That's a bug. I think all the BLEND_ stuff was broken like that (where green is messed up). It should be fixed now, though - can you try a pre-release build? If you are on windows or Mac, you can get a pre-release build here: http://thorbrian.com/pygame/builds.php
on linux though, I think you'd need to build from source. On Tue, Mar 10, 2009 at 7:32 AM, Ty ... <ty.sql...@gmail.com> wrote: > I'm trying to get a fade to black working, to that end I've written a > simple program just to try it out... the (partial) code looks like > this: > > self.screen.fill(white) > self.screen.blit(self.image, self.size, self.size) > print self.screen.get_at((4,4)); > self.screen.fill((2,2,2), None, BLEND_SUB) > print self.screen.get_at((4,4)); > self.screen.fill((2,2,2), None, BLEND_SUB) > print self.screen.get_at((4,4)); > self.screen.fill((2,2,2), None, BLEND_SUB) > print self.screen.get_at((4,4)); > sys.exit() > > And the output... > > (46, 46, 44, 255) > (44, 255, 42, 255) > (42, 255, 40, 255) > (40, 255, 38, 255) > > To me, it looks like it's working for the R and B components, but for > some reason G immediately goes to 255 and never changes. Is there > something I'm doing wrong here? > > Also, one other question... how would I get it to stop at (0,0,0) > rather than wrap around? If I continue the loop for a long time, I > get output that looks like this... > > (8, 255, 6, 255) > (6, 255, 4, 255) > (4, 255, 2, 255) > (2, 255, 0, 255) > (0, 255, 254, 255) > (254, 255, 252, 255) > (252, 255, 250, 255) > (250, 255, 248, 255) > > Which means I've going to have to check that each time and make sure > no wrap around has occured? I might as well loop through every pixel > in the image and do this kind of operation myself :P. > > Thanks! > > ~Ty >