The OpenVG one is very interesting and if development continues it could be
very useful once desktop hardware acceleration becomes available.  At that
point, I see it likely that SDL and PyGame will implement the creation of
OpenVG surfaces in a similar way that they now allow the creation of OpenGL
surfaces.  I do, however, wonder at the interoperability of OpenGL and
OpenVG. . .
In any case, right now I`m mosting interesting in the rendering of static
SVG images.  Features like picking would be nice, though. . .
-Daniel

On Wed, May 6, 2009 at 7:37 AM, RB[0] <roeb...@gmail.com> wrote:

> There are pygame libraries on the pygame.org site for both SVG and OpenVG,
> though both are limited, and I think the SVG one is only for opengl
> rendering.
>
> http://www.pygame.org/project/962/ -- SVG lib
> http://www.pygame.org/project/964/ -- OpenVG
>
> These might be useful to you, if only as a reference :)
>
> On Wed, May 6, 2009 at 7:21 AM, Peter Gebauer <
> peter.geba...@stockholm.bostream.se> wrote:
>
>> Hi!
>>
>> I'm not sure, but maybe something like OpenVG would be useful?
>> http://www.khronos.org/openvg/
>>
>> Once you have a OpenVG implementation for SDL/PyGame you have a complete
>> and free API to do vector graphics for games, UI's and what not with
>> (potentially) hardware acceleration specifically for vector graphics.
>>
>> Just FYI. :)
>>
>> /Peter
>>
>> On 2009-05-05 (Tue) 18:47, Daniel Jo wrote:
>> > I don't have very much time during the week, but I'll try to get it
>> working
>> > in Windows (XP) this weekend.  As for OS X, I don't own a system running
>> OS
>> > X, so unfortunately there's little that I can do there. . .
>> > -Daniel
>> >
>> > On Tue, May 5, 2009 at 8:48 AM, Bo Jangeborg <b...@softwave.se> wrote:
>> >
>> > > Do you know if this will be made available for Windows and OS X too ?
>> > >
>> > > Bo)
>> > >
>> > > Daniel Jo skrev:
>> > >
>> > >> I was thinking about UIs today and recalled a post by Brad Wardel
>> about
>> > >> the UI in Galactic Civilizations. He mentioned how it would look
>> pretty much
>> > >> the same regardless of the resolution one runs the game at, due to
>> the use
>> > >> of SVG. Presumably, the UI is designed as vector drawings and at
>> runtime
>> > >> rendered to a texture whose size depends upon the current screen
>> resolution.
>> > >>
>> > >> I thought that this would be a great idea for PyGame, but then I
>> found
>> > >> that the only implementation of SVG that exists for PyGame actually
>> uses
>> > >> Cairo. Personally, I think that using Cairo within PyGame is, at
>> best,
>> > >> suboptimum. What you end up with is a whole lot of redundant library
>> that is
>> > >> doing exactly nothing. It would be much better to have a
>> implementation with
>> > >> relatively atomic dependencies.
>> > >>
>> > >> Fortunately, after a bit of googling I discovered SDL_svg. It appears
>> to
>> > >> require only libxml-2.0 and libSDL. Perfect. It also has a very small
>> API.
>> > >> Perfect. After a bit more research I managed to create my own Python
>> > >> bindings using Pyrex. Take a look:
>> > >>
>> > >> http://code.google.com/p/pygame-svg/
>> > >>
>> > >> -Daniel
>> > >>
>> > >>
>> ------------------------------------------------------------------------
>> > >>
>> > >>
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>> > >>
>> > >>
>> > >
>> > >
>>
>
>

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