Lenard,

"Fatal Python error: Inconsistent interned string state."


On Mon, Aug 18, 2008 at 8:17 AM, Lenard Lindstrom <[EMAIL PROTECTED]> wrote:

> Yes, debug print statements show the crash happens when the SDL blit
> funcion SDL_BlitSurface is called. Did you get a Pygame parachute or a
> Python interned string violation?
>
> Lenard
>
>
> Nicholas Dudfield wrote:
>
>> Ok, I have been informed there is are PyGame blits not derived from SDL,
>> so that explains that.
>>
>> {pygame_AlphaBlit, pygame_Blit} from clip above looks like
>>
>> Seems oblivious (sic) now it's pointed out.
>>
>>
>> On Sat, Aug 16, 2008 at 4:37 PM, Nicholas Dudfield <[EMAIL PROTECTED]<mailto:
>> [EMAIL PROTECTED]>> wrote:
>>
>>    I had a little play with the test_blit_to_self.py:
>>    SDL VERSION:
>>
>>    1.2.13 prebuilts
>>
>>    PYGAME:
>>
>>    Mingw compiled, svn r 1619
>>
>>    OBSERVATIONS:
>>
>>    Unmodified the test wouldn't run at all as noted earlier.
>>
>>    I don't know if it's any help but I noticed after commenting out
>>    the "blitting screen to self" section that I could get the
>>    "blitting surface to self" test and "blitting surface to screen"
>>    to run the full 100 cycles if I instantiated the Surface `a` with
>>    pygame.SRCALPHA flags.
>>
>>    Also, if using BLEND_RGB_ADD flags "blitting screen to self"
>>    worked. Also screen.copy() worked as a source... but eh.
>>
>>    CONCLUSIONS:
>>
>>    s.blit(s, (0,0)) works if SRCALPHA bits set for s
>>    screen.blit(screen, step, None, pygame.BLEND_RGB_ADD)
>>
>>    Is that any help for you guys in debugging?? I have no C-fu or I
>>    would have a tinker myself.
>>
>>
>

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