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.
>>
>>
>