bad, and it makes pixel art distorted
On Sat, 10 Nov 2007, Brian Fisher wrote:
On Nov 9, 2007 6:40 AM, Alex Holkner [EMAIL PROTECTED] wrote:
* pyglet is written entirely in Python, with no external requirements
to run on Windows, Mac OS X or Linux.
* read a large number of image formats, including PNG, BMP, JPG,
On Sat, 3 Nov 2007, Phillip Shoemaker wrote:
Electronic Arts has provided the prize (Xbox 360 along with a bunch of
games), and will be the judge.
It doesn't cost anything to enter (and our platform is free), and all
entries have to be submitted by January 15th.
Please confirm that non-US
On Wed, 5 Sep 2007, pistacchio wrote:
maps are certainly a very common feature in game development. the
easiest way to trace maps (and the one that i've used in other languages
in tha past) is to use multidimensional arrays. so, a tile-map, can be
stored and worked on as a simple array (or
On Sat, 1 Sep 2007, René Dudfield wrote:
[snip good ideas]
We could also do a search within the pygame cookbook, which is slowly
gaining more examples.
Or perhaps the code submitted to pyweek could be made browsable...
Richard
On Sat, 1 Sep 2007, Lamonte Harris wrote:
I hope this happens no longer then 6 months :) Because thats when I'm
going to be developing a very BIG game w/ pygame. Just hope its documented
well soon enough.
One way to make sure it gets done is to volunteer some time to help :)
Richard
On Sat, 1 Sep 2007, Peter Shinners wrote:
Lamonte Harris wrote:
What do we do for python 3 :S. When will there be information on pygame
and the new Python 3?
Python modules that are extensions written in C are going to have a hard
transition to 3.0. The C API in Python 3 is different
On Sat, 25 Aug 2007, Greg Ewing wrote:
Brian Fisher wrote:
What I'm saying is that the game switches between the two,
(and the corresponding draw functions as well) but the OpenGL part
doesn't work. It only works when the Pygame part is not called.
Hmmm. Maybe it's not possible to
On Sat, 11 Aug 2007, Ian Mallett wrote:
Which is better to use.
glDrawPixels or Pixel buffers?
whats pixel buffers?
I'd assume buffers, but both should be pretty fast.
Depending on how many pixels you are manipulating, glDrawPixels will almost
always be the slowest of your many
On Wed, 8 Aug 2007, Ian Mallett wrote:
All hail king Linux! (or Mac) except .exe files don't run...
You're just not using Wine :)
Richard
On Wed, 8 Aug 2007, Ian Mallett wrote:
I was backing up my files onto a CD when I ironically deleted an original
.py file for a module leaving the .pyc version. My question here, is can
you reverse compile it? I want to make some changes.
[odd, with all that noise no-one has actually
On Wed, 8 Aug 2007, Richard Jones wrote:
On Wed, 8 Aug 2007, Ian Mallett wrote:
I was backing up my files onto a CD when I ironically deleted an original
.py file for a module leaving the .pyc version. My question here, is can
you reverse compile it? I want to make some changes.
[odd
On Fri, 3 Aug 2007, Ian Mallett wrote:
I want to draw a circle on this surface with pygame.draw.circle(). It
doesn't crash, which makes me think it should work, but I don't see the
circle, which makes me think it doesn't.
Also, blitting surfaces crashes. Is there a workaround?
pygame.draw
Simon Wittber [EMAIL PROTECTED] wrote:
If you're after brain dead simple 2D OpenGL functions only, try gfx.gl
in the GFX package. (http://cheeseshop.python.org/pypi/GFX).
Yep, and pyglet is intended to provide windowing, input, music, sound, video,
etc. It has some extensions already that are
On Mon, 9 Jul 2007, Ian Mallett wrote:
So, how exactly do try/except things work? I've seen them in various
programs but I dn't know what they really do. I was just about to ask, and
this seemed the perfect opportunity...
