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gl, image.save crash... was (Re: [pygame] Automated Builds)
- To: pygame-users@xxxxxxxx
- Subject: gl, image.save crash... was (Re: [pygame] Automated Builds)
- From: "René Dudfield" <renesd@xxxxxxxxx>
- Date: Tue, 10 Jun 2008 15:05:49 +1000
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- Delivery-date: Tue, 10 Jun 2008 01:05:54 -0400
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hi,
the gl pygame.image.save(screen) was partially fixed by me the other weekend...
It used to import pyopengl to access its glReadPixels function in
pygame < 1.8.1... however pyopengl 3.x changed the API which broken
the pygame function.
So instead of importing pyopengl for glReadPixels, I used the SDL
function to dynamically load the glReadPixels function... however I've
only tested it on linux, and mac osx. I still haven't set up a
windows environment for compilation yet.
If someone could give me a stack trace with gdb, I might be able to
fix it - otherwise I'll eventually get around to fixing it once I get
mingw set up on my windows machine.
ps. future feature wish for build bot: giving stack traces on segfaults too?
On Tue, Jun 10, 2008 at 2:50 PM, Lenard Lindstrom <len-l@xxxxxxxxx> wrote:
> I have just confirmed the gl screen save crash has been around since at
> least Pygame 1.7.1, so may never have worked on Windows. The
> test_subsurface_lock fails should be resolved once Marcus figures out what
> lifetime locks are really all about.
>
> Lenard
>