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Re: [pygame] Script crashes with Fatal Python error: (pygame parachute) segfault
Hi,
not sure why, but in "font.c" ~line 461 change RAISE(...)
...
else
return RAISE(PyExc_TypeError, "text must be a string or unicode");
if(!surf)
/* return RAISE(PyExc_SDLError, SDL_GetError()); <-- doesn't work ... */
return RAISE(PyExc_SDLError, "TTF_RenderText_..() failed");
if(!aa && bg_rgba_obj) /*turn off transparancy*/
...
cheers,
John.
----- Original Message -----
From: "Mike C. Fletcher" <mcfletch@rogers.com>
To: <pygame-users@seul.org>
Sent: Wednesday, May 29, 2002 3:18 AM
Subject: Re: [pygame] Script crashes with Fatal Python error: (pygame
parachute) segfault
> Just realised another symptom (and one which rather reduces the impact
> of the problem):
>
> The error only seems to occur when using the default Font (i.e. None as
> the filename), using a TTF file seems to work properly.
>
> Still don't think it's a desired behaviour, though.
> Mike
>
> Mike C. Fletcher wrote:
> > Hi all,
> >
> > No clue why this is happening, the code seems perfectly fine (and
> > simple). Commenting out a tuple of 0's and 1's getting added to a
> > dictionary avoids the segfault. I'm assuming there's a memory
> > management problem somewhere (possibly 0 or 1 getting garbage
collected?)
> ...
>
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> pygame-users@seul.org
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