gfxdraw is from pygame2, I assume? Thanks Rene, I'll give it a try. Pygame2 looks quite awesome. Is the 1.9 branch gonna keep being maintained when pygame2 is official? it breaks backwards compatibility, I guess, are you just going to keep it with a different name so they can be installed together?
On Wed, Mar 3, 2010 at 2:41 AM, René Dudfield <ren...@gmail.com> wrote: > Hi, > > please see: pgyame.gfxdraw.aacircle(surface, x, y, r, color): return None > > cheers, > > On Wed, Mar 3, 2010 at 1:33 AM, Luke Paireepinart > <rabidpoob...@gmail.com> wrote: > > > > I'd like to draw antialiased circles but it doesn't seem to be included > in Pygame. Is this feature included in Pygame 2? > > > > I found an example for drawing antialiased circles by using a bunch of AA > lines but it was pretty slow and also didn't fill in the circle. > > What would you guys recommend I do? The last post I found on this was > that SDL_GFX contains an AACircle method but it's not exposed. > > I don't think PIL can draw antialiased circles either. > > > > I can pre-generate the images for the most part so it doesn't matter > too-too much if it's slow (won't affect runtime performance), but it would > help to speed up the pre-generation. I can just store them on disk but it > will take up more space than I'd like. So I have alternate solutions that I > can use already, I just thought someone might have a quick fix that I just > hadn't thought of. > > > > Hmm, it just occurred to me that I could render a circle at double or > triple the resolution then do a bicubic resampled rotozoom, that would > antialias it, wouldn't it? Would that antialias still work if the > background were Alpha? (i.e. does rotozoom interpolate alpha when it > resizes?) I'll investigate this, but still send this post in case anyone > has some insight. > > > > Thanks for your time guys! > > -Luke >