On Tue, Mar 11, 2008 at 11:32 AM, Lenard Lindstrom <[EMAIL PROTECTED]> wrote: > AGG may be "templated", but it is not a template library. After > downloading it I notice the first step is to run automake. There is a > source directory full of .cpp files that need compiling to libraries. > Now we have a problem. We would have both a C++ Python extension module > and separate C++ dependencies. And I am reasonably sure that the > extension module and dependencies will have to be built with the same > C++ compiler to work. So for Windows their is no including the AGG > libraries in the prebuilts package. They will have to be built along > with Pygame by distutils. > That doesn't sound right at all. There is no such thing as an agg library. There's just source code and some example files that include a portion of the AGG source. I think the only reasonable way to integrate with pygame would be to have a C extension module that was statically linked to compiled C++ source files.
> The relevant pieces of AGG would become part > of the Pygame source distribution and presumably included in SVN. There > is also the task of working out the AGG build steps and adding them to > setup.py. > The first sentence here sounds exactly right for how I'd see it going down - basically pygame would absorb agg source, just like it did for SDL_gfx for transform and draw. The second sentence sounds like a minor thing - the only "AGG build steps" would be compiling the cpp files that expose extern C functions to pygame. I would expect that works fine, cause I would think GCC's C++ backend is link friendly with it's C backend, just like it is with Visual Studio.