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> >> >> >