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Re: gl, image.save crash... was (Re: [pygame] Automated Builds)



No, it only retrieves the display surface to get the size. It creates a new SDL surface, retieves a copy of the display using an opengl routine, then copies this to the surface. The surface is then written out to the file.

Lenard.


Brian Fisher wrote:
I assume the save routine locks the display surface, and then uses the buffer from the lock, yeah? so if locking an opengl display surface worked, then wouldn't save work too?

On Tue, Jun 10, 2008 at 4:25 PM, Lenard Lindstrom <len-l@xxxxxxxxx <mailto:len-l@xxxxxxxxx>> wrote:

    Current (lack of) progress report. All I can determine for sure is
    that setting the screen mode to OPENGL causes pygame.image.save to
    segfault. It doesn't matter what file extension the output file
    has. I have been unable to pin down the exact point where this
    happens since commenting out code moves the location of the
    segfault. Replacing the opengltosdl call with a simple
    SDL_CreateRGBSurface call also segfaults. Two locations where
    sefaults happen are when opengltosdl returns and the
    PyObject_CallObject call to save_extended in imageext. I will play
    around with it some more later. I will also try gdb again. Maybe
    the problem is in set_mode itself. I will have a look at it as well.