Hi,
pygame.image.save() of gl Surfaces is still a problem on windows, causing
segfaults.
I commited a test called image__save_gl_surface_test.py
cheers.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of René Dudfield
Sent: Monday, June 02, 2008 12:35 PM
To: pygame-users@seul.org
Subject: Re: BUG: pygame.image.save(screen) with pyopengl 3.x Re: [pygame]
PyOpenGL Screenshots
hi,
I fixed this on the weekend. I stopped using pyopengl to get
glReadPixels (since pyopengl 3.x broke the glReadPixels API), and
instead loaded the gl functions dynamically with C.
Committed revision 1261.
You can get auto-built binaries for windows/mac osx here if needed:
http://thorbrian.com/pygame/builds.php
cheers,
On Wed, May 7, 2008 at 2:47 PM, René Dudfield [EMAIL PROTECTED] wrote:
Added a bug to the subject.
cu,
On Wed, May 7, 2008 at 2:44 PM, René Dudfield [EMAIL PROTECTED] wrote:
looks like pyopengl 3.x returns a numpy array now instead of a string
by default... which breaks pygame.image.save on gl with pyopengl 3.x.
Here's a work around screenshot function for gl.
def save_screen(screen, filename):
def readScreen(x, y, width, height):
Read in the screen information in the area specified
glFinish()
glPixelStorei(GL_PACK_ALIGNMENT, 4)
glPixelStorei(GL_PACK_ROW_LENGTH, 0)
glPixelStorei(GL_PACK_SKIP_ROWS, 0)
glPixelStorei(GL_PACK_SKIP_PIXELS, 0)
data = glReadPixels(x, y, width, height, GL_RGB,
GL_UNSIGNED_BYTE)
if hasattr(data, tostring):
data = data.tostring()
return data
def saveImageData(width, height, data, filename):
Save image data
surface = pygame.image.fromstring(data, (width, height), 'RGB',
1)
pygame.image.save(surface, filename)
data = readScreen(0,0, screen.get_width(), screen.get_height())
saveImageData(screen.get_width(), screen.get_height(), data,
filename)
On Wed, May 7, 2008 at 2:27 PM, René Dudfield [EMAIL PROTECTED] wrote:
hi,
glReadPixels, make a surface, then use pygame.image.save()
Then use ffmpeg, or vlc etc to make a movie out of still frames.
cheers,