sdl_gfx doesn't allow the user to set line-width either. It is pretty easy to add primitives like this to an OpenGL program (I have done this without issue), but getting them to work with the other SDL2 items isn't easy.
My recollection is that if you use SDL_GL_SwapWindow you can show your OpenGL drawing surface, or you can use SDL_UpdateWindowSurface to show your other drawing surface. But not both. Marcus might be able to chime in, he knows way more than I do. Paul Vincent Craven On Sat, Feb 8, 2014 at 12:58 PM, Russell Jones <russell.jo...@gmail.com>wrote: > 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 > >> > >> > > >