Here's a recent project I've been working on in python/C for games:

http://code.google.com/p/py-lepton/source/browse/trunk/

Note there is nothing os x specific about it other than the location
of some include and library directories in setup.py because it depends
on the OpenGL C API. Everything else is vanilla distutils.

-Casey

On Thu, Nov 20, 2008 at 2:16 PM, Steve <[EMAIL PROTECTED]> wrote:
>
>
>
> On Nov 20, 3:13 pm, "Casey Duncan" <[EMAIL PROTECTED]> wrote:
>> Here's one way you could do it:
>>
>> Grab a texture from the buffer that is the bounding box of your lasso 
>> selection.
>> Make a lasso mask that is white only inside the selection
>> draw the mask into the stencil buffer
>> draw the rectangular texture you grabbed (with the stencil test on)
>> into your destination buffer
>
> The stencil buffer is just what I needed. This example makes it very
> easy to understand:
> http://pseudogreen.org/bzr/pyglet_superbible/ch03/stencil.py
>
> My test code ended up looking like this (graphics lib more or less
> wraps some basic pyglet/OpenGL calls):
>        pyglet.gl.glClearStencil(0)
>        pyglet.gl.glEnable(pyglet.gl.GL_STENCIL_TEST)
>        pyglet.gl.glClear(pyglet.gl.GL_STENCIL_BUFFER_BIT)
>        pyglet.gl.glStencilFunc(pyglet.gl.GL_NEVER, 0x0, 0x0)
>        pyglet.gl.glStencilOp(pyglet.gl.GL_INCR, pyglet.gl.GL_INCR,
> pyglet.gl.GL_INCR)
>
>        graphics.set_color(1,1,1,1)
>        graphics.draw_rect(self.x1,self.y1,self.x2,self.y2)
>        graphics.set_color(0,0,0,1)
>        graphics.draw_ellipse(self.x1,self.y1,self.x2,self.y2)
>        pyglet.gl.glStencilFunc(pyglet.gl.GL_NOTEQUAL, 0x1, 0x1)
>        pyglet.gl.glStencilOp(pyglet.gl.GL_KEEP, pyglet.gl.GL_KEEP,
> pyglet.gl.GL_KEEP)
>        graphics.set_color(1,1,1,1)
>        graphics.draw_image(self.selection, self.x1, self.y1)
>        pyglet.gl.glDisable(pyglet.gl.GL_STENCIL_TEST)
> That code draws an oval-shaped section of the image self.selection.
>
> On Nov 20, 3:16 pm, "Tristam MacDonald" <[EMAIL PROTECTED]> wrote:
>> For a really simple approach, you can use multi-texturing with
>> multiplicative blending against a mask texture. This will mask any areas
>> where the mask texture is 0, and leave any areas where it is 1, but it may
>> not be the most flexible approach.
> I couldn't find any useful information about this method with a
> rudimentary web search.
>
>> If you are using shaders, you can use a mask texture and a pixel shader to
>> render only the unmasked portion of another texture (use the discard
>> instruction for masked pixels).
>>
>> If you aren't using shaders, you may be able to work something out with the
>> stencil buffer, although this wont be as straightforward.
> My OpenGL knowledge is scattered and specialized, so I'm not using
> shaders. The stencil buffer method was actually very straightforward:
> use boilerplate setup code, draw mask, then more boilerplate, then
> draw stuff, then more boilerplate.
>
>> C extensions are pretty much identical on OS X to linux, although you do
>> need to pass the compiler a few different options. If you need help
>> constructing a makefile for a C extension, I have several extension modules
>> building cross-platform, so I can probably explain the process.
> I tried looking for examples a few days ago but couldn't find anything
> more recent than OS X 10.2, which had a much earlier version of
> Python. Links to examples would be much appreciated. I'm decent with
> C, but have used it primarily for homework assignments, so for now I'm
> considering a C extension to be out of the scope of this project.
> >
>

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