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? > >> >> > > >> > > >> > > > > > >