You might find some value in running through the tutorial at
On Sun, 8 Jul 2007, Ian Mallett wrote:
Suppose you have an image file. Call it blah.png. If I want to copy it
to another directory and rename it Ogg.png, how would I do that with
python code?
pydoc shutil.copyfile
Richard
On Sun, 8 Jul 2007, Rolando Pereira wrote:
f = file(full_path_to_blah.png)
n = file(full_path_to_Ogg.png, w) # We add w, so that if
the file so that if the file
doesn't exist, it will be
created
On Sun, 8 Jul 2007, Ian Mallett wrote:
Like how? file([Filepath], b) is invalid.
% pydoc file
Help on class file in module __builtin__:
class file(object)
| file(name[, mode[, buffering]]) - file object
|
| Open a file. The mode can be 'r', 'w' or 'a' for reading (default),
| writing
On Wed, 4 Jul 2007, Michael George wrote:
I was wondering if anyone can suggest a good 2D computational geometry
library for use with pygame.
http://code.google.com/p/pyeuclid/
Vector, matrix and quaternion classes for use with 2D and 3D games and
graphics applications. Compatible with
On Sun, 17 Jun 2007, Rolando Pereira wrote:
I usually use this site for searching sounds.
http://www.findsounds.com/
On Sun, 17 Jun 2007, Chuck Arellano wrote:
http://www.flashkit.com/soundfx/
Please don't hesitate to keep http://www.pygame.org/wiki/resources up to
date :)
Thanks,
On Sun, 17 Jun 2007, Will McGugan wrote:
Marius Gedminas wrote:
I'm somewhat surprised that your r/g/b/a setters perform an isinstance
check and explicitly require a float. What's wrong with accepting ints
(0 or 1)?
I want to use floats internally, so that it will always use float
On Sun, 17 Jun 2007, Richard Jones wrote:
I presume you were just calling float(value)? I'm surprised that is slower
than invoking isinstance() if value is a float.
And a quick check tells me my gut was about right: there is no time difference
between these if value is a float:
$ python -m
On Tue, 22 May 2007, Eyal Lotem wrote:
Allow access to this constant so that pygame programs can benefit from
the swap control feature of SDL.
Yes, please! :)
Richard
On Mon, 21 May 2007, Will McGugan wrote:
I've just uploaded a new version of my 'Game Objects' library. The 3D
math classes have been updated, and I was hoping for some feedback. Let
me know if you have any suggestions for ways to improve it...
On Thu, 10 May 2007, Kris Schnee wrote:
Richard Jones wrote:
OLPC are having a game jam! It sounds like a helluva lot of fun and I'm
totally jealous of anyone who's in the US who could just fly there to
attend.
The deadline for signing up is the 12th of May, so hop to it!
http
OLPC are having a game jam! It sounds like a helluva lot of fun and I'm
totally jealous of anyone who's in the US who could just fly there to attend.
The deadline for signing up is the 12th of May, so hop to it!
http://wiki.laptop.org/go/GameJam
Remember - these things have built-in:
On Tue, 8 May 2007, James Paige wrote:
Okay, I gotta step in here. Non-linux users should stop trying to impose
a windows-style installation scheme on Linux users.
rpm's debs' and ebuilds are all great systems. All three of them do
something really tremendously important that windows/mac
On Thu, 26 Apr 2007, Dave LeCompte (really) wrote:
I hope you don't mind, but I snagged it for a look as well. I am not
exactly making menus, but I am trying to get a better understanding on
making buttons (I only have to make 108 of em for my 20 card keno) I
have been collecting bits of
On Mon, 23 Apr 2007, Brian Fisher wrote:
I think pygame.time.Clock.tick used
to do busy loop waiting as well, in older pygame versions (not sure
when it may have changed).
