[pygame] Odd Window Problem

2011-03-30 Thread Bram Cymet
Hi,

I am having a weird window problem. I am trying to have my pygame window
come up on a second screen so before starting my app I am setting the
SDL_VIDEO_WINDOW_POS environment variable to 800, 0 (800 being the
edge of my first screen. For some reason the window will not move all
the way over to 800. I thought there might be a problem with setting the
environment variable but if I pick up the window with my cursor and try
and move it it also gets stuck at the same point and I can't move it any
further. It is like pygame thinks the edge of the screen is there and
not where it should be. I can move my cursor beyond the point that the
window gets stuck so I don't think this is an X or video configuration
problem.

This is running on linux.

Any idea what could be going on?

Thanks,


-- 
Bram Cymet
Software Developer
Canadian Bank Note Co. Ltd.
613-608-9752


Re: [pygame] Odd Window Problem

2011-03-30 Thread Bram Cymet
Nevermind it was an X problem.

On 11-03-30 9:23 AM, Bram Cymet wrote:
 Hi,
 
 I am having a weird window problem. I am trying to have my pygame window
 come up on a second screen so before starting my app I am setting the
 SDL_VIDEO_WINDOW_POS environment variable to 800, 0 (800 being the
 edge of my first screen. For some reason the window will not move all
 the way over to 800. I thought there might be a problem with setting the
 environment variable but if I pick up the window with my cursor and try
 and move it it also gets stuck at the same point and I can't move it any
 further. It is like pygame thinks the edge of the screen is there and
 not where it should be. I can move my cursor beyond the point that the
 window gets stuck so I don't think this is an X or video configuration
 problem.
 
 This is running on linux.
 
 Any idea what could be going on?
 
 Thanks,
 
 


-- 
Bram Cymet
Software Developer
Canadian Bank Note Co. Ltd.
613-608-9752


[pygame] State of the movie module in pygame 1.9.0

2010-05-10 Thread Bram Cymet
Hi,

What is the state of the movie module in pygame 1.9? Is it still the old
one using smpeg or had it been updated to use ffmpeg?

Thanks,

-- 
Bram Cymet
Software Developer
Canadian Bank Note Co. Ltd.
Cell: 613-608-9752




Re: [pygame] State of the movie module in pygame 1.9.0

2010-05-10 Thread Bram Cymet
Thanks,

I am using linux. Do you know where I can find the patch to use ffmpeg
in pygame?

On 05/10/2010 07:44 AM, René Dudfield wrote:
 hi,

 it's the old one.

 The new one needs porting to mac/windows... but should work on linux
 at least.

 cheers,


 On Mon, May 10, 2010 at 12:27 PM, Bram Cymet bcy...@cbnco.com
 mailto:bcy...@cbnco.com wrote:

 Hi,

 What is the state of the movie module in pygame 1.9? Is it still
 the old
 one using smpeg or had it been updated to use ffmpeg?

 Thanks,

 --
 Bram Cymet
 Software Developer
 Canadian Bank Note Co. Ltd.
 Cell: 613-608-9752





-- 
Bram Cymet
Software Developer
Canadian Bank Note Co. Ltd.
Cell: 613-608-9752




Re: [pygame] State of the movie module in pygame 1.9.0

2010-05-10 Thread Bram Cymet
I got it to compile fine but now I am getting a seg fault when running
__movie_test.py in the examples directory:

Program received signal SIGSEGV, Segmentation fault.
0x7fffea37c63e in _movie_init (self=0xbe3cb0, args=value optimized
out,
kwds=value optimized out) at src/gmovie.c:89
89if(surf  PySurface_Check(surf))

Any idea what could be messing up?

On 05/10/2010 10:19 AM, Tyler Laing wrote:
 You just need to change a few lines in the build file Setup.in:

 #_movie src/_gsound.c src/_gmovie.c src/_gcommand.c src/gmovie.c
 $(SDL) $(AVFORMAT) $(SWSCALE) $(MIXER) $(DEBUG)

 Uncomment that line.

 Then type ./configure

 and then compile and build. :)The code is all there and should work if
 you have the ffmpeg libraries installed. Let me know if it doesn't.

 On Mon, May 10, 2010 at 5:09 AM, Bram Cymet bcy...@cbnco.com
 mailto:bcy...@cbnco.com wrote:

 Thanks,

 I am using linux. Do you know where I can find the patch to use
 ffmpeg in pygame?

 On 05/10/2010 07:44 AM, René Dudfield wrote:
 hi,

 it's the old one.

 The new one needs porting to mac/windows... but should work on
 linux at least.

 cheers,


 On Mon, May 10, 2010 at 12:27 PM, Bram Cymet bcy...@cbnco.com
 mailto:bcy...@cbnco.com wrote:

 Hi,

 What is the state of the movie module in pygame 1.9? Is it
 still the old
 one using smpeg or had it been updated to use ffmpeg?

