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



I think they should just check:
if (surf->pixels == NULL) {
    handle_error();
}


On Fri, Jun 13, 2008 at 9:22 AM, Lenard Lindstrom <len-l@xxxxxxxxx> wrote:
> 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?
>>
>>
>>
>
>