On 26/09/06, Luke Paireepinart <rabidpoobear@xxxxxxxxx> wrote:
Luke Miller wrote:
> Well, I've done a lot more testing, including replacing my classes
> with stubs to see what is causing my Dead Display.
>
> For some reason, commenting out the following line inside my main loop
> seems to solve my problem:
> clock.tick(FRAME_RATE)
> (where clock is a pygame.time.Clock() object and FRAME_RATE = 16)
>
> My program is a complicated game, with a lot of blits, updates and a
> few flips,
updates and flips are considered new frames, aren't they?
> often between frames. Is it possible that if the screen receives lots
> of blits between clock ticks that pygame might kill the display?
>
>
>
> On 25/09/06, *Pete Shinners* <
pete@xxxxxxxxxxxx
> <mailto:pete@xxxxxxxxxxxx>> wrote:
>
> On Sun, 2006-09-24 at 15:17 +1000, Luke Miller wrote:
> > What is a "Dead Display" surface in pygame, and what might cause it?
>
> I think the only thing that should cause it is calling
> pygame.display.quit () or pygame.quit() and then accessing the Surface
> for the screen. Presumably some error condition could cause this,
> but I
> can't think of anything that should.
>
>
> >>> import pygame
> >>> pygame.display.init ()
> >>> screen = pygame.display.set_mode
((100, 100))
> >>> pygame.event.pump()
> >>> print screen
> <Surface(100x100x32 SW)>
> >>> pygame.display.quit()
> >>> print screen
> <Surface(Dead Display)>
>
>
>
>