I found a different bug in the patch I wrote anyway, so its good it wasn't included. The latest code I have in my repo has the bug fixed.
Nirav On Tue, Jul 15, 2008 at 11:54 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > hi, > > I think we'll add all of your patches after 1.8.1 is released this weekend. > > Nicholas and I wrote some tests for Mask.get_bounding_rects, and > transform.threshold... However I think it's a bit late to test them > properly still, and might as well add them to pygame 1.9 starting this > weekend. > > > cheers, > > > On Sun, Jul 13, 2008 at 12:53 PM, René Dudfield <[EMAIL PROTECTED]> wrote: >> Thanks for the patch. I'm looking it over today. >> >> Firstly I'm writing some more extensive test cases for it. >> >> cheers, >> >> >> >> On Sat, Jul 12, 2008 at 4:28 PM, Nirav Patel <[EMAIL PROTECTED]> wrote: >>> In testing some computer vision stuff I was writing, I found that >>> mask.get_bounding_rects() often split a connected component into >>> multiple bounding boxes. Specifically in the following case: >>> >>> 0011 >>> 1111 >>> >>> It would split the 11 in the first row and the 1111 in the second row >>> into separate connected components, and therefore separate bounding >>> boxes. >>> >>> I wrote a new version of it based on the algorithm I used in >>> mask.connected_component. It correctly detects connected components, >>> and there is also a side benefit of an, on average, 2x increase in >>> performance. >>> >>> I attached the functions that I changed, and the full mask.c is >>> available in my repo, though it also contains other functions that I'm >>> proposing for 1.9. >>> http://git.n0r.org/?p=pygame-nrp;a=blob;f=src/mask.c >>> >>> Nirav >>> >> >
