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
>

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