hi again,

Or for the draw stuff...
We could just include these two files:
    src/SDL_gfx/SDL_gfxPrimitives.c
    src/SDL_gfx/SDL_gfxPrimitives.h

Then use this in Setup
GFX = src/SDL_gfx/SDL_gfxPrimitives.c
gfxdraw src/gfxdraw.c $(SDL) $(GFX) $(DEBUG)


I added those two files in that directory to svn for now.  So people should
be able to build it out of svn on linux/unix... and download binaries
(hopefully a couple of hours) from here:
http://thorbrian.com/pygame/builds.php

Committed revision 1980.


cheers,


On Sun, Mar 29, 2009 at 2:11 PM, René Dudfield <ren...@gmail.com> wrote:

> 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/%7Erene/stuff/aapolygon.png>
> http://rene.f0o.com/~rene/stuff/aacircle.png<http://rene.f0o.com/%7Erene/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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