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



What I see is an opengl SDL screen surface has a NULL pixels pointer while a HWSURFACE surface (screen or otherwise) does not. Beyond that I have no explanation. What it means is that PixelArray and surfarray will also fail on opengl surfaces.

Lenard


Brian Fisher wrote:
So isn't that the same as a HWSURFACE display surface when you're not using openGL?

On Thu, Jun 12, 2008 at 9:57 AM, Lenard Lindstrom <len-l@xxxxxxxxx <mailto:len-l@xxxxxxxxx>> wrote:

    Further testing shows that the pixels pointer for an opengl SDL
    surface is NULL.

    Lenard


    Lenard Lindstrom wrote:

        I have no idea why an opengl surface save is handled in such a
        convoluted way.


        Brian Fisher wrote:

            I get what the new code is trying to do - but my point was
            that at some point a surface is written out to a file - I
            was specifically asking how that is accomplished, possibly
            deep in SDL land. If SDL was able to lock the GL display
            surface, and get a * to the pixels, then wouldn't you be
            able to treat saving the screen exactly the same as all
            other surfaces?