AFAIK ('cos it's early in the morning and I'm feeling lazy ;) this is still
the case when the requested frame rate is
On Fri, 13 Apr 2007, [EMAIL PROTECTED] wrote:
Alright how do you open a blank window. I tried the following:
import pygame as D_ENGINE
size = width, height = 320, 240
speed = [2, 2]
black = 0, 0, 0
screen = D_ENGINE.display.set_mode(size)
while 1:
for
On Fri, 13 Apr 2007, [EMAIL PROTECTED] wrote:
I think I know the problem, its the text pad I'm using. I have NotePad++
anyone recommend any besides Dr Python (atm I can't use it+ its a little
slow on this comp).
http://wiki.python.org/moin/PythonEditors
(Google search python editor windows)
On Fri, 13 Apr 2007, [EMAIL PROTECTED] wrote:
Alright I got an error saying:
Syntax Error Line 6:
pygame.init()
Script:
import sys
import pygame
from pygame.locals import *
pygame.init()
Indeed this is a syntax error - the code is indented unnecessarily and
invalidly.
On Mon, 26 Mar 2007, Brian Fisher wrote:
I guess everyone finally knows how to do everything they ever wanted
to with pygame.
Puhleeze - they're all boning up on their pygame API in readiness for
PyWeek! :)
Richard
PyWeek #4 will run in the first week of April:
Start: 00:00UTC Sunday 1st April
Finish: 00:00UTC Sunday 8th April
REGISTRATION IS OPEN
Visit the PyWeek website for more information:
http://pyweek.org/
THE PYWEEK CHALLENGE:
- Invites all Python programmers to write a game in one week
On Friday 09 March 2007 08:24, Kamilche wrote:
The limitation of not using pre-existing libraries and artwork is a
deterrent. You might be able to talk more game creators with advanced
skills into competing, if those limitations didn't exist.
I think you may need to re-read the rules page. You
On Friday 09 March 2007 09:27, Patrick Mullen wrote:
Pyweek is a competition, is it not?
I should nit-pick here. I'm very careful to call it a challenge and not
a competition. There are no prizes, except kudos. I like it that way 'cos
it means I can enter without fear of being charged with
On Saturday 17 February 2007 05:30, Horst JENS wrote:
Where do (pygame) programmers look first for music ?
What is the best way to encourage programmers/artists to contact my
friend for more music ?
The Resources page on pygame.org has a few links.
Recognising that there's people writing
On Sunday 21 January 2007 22:47, Kris Schnee wrote:
I was thinking about how to simulate a lighting effect in Pygame: a
character with a portable light source in a dark room. The code below
does something like that by creating a black mask covering the screen,
then cutting a
[sorry about that empty reply folks - hit the wrong dang button]
On Tuesday 19 December 2006 04:41, spotter . wrote:
On 12/18/06, Chris Smith [EMAIL PROTECTED] wrote:
I generally make the map file as simple to read and change in a text
editor as I can. This generally makes the python code to parse the file a
bit more complex, but since this is done only
On Monday 18 December 2006 12:39, Lamonte(Scheols/Demonic) wrote:
Do you know of any game sources that does this? that I can look at.
Have a look at PGU:
http://www.imitationpickles.org/pgu/
Richard
On Monday 18 December 2006 16:31, Luke Paireepinart wrote:
Note that the way your mapfile is formatted, you could just import it as
a python module, and the variables would be declared automatically.
Not quite. The strings aren't quoted. He could however use the standard
library ConfigParser
On Wednesday 13 December 2006 14:30, Phil Hassey wrote:
Thanks for all the suggestions, I tried cx_freeze, and that seemed to work:
http://www.imitationpickles.org/tmp/galcon.tgz
Works a treat! You rule :)
Are there any preferences on the distribution method I use?
The above works fine for
On Monday 11 December 2006 15:12, Mike Wyatt wrote:
Oops, I forgot to mention that. I'm using raw_input() because I want to
focus on getting my game working before putting time into writing a
GUI. Without a GUI, the only way I can get user input is with
raw_input(). I'm working on my
On Sunday 10 December 2006 05:25, Phil Hassey wrote:
Hope you all enjoy it!
I checked out the website yesterday, it looks cool. Any chance I'll be able to
play it? (in Linux)
The LD48 version doesn't work in Linux.
Richard
ps. for everyone else, the website to get it is:
On Saturday 25 November 2006 06:52, Simon Burton wrote:
I put up a cookbook entry on how to alias a cairo surface
to a pygame surface (and a numpy array):
http://aspn.activestate.com/ASPN/Cookbook/Python/Recipe/498278
Could you please put it in the pygame cookbook?
