Re: Smooth scaling using WMF drawings
Ben Friman <
ben@...>
2005-05-03 09:17:45 GMT
Thanks, Atul. I had been blindly pursuing the WMF route, forgetting
that this was a Windows-only solution. This seems to be on the right
track. The only problem is that I "lost" my C / C++ compiler a few
years ago!
I had a look at Cairo (http://cairographics.org) and it seems that
there are already python bindings for it. However, there's no
Windows binaries so I would need to compile unless anyone out
there has already done so and can let me have the binaries?
> Since no one else has responded to this yet, I'll give it a try,
> although it's a bit of a long shot.
>
> If you're interested in working with vector graphics and you have some
> C/C++ experience, you may want to consider integrating a 2D vector
> graphics library with SDL/Pygame. One such vector graphics library,
> the Anti-Grain Geometry project (http://www.antigrain.com), is a
> collection of algorithms that blit the rendering result to a
> framebuffer, which can have any of a variety of pixel formats. It's
> not very difficult to "hook up" this rendering pipeline to SDL by
> pointing it to the "pixels" property of a SDL_Surface structure and
> telling it what pixel format the buffer uses. The end result is that
> there's no conversion or copying of pixel information from one library
> to another: the 2D vector pipeline simply rasterizes its output
> directly to your screen (or any other SDL/Pygame surface you provide),
> which is extremely efficient.
>
> Thanks to Pygame's C API, it shouldn't be hard to write a Python
> extension module that works with Pygame to do all this. It could even
> be a cool new extension to Pygame itself.
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