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



The array stuff should raise an exception as currently an opengl surface cannot be directly altered. But what about blitting an opengl surface to another surface?

Lenard


René Dudfield wrote:
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?