Fixing the squares in PIL is pretty simple, simply use the gen-dots.py
from 0.0.1 that uses PIL instead of pygame like 0.0.2. Examining the
images 0.0.2's gen-dots.py generates, you can see that the white's
aren't ffffff, they are fdfdfd etc... Running the old gen-dots.py
fixes this.
When using the pygame backend, it seems that during alpha blending
blits the alpha value is increased across all pixels (which is why the
squares, when visible, are coloured). Having a fart around it looks
like the culprit is pygame's surface.blit BLEND_MULTI special flag,
and quite possibly SDLs implementation alpha to alpha blend blits.
Also, I did confirm that the whites in dots*.png are not pure when using the Pygame backend. I think that is the heart of the problem, no?
> Here is my points.txt file for you to test with, so you can see the
> squares yourself:
>
> http://geoip.arpatubes.net/points.txt
Perfect, thanks. I'll take a look.
chad
Was a solution to the squares problem in pygame ever found? I've
attempted to find a solution and still cannot find one.
- Josh
On Apr 2, 11:45 am, Chad Whitacre <c...@zetaweb.com> wrote:
> David,
> Have you ever used nose for testing? It would be awesome if you were able to
> write a test case for this bug. Do an image generation and then sample a
> point to see if the transparency/color is right. Trying to find time here to
> look at this but thought I'd drop the suggestion in the mean time. :^)
>
> chad
>