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Re: [pygame] Another blitting surface to itself crash



Lenard,

"Fatal Python error: Inconsistent interned string state."


On Mon, Aug 18, 2008 at 8:17 AM, Lenard Lindstrom <len-l@xxxxxxxxx> wrote:
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.