Okay, I think I have a workaround, if I don't .convert() any images, and
modify the palettes from the surface itself, it seems to work fine,
hopefully I can get unconverted surfaces to blit properly though, it seems
that sprites have no issues blitting, its just plain surfaces which wont
blit.

On Sun, Aug 15, 2010 at 10:00 PM, Thiago Chaves <[email protected]> wrote:

> Have you seen this?
> http://www.pygame.org/docs/ref/display.html#pygame.display.set_palette
>
> If that's not the missing piece in your puzzle, then it's time for you
> to start posting sample code and images so we can reproduce your
> issue.
>
> -Thiago
>
> On Sun, Aug 15, 2010 at 10:12 PM, John Anderson
> <[email protected]> wrote:
> > I actually have one, but I would like if it were possible to alter which
> > palette entries are used by pygame in real-time, what it seems happens
> when
> > I .convert() an image, it loses it's unique palette data and just uses
> the
> > basic pygame palette, but if I don't convert it, it makes it difficult to
> > blit images and adds extra performance issues which might be a problem
> > later.  The weird thing is that when I choose not to convert the images,
> it
> > seems to make no difference, the sprites just seem to use whatever
> indicies
> > they want anyway, is there some parameter in convert i dont know about,
> or
> > is it my display setup?
> >
> > On Sun, Aug 15, 2010 at 10:01 AM, Thiago Chaves <[email protected]>
> wrote:
> >>
> >> You need an image editor that gves you an easy way to keep track of
> >> the color index of your palettes. =)
> >>
> >> -Thiago
> >>
> >> On Fri, Aug 13, 2010 at 6:32 PM, John Anderson
> >> <[email protected]> wrote:
> >> > yes, I have, unfortunatley that still doesnt mean I can specify where
> >> > the
> >> > colours are placed on even the sprite's palette.  For example, I have
> a
> >> > particular sprite with a slightly coloured outline, in the sprite's
> >> > palette,
> >> > entries from 0 - 15 are empty, and the outline is entry 16.  I'm not
> >> > even
> >> > sure where any of the other colours are, and that position might
> change
> >> > with
> >> > an excess of differently coloured sprites on screen, or worse, even
> >> > disappear entirely.  What I would like to do is have the palette fill
> >> > from
> >> > the bottom, or preferably from a specified index with new palette
> >> > entries
> >> > loaded from .gif files, rather than try and find a close approximate
> >> > colour
> >> > on the existing palette, is this possible to do without changing the
> >> > surface
> >> > implementation in pygame, or even SDL?
> >> >
> >> > On Fri, Aug 13, 2010 at 4:59 AM, Thiago Chaves <[email protected]>
> >> > wrote:
> >> >>
> >> >> Have you looked at the palette functions on surfaces?
> >> >>
> >> >> http://www.pygame.org/docs/ref/surface.html#Surface.get_palette
> >> >>
> >> >> -Thiago
> >> >>
> >> >> On Thu, Aug 12, 2010 at 8:56 PM, John Anderson
> >> >> <[email protected]> wrote:
> >> >> > Hi, I was wondering if it was possible to force an 8-bit colour
> >> >> > sprite
> >> >> > to
> >> >> > use a very particular set of palette entries, like say, Sprite A
> uses
> >> >> > colour
> >> >> > indicies 0 - 16, and Sprite B uses 17 - 32.  As it stands, pygame
> >> >> > automatically assigns the colours in a sprite to the closest colour
> >> >> > on
> >> >> > the
> >> >> > main palette, meaning that it is very hard to predict which colours
> >> >> > are
> >> >> > where, and thus makes palette swapping a nightmare, is there any
> way
> >> >> > around
> >> >> > this?
> >> >> >
> >> >
> >> >
> >
> >
>

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