 Thanks,

 --
 Bram Cymet
 Software Developer
 Canadian Bank Note Co. Ltd.
 Cell: 613-608-9752





 -- 
 Bram Cymet
 Software Developer
 Canadian Bank Note Co. Ltd.
 Cell: 613-608-9752

 




 -- 
 Tyler Laing
 Online Editor
 The Phoenix Newspaper
 (1) 250 863-4869

 University of British Columbia - Okanagan
  University Way
 Kelowna, BC UNC 109
 Student Services Building


-- 
Bram Cymet
Software Developer
Canadian Bank Note Co. Ltd.
Cell: 613-608-9752




[pygame] Adding Opengl to an existing app

2010-04-27 Thread Bram Cymet
Hi,

I have an existing app that works very well and now I want to add an
opengl segment. I have the opengl park working just fine as a stand
alone app but when I try to integrate it into the main app that is when
things go bad.

In my existing app I use thing like surface.fill and display.update
which is not allowed on an opengl surface. Is there anyway that I can
start with a regular pygame surface then make it an opengl surface when
I need it to be and then switch it back when I am done with OpenGL.

I am not adversed to having two surfaces as long as I can control which
one is on top. I tried doing this but as soon as I create the opengl
surface it seems to replace the regular surface.

I suppose I could just launch a second app to display the opengl portion
but I would really like to avoid doing this.

Any ideas would be great!

Thanks,

-- 
Bram Cymet
Software Developer
Canadian Bank Note Co. Ltd.
Cell: 613-608-9752




Re: [pygame] Adding Opengl to an existing app

2010-04-27 Thread Bram Cymet
I am also not adversed to re-writing my existing app so that it works
fine on an opengl surface but if possible I would like to avoid this as
it looks like quite the large task especially when it comes to text usage.

On 04/27/2010 04:16 PM, Bram Cymet wrote:
 Hi,

 I have an existing app that works very well and now I want to add an
 opengl segment. I have the opengl park working just fine as a stand
 alone app but when I try to integrate it into the main app that is when
 things go bad.

 In my existing app I use thing like surface.fill and display.update
 which is not allowed on an opengl surface. Is there anyway that I can
 start with a regular pygame surface then make it an opengl surface when
 I need it to be and then switch it back when I am done with OpenGL.

 I am not adversed to having two surfaces as long as I can control which
 one is on top. I tried doing this but as soon as I create the opengl
 surface it seems to replace the regular surface.

 I suppose I could just launch a second app to display the opengl portion
 but I would really like to avoid doing this.

 Any ideas would be great!

 Thanks,

   


-- 
Bram Cymet
Software Developer
Canadian Bank Note Co. Ltd.
Cell: 613-608-9752




Re: [pygame] Rotation Performance

2010-01-21 Thread Bram Cymet
Thanks everyone for the help. I used the suggestion of caching the
rotations and that works really well. 

On 01/21/2010 11:55 AM, Brian Fisher wrote:
 .2 seconds to rotate an image sounds ridiculously long - that sounds
 broken. Are you sure it can take that long just to do the rotation?

 How big is this image?

 Can you share a minimal sample (like 1 file + the image) that does the
 rotations and prints out the timings, which goes really slow for you?
 If you do that, then others can run it as well to see if they get the
 same slowness you do.


 On Wed, Jan 20, 2010 at 5:08 PM, Bram Cymet bcy...@cbnco.com
 mailto:bcy...@cbnco.com wrote:

 Hi All,

 I did some profiling of my pygame application and I found that it was
 spending a lot of time doing rotation operations. Basically I have
 some
 balls on the screen that are represented by gifs with transparent
 backgrounds and I want to make them spin.

 I use the following code:


 These first two lines are only run in init for the object
 self.image = pygame.image.load('image.gif')
 self.image = self.image.convert()

  self.image = pygame.transform.rotate(self.image, degrees)
  self.rect = self.image.get_rect()

 Then I return the rect and blit and update that part of the screen. A
 lot of time is spent on that pygame.transform.rotate command. On my
 laptop with a dual core 2.2 ghz processor if works fine. However
 on the
 target hardware which is:

 Atom 330 (dual core 1.6 ghz) with an ION chipset and graphics

 it runs very slow and can take up to 0.2 seconds to execute just that
 one line of code.

 Is there something I am doing wrong? Is there some way I can make this
 faster.

 I am not sure if it matters but just for the sake of completeness: the
 application is multi-threaded but only one thread is running
 during this
 part of the application.

 Any help would be great.