Thanks,
Richard
On Thursday 16 November 2006 01:05, Tim Ansell wrote:
I'm currently using ctypes to wrap the libmng module to support MNG
animations.
I hope for your sake that libmng doesn't use that totally broken longjmp
error-handling that libpng does. Argh. Completely unsupported in ctypes :(
On Saturday 11 November 2006 02:23, Chris Smith wrote:
I grabbed mine (Vera) from an ubuntu install disc, although I must say I'm
a tiny bit unsure about the legal status (although it's in debian as well,
so must be fairly liberal)
Bitstream Vera font set:
http://www.gnome.org/fonts/
The
On Saturday 11 November 2006 15:44, Nicolas Bischof wrote:
Hello!, i wanted to ask
is there a way to use vectorial images, hopefully SVG, to make a game in
pygame? i want to make a full scalable game.
is there a SVG package that con be used with pygame?
i´ve searched but i didn't find
On Thursday 02 November 2006 07:35, Karlo Lozovina wrote:
On 11/1/06, Ryan Charpentier [EMAIL PROTECTED] wrote:
This is entirely doable if you use two or more processes, each running a
pygame screen. Then just pass messages between them using sockets.
Hm, simple and elegant solution, I like
On Friday 27 October 2006 12:01, JoN wrote:
Given the same input parameters will it generate the same terrain every
time, or is it random ?
The OP said using procedural generation so that the landscapes are random but
consistent from session to session.
Richard
On Saturday 21 October 2006 17:26, Ryan Charpentier wrote:
Oops heres the example.
It is possible to get the red box outside of the play area, given a high
enough velocity.
Richard
On Friday 20 October 2006 01:20, Kris Schnee wrote:
I'd like to be able to render text in OpenGL so that I can do an
interface not limited to SDL rendering speeds, but so far I've not
succeeded. PyGlyph seems like a solution, but its Hello World example
crashes.
code
Traceback (most recent
On Friday 06 October 2006 05:47, Phil Hassey wrote:
I think the issue is now fixed. The site was requiring the Release
version field, and that was giving out confusing results.
Yep, it's all good now (though I supplied a version value).
Richard
On Wednesday 04 October 2006 01:59, Phil Hassey wrote:
What version of Konqueror were you using?
3.5.2
Richard
On Sunday 01 October 2006 11:00, Ryan Charpentier wrote:
I discovered pygame over year ago and have really enjoyed using it thus
far. I've created a few of the simple games i've always wanted to (like
pacman) and have coded a unique asteroids game I came up with on my own.
So now that I've
On Tuesday 26 September 2006 12:01, Greg Ewing wrote:
Richard Jones wrote:
Nope, just tried with Firefox (1.5.0.5) too. On clicking save it disabled
all the form fields, but then just re-enabled them again without adding
the project.
Do you have javascript enabled? It seems to want
On Monday 25 September 2006 16:14, Phil Hassey wrote:
I just tried it out to add my pyweek game and didn't have trouble. Maybe
for now you can use a different browser.
Nope, just tried with Firefox (1.5.0.5) too. On clicking save it disabled all
the form fields, but then just re-enabled them
On Sunday 24 September 2006 17:28, Rikard Bosnjakovic wrote:
On 9/24/06, Richard Jones [EMAIL PROTECTED] wrote:
I can't seem to add a new project. I fill out the form and submit it, but
nothing happens. It just returns the form to me, and doesn't appear to
actually add the project.
Um
I can't seem to add a new project. I fill out the form and submit it, but
nothing happens. It just returns the form to me, and doesn't appear to
actually add the project.
Richard
On Sunday 17 September 2006 11:31, Kris Schnee wrote:
I've put the latest code at:
http://kschnee.xepher.net/code/scurvy.py
Looks like you've enabled blending without specifying a blend function. You'll
want something like:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
This indicates
On Sunday 17 September 2006 12:34, Kris Schnee wrote:
Richard Jones wrote:
Looks like you've enabled blending without specifying a blend function.
You'll want something like:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
This indicates to use the texture's alpha channel
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