Hi, very cool module :)
I uploaded some png's for people to see: http://rene.f0o.com/~rene/stuff/aapolygon.png http://rene.f0o.com/~rene/stuff/aacircle.png However, with ubuntu SDL_gfx I get this error: >>> import pygame.gfxdraw Traceback (most recent call last): File "<stdin>", line 1, in <module> ImportError: /usr/lib/python2.5/site-packages/pygame/gfxdraw.so: undefined symbol: arcRGBA I guess arcRGBA isn't in the version I have... which is version 2.0.13 - a pretty a old SDL_gfx (current is 2.0.19pre). So... I'll try and start submitting bug reports to distros for them to update SDL_gfx. However that won't help us for 1-2 years -- by the time they process the bug report, then finally get around to packaging the newer version - then time for people to upgrade their distros... Also, I think we'll probably try and get some newer fixes into SDL_gfx, so for now including it with pygame is probably better. Instead, can we include SDL_gfx parts in with pygame? including the whole directory in src/SDL_gfx/ . I changed Setup to this, which compiled and worked: GFX = src/SDL_gfx/SDL_gfxBlitFunc.c src/SDL_gfx/SDL_gfxPrimitives.c gfxdraw src/gfxdraw.c $(SDL) $(GFX) $(DEBUG) Instead of including it in src/... we could put it in branch/SDL_gfx and put a svn external to src/SDL_gfx (SDL_gfx doesn't appear to use public version control). Or we could just include the needed files needed. I think a branch with svn external to src/SDL_gfx would be best... then it's nicely separated. Then when we release a source tar.gz/.zip we include it with the pygame sources. cheers, On Thu, Mar 26, 2009 at 6:33 AM, Lenard Lindstrom <le...@telus.net> wrote: > You can see for yourself: > > http://www3.telus.net/len_l/pygame/gfx_antialiasing.tar.gz > > Because of a bug aapolygon_gfx.py will not work with the gfx enabled > Windows binaries I have provide. The latest Pygame out of SVN is needed. But > you can still look at the images I took from a screen shot. > > Lenard > > > Lenard Lindstrom wrote: > >> The results actually look good though, if one first draws the outline, >> then the filled version. Circles not quit so good, but better than with no >> anti-aliasing. >> >> Lenard >> >> RB[0] wrote: >> >>> You could do a filled polygon and then an aa one around it... >>> But I think then you'd be getting a lot slower... >>> >>> On Wed, Mar 25, 2009 at 1:44 PM, Lenard Lindstrom <le...@telus.net<mailto: >>> le...@telus.net>> wrote: >>> >>> The aa polygon is not filled, and the filled polygon does no aa. >>> >>> Lenard >>> >>> >>> René Dudfield wrote: >>> >>> good idea. >>> >>> there's an aa-polygon in sdl gfx >>> >>> >>> On Wed, Mar 25, 2009 at 5:38 PM, Greg Ewing >>> <greg.ew...@canterbury.ac.nz >>> <mailto:greg.ew...@canterbury.ac.nz>> wrote: >>> Lenard Lindstrom wrote: >>> >>> Yes, but we still need an aaline algorithm >>> with line >>> width. >>> Find an aa polygon algorithm and then use >>> it to >>> draw line-shaped polygons. >>> >>> >>> >> >> >> > > -- > Lenard Lindstrom > <le...@telus.net> > >