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 >> > >> >> > >> >> ------------------------------------------------------------------------ >> > >> >> > >> >> > >> No virus found in this incoming message. >> > >> Checked by AVG - www.avg.com Version: 8.5.325 / Virus Database: >> > >> 270.12.15/2093 - Release Date: 05/02/09 14:23:00 >> > >> >> > >> >> > >> >> > > >> > > >> > >