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. >> >> >