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
>

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