[Author Prev][Author Next][Thread Prev][Thread Next][Author Index][Thread Index]

Re: [pygame] Another blitting surface to itself crash



Yes, debug print statements show the crash happens when the SDL blit funcion SDL_BlitSurface is called. Did you get a Pygame parachute or a Python interned string violation?

Lenard


Nicholas Dudfield wrote:
Ok, I have been informed there is are PyGame blits not derived from SDL, so that explains that.

{pygame_AlphaBlit, pygame_Blit} from clip above looks like

Seems oblivious (sic) now it's pointed out.


On Sat, Aug 16, 2008 at 4:37 PM, Nicholas Dudfield <ndudfield@xxxxxxxxx <mailto:ndudfield@xxxxxxxxx>> wrote:

I had a little play with the test_blit_to_self.py:
    SDL VERSION:

    1.2.13 prebuilts

    PYGAME:

    Mingw compiled, svn r 1619

    OBSERVATIONS:

    Unmodified the test wouldn't run at all as noted earlier.

    I don't know if it's any help but I noticed after commenting out
    the "blitting screen to self" section that I could get the
    "blitting surface to self" test and "blitting surface to screen"
    to run the full 100 cycles if I instantiated the Surface `a` with
    pygame.SRCALPHA flags.

    Also, if using BLEND_RGB_ADD flags "blitting screen to self"
    worked. Also screen.copy() worked as a source... but eh.

    CONCLUSIONS:

    s.blit(s, (0,0)) works if SRCALPHA bits set for s
    screen.blit(screen, step, None, pygame.BLEND_RGB_ADD)

    Is that any help for you guys in debugging?? I have no C-fu or I
    would have a tinker myself.