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Kivy Cookbook

You're reading from   Kivy Cookbook Enhance your skills in developing multi-touch applications with Kivy

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Product type Paperback
Published in Aug 2015
Publisher
ISBN-13 9781783987382
Length 246 pages
Edition 1st Edition
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Authors (2):
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Hugo Solis Hugo Solis
Author Profile Icon Hugo Solis
Hugo Solis
Hugo Solis Hugo Solis
Author Profile Icon Hugo Solis
Hugo Solis
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Table of Contents (11) Chapters Close

Preface 1. Kivy and the Kv Language FREE CHAPTER 2. Input, Motion, and Touch 3. Events 4. Widgets 5. Graphics – Canvas and Instructions 6. Advanced Graphics – Shaders and Rendering 7. The API in Detail 8. Packaging our Apps for PC 9. Kivy for Mobile Devices Index

Introduction

Graphics have a relevant position in the Kivy environment. So, we want to go deeper into the possibilities opened by the framework. The previous chapter gave us the necessary tools to create our own graphics and animations. However, now we will describe how to use advance features, that is, the inclusion of OpenGL code in our app. OpenGL gives the ability to use 3D graphics, and it processes graphics faster than we did in the previous chapter.

In this spirit, we will review the creation of widgets and layouts, and how graphics are important for them.

We will look at a recipe of the buffering technique to render our graphics, and we will detail some good practices to code our graphical instructions. Let's start having a look at the Carousel widget, which opens the possibility of handling more graphics than what fit in our app.

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