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Re: [pygame] OpenGL with pygame



On Tue, 12 Dec 2000, ShredWheat wrote:

>send it out. earlier i was unable to create HW surfaces on windows
>unless i was fullscreen. heard in #sdl that shouldn't be the case
>and to check the actual SDL version. going the lazy route i was gonna 
>just check 1.1.7 when it comes out and re evaluate

No, I won't send it out. :-) It was a horribly silly bug I had in my code.
I had reversed the order of the "depth" and "flags" parameter for my
pgame.display.mode_ok() call, so all calls for fancier modes failed. I
then initialize a "safe mode", but there I used the correct order, so it
always succeeded...

I did a quick hack for a program to test the display modes and flags I got
for posting here, and then I noticed the bug. I now get fullscreen,
doublebuffered and hw-accelerated 1024x768 which is what I was aiming for.
I will still have the "safe fallback" for systems which can't provide that
mode.

Sorry for the alarm, I will punish myself with some more horrible
coffee...

--------------------+--------------------------------------------------------
Jan 'Chakie' Ekholm |     Balrog New Media    http://www.balrog.fi/
   Linux Inside     | I'm the blue screen of death, nobody hears your screams

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