On Thu, Feb 14, 2008 at 5:54 PM, Patrick Devine <[EMAIL PROTECTED]> wrote:

>
> I've been pretty disappointed with the 2d drawing primitives that are
> out there right now so I set about writing my own.  I wanted to
> somewhat replicate pygame's functionality and have cleaner code which
> was as well documented as pyglet.  So far I've implemented rect(),
> circle(), ellipse(), line() and lines().  I still need to get around
> to polygon() and arc(), but I would imagine I can finish those up this
> weekend if anyone is interested.
>
> Also, I'm not (yet) optimizing with display lists but I would imagine
> the code could be modified to do that as well.
>
> Let me know if anyone is interested.
>
> --Patrick.
>

I think a 2D drawing primitives shim library might make sense for a very
simple 2D application - a Logo-like game or something.  In such instances,
"optimizing" with display lists would be almost silly, though.

In other applications, building more complex structures out of the functions
provided by a 2D primitives shim library would almost never be a good idea.
For a structure build out of 10,000 lines, for example, you wind up an
excess 10,000 function calls just for a little API gloss.  And (unless your
interfaces are really weird, which would defeat the point), you end up with
10,000 glBegin/glEnd pairs instead of one - and I don't think display lists
cut out such redundancies.

There is also very little difficulty in making such abstractions (with the
exception of tessellated polygons, b-splines, etc.), so I personally would
put it in a utils module per application, rather than imposing another
dependency and worry about deployment and potential licensing conflicts.

Cheers,
-- 
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d.p.s

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