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>
>
>

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