It seems that sdl_gfx has been ported to sdl2 http://sdl.5483.n7.nabble.com/Interpolate-and-SDL-2-0-alternatives-to-sdl-gfx-features-td37500.html Might it be that something has to be added to the core to get decent primitive support? PySDL2 seems to wrap the port http://pysdl2.readthedocs.org/en/latest/modules/sdl2_sdlgfx.html is that what you're referring to when you say things are worse?
This thread is also interesting: http://forums.libsdl.org/viewtopic.php?p=33873&sid=a3c6a0cf0146ed93007c8963e8cad3b1 It suggests there's scope for two gfx libraries: a software-based one that is feature complete and robust, and a OpenGL-based version that's faster but harder to work with. On 5 February 2014 17:43, Paul Vincent Craven <p...@cravenfamily.com> wrote: > I'd love to see that issue fixed. A search of the web turns up some good > algorithms for doing this, and I've implemented some myself. > > SDL 2 does change things -- for the worse. The drawing primitives don't have > the ability to set the thickness. You can draw with just opengl and use > those commands to get thicker lines, but if you use an opengl context to > render, then it is hard to use the other non-opengl items. If SDL 2 had some > decent drawing primitives I'd switch my tutorial for programarcadegames.com > over to it. > > Updating Pygame to not use SDL 1 and use a decent set of code to draw shapes > with a thick pen would be great. Or figure out how to get nice drawing > primitives on SDL 2. > > Paul Vincent Craven > > > On Tue, Feb 4, 2014 at 6:01 PM, Lenard Lindstrom <le...@telus.net> wrote: >> >> Hi Jeffrey, >> >> An anti-aliased filled ellipse function has been suggested before. But >> finding a suitable drawing algorithm was always a problem. Here is the most >> recent thread: >> >> http://article.gmane.org/gmane.comp.python.pygame/23447 >> >> The source for pygame.draw is here: >> >> >> https://bitbucket.org/pygame/pygame/src/37fb5da907e24c581e5bffbbaf9e4073162e496d/src/draw.c?at=default >> >> There is also pygame.gfxdraw, which has an anti-aliased width 1 draw >> circle: >> >> >> https://bitbucket.org/pygame/pygame/src/37fb5da907e24c581e5bffbbaf9e4073162e496d/src/SDL_gfx/SDL_gfxPrimitives.c?at=default >> >> But this is all Pygame for SDL 1. SDL 2 is a game changer; maybe shape >> rendering will be done in opengl. >> >> Lenard Lindstrom >> >> >> On 14-02-02 08:58 PM, Jeffrey Kleykamp wrote: >>> >>> Hi everyone, >>> >>> I'm new here so please be nice. >>> >>> I created new versions of pygame.draw.circle, arc, ellipse that don't >>> suffer from the moire hole problem. I don't know if there's been some >>> discussion or if a patch has already been submitted regarding this, but my >>> version fixes them. See the picture that's attached. I also included >>> functions to draw regular polygons and wedges. >>> >>> The strategy my circle draw function uses is to draw regular polygons >>> with high number of sides so you can't tell it that it's actually a polygon. >>> Similarly for other draw functions. >>> >>> I wanted to use aalines but it doesn't fill the polygon. If you look at >>> the picture the first column is the current draw function, the second is the >>> new draw function, the third is a composite of the new draw and aalines, the >>> last is only the aalines. >>> >>> Running the file runs the test code that made the attached picture. Sorry >>> I didn't comment much. I'll go back an fix it if there's interest in this >>> code. >>> >>> I also couldn't find the pygame.draw source code to look at, so it would >>> be nice if someone pointed me to where that was. Thanks! >>> >>> Sincerely, >>> Jeffrey >>> >>> -- >>> >>> Jeffrey Kleykamp >> >> >