 Thanks,

 --
 Bram Cymet
 Software Developer
 Canadian Bank Note Co. Ltd.
 Cell: 613-608-9752





-- 
Bram Cymet
Software Developer
Canadian Bank Note Co. Ltd.
Cell: 613-608-9752




[pygame] Rotation Performance

2010-01-20 Thread Bram Cymet
Hi All,

I did some profiling of my pygame application and I found that it was
spending a lot of time doing rotation operations. Basically I have some
balls on the screen that are represented by gifs with transparent
backgrounds and I want to make them spin.

I use the following code:


These first two lines are only run in init for the object
 self.image = pygame.image.load('image.gif')
 self.image = self.image.convert()

  self.image = pygame.transform.rotate(self.image, degrees)
  self.rect = self.image.get_rect()

Then I return the rect and blit and update that part of the screen. A
lot of time is spent on that pygame.transform.rotate command. On my
laptop with a dual core 2.2 ghz processor if works fine. However on the
target hardware which is:

Atom 330 (dual core 1.6 ghz) with an ION chipset and graphics

it runs very slow and can take up to 0.2 seconds to execute just that
one line of code.

Is there something I am doing wrong? Is there some way I can make this
faster.

I am not sure if it matters but just for the sake of completeness: the
application is multi-threaded but only one thread is running during this
part of the application.

Any help would be great.

Thanks,  

-- 
Bram Cymet
Software Developer
Canadian Bank Note Co. Ltd.
Cell: 613-608-9752




[pygame] Pygame and windows managers

2008-11-12 Thread Bram Cymet
Hi,

I am currently using pygame on a xandros linux based eee pc. When I run
pygame.init() and then pygame.display.info() I get that the system in
not compatible with a windows manager. I know that it is because I can
open other stuff in windows within the OS.

Any ideas what could be going on?

Thanks

-- 
Bram Cymet
Software Developer
Centre For Technological Innovation
Canadian Bank Note Co. Ltd.
Cell: 613-608-9752




Re: [pygame] Pygame and windows managers

2008-11-12 Thread Bram Cymet
One thing I just noticed is that when I run pygame.display.get_driver()
it returns fbcon where I am thinking this should return x11. Is there
anywhere I can set the display driver that pygame uses?

Bram Cymet wrote:
 Hi,

 I am currently using pygame on a xandros linux based eee pc. When I run
 pygame.init() and then pygame.display.info() I get that the system in
 not compatible with a windows manager. I know that it is because I can
 open other stuff in windows within the OS.

 Any ideas what could be going on?

 Thanks

   


-- 
Bram Cymet
Software Developer
Centre For Technological Innovation
Canadian Bank Note Co. Ltd.
Cell: 613-608-9752




Re: [pygame] Pygame and windows managers

2008-11-12 Thread Bram Cymet
Thanks for the response,

I have tried just using pygame regardless. I only actually found out
about the info stuff while trying to debug problems.

The actual problem I am having is that the only mode that pygame seems
to see is 640X480 even though the screen in the eee pc can do 1200X800
and I am using it with an external display and I need it to do 1360X768
which is outputting just fine with other applications.

Patrick Mullen wrote:
 It looks like your eee pc is using directfb or some sort rather than
 standard x11.  fbcon = framebuffer console maybe?  Not sure.

 I did some googling and found some reports of people having trouble in
 this regard, with other reports of it working.

 By the way, have you tried skipping the display.info and just trying
 to use pygame anyway?  Also an actual error log might be helpful.
   


-- 
Bram Cymet
Software Developer
Centre For Technological Innovation
Canadian Bank Note Co. Ltd.
Cell: 613-608-9752




Re: [pygame] Pygame and windows managers

2008-11-12 Thread Bram Cymet
Lenard Lindstrom wrote:
 Bram Cymet wrote:
 One thing I just noticed is that when I run pygame.display.get_driver()
 it returns fbcon where I am thinking this should return x11. Is there
 anywhere I can set the display driver that pygame uses?

  
 Set the SDL_VIDEODRIVER environment variable to 'x11'. I have just
 added this question in the Pygame FAQ:

 http://www.pygame.org/wiki/FrequentlyAskedQuestions

Thanks for the tip. I had tried that one, just found it earlier today.
After doing it is says something like video system no initialized and
pygame.init() returns (5,1) so something failed. I am thinking there is
a driver missing somewhere I am just sure what I need to install.

-- 
Bram Cymet
Software Developer
Centre For Technological Innovation
Canadian Bank Note Co. Ltd.
Cell: 613-608-9752




[pygame] Display Modes

2008-11-10 Thread Bram Cymet
Hi,

I am working on an application using pygame that will run on an Asus
eeePC connected to a larger monitor. I am having this issue where the
monitor is displaying the correct resolution but when I run
pygame.display.list_modes() the only mode I get is 640x480 where I
should be getting 1360x768. I did run pygame.init() and it ran fine.

Any ideas?

Thanks,

-- 
Bram Cymet
Software Developer
Centre For Technological Innovation
Canadian Bank Note Co. Ltd.
Cell: 613-608-9752