Re: [pygame] pygame.image.save(...)

2010-04-28 Thread Alex Nordlund
Here we just charge extra for the extra *function*. --- //Alex On Wed, Apr 28, 2010 at 7:15 PM, Daniel Tousignant-Brodeur wrote: > We're using the 'Code 18' here usually used in the context when you found > the error and that it is approx. 18 inches in front of the monitor. > Daniel Tousignant

Re: [pygame] pygame.image.save(...)

2010-04-28 Thread Daniel Tousignant-Brodeur
We're using the 'Code 18' here usually used in the context when you found the error and that it is approx. 18 inches in front of the monitor. Daniel Tousignant-Brodeur On Wed, Apr 28, 2010 at 11:03 AM, Lee Buckingham wrote: > ID ten T errors. =) > > -Lee- > > > On Wed, Apr 28, 2010 at 7:33 AM,

Re: [pygame] pygame.image.save(...)

2010-04-28 Thread Lee Buckingham
ID ten T errors. =) -Lee- On Wed, Apr 28, 2010 at 7:33 AM, B W wrote: > > > On Wed, Apr 28, 2010 at 1:31 AM, René Dudfield wrote: > >> On Wed, Apr 28, 2010 at 5:26 AM, Ian Mallett >> wrote: >> > > >> > several hundred files every time it tries to save. Oh well, user error. >> >> > >> hehe. >

Re: [pygame] pygame.image.save(...)

2010-04-28 Thread B W
On Wed, Apr 28, 2010 at 1:31 AM, René Dudfield wrote: > On Wed, Apr 28, 2010 at 5:26 AM, Ian Mallett wrote: > > > several hundred files every time it tries to save. Oh well, user error. > > > hehe. > > A place I worked at in the 90's would call an 'user error' an UBD error ;) > > Luckily no

Re: [pygame] pygame.image.save(...)

2010-04-28 Thread René Dudfield
On Wed, Apr 28, 2010 at 5:26 AM, Ian Mallett wrote: > Huh, well I found a way to monitor RAM in Python.  Memory usage is not > spiking up. > > I found the problem though!  The screenshot code was trying to open all the > previous paths (so it wouldn't overwrite any).  When I keep track of it via >

Re: [pygame] pygame.image.save(...)

2010-04-27 Thread Ian Mallett
Huh, well I found a way to monitor RAM in Python. Memory usage is not spiking up. I found the problem though! The screenshot code was trying to open all the previous paths (so it wouldn't overwrite any). When I keep track of it via a variable, it works much better, because it doesn't have to tr

Re: [pygame] pygame.image.save(...)

2010-04-27 Thread David Muffley
My first instinct is that the first several frames' data is sent to your hard drive, where it's cached to be written, which fills up faster than it's depleted since the file size per second is higher than your disk can handle writing it. I had this issue myself trying to do something similar. If

Re: [pygame] pygame.image.save(...)

2010-04-27 Thread Ian Mallett
On Tue, Apr 27, 2010 at 8:23 PM, Luke Paireepinart wrote: > Sounds like you're leaking memory somewhere, or maybe just you're > re-allocating space for your temporary framebuffers and the > interpreter's not garbage-collecting them fast enough? > Check your memory usage while you run your app. If

Re: [pygame] pygame.image.save(...)

2010-04-27 Thread Luke Paireepinart
On Tue, Apr 27, 2010 at 9:56 PM, Ian Mallett wrote: > Hi, > > In a related email thread here, I've been trying (now successfully) to > render a movie from a series of frames captured from a program I wrote. > > The screen capturing is done via pygame.image.save(...).  In my case, the > surfaces th

[pygame] pygame.image.save(...)

2010-04-27 Thread Ian Mallett
Hi, In a related email thread here, I've been trying (now successfully) to render a movie from a series of frames captured from a program I wrote. The screen capturing is done via pygame.image.save(...). In my case, the surfaces that are being saved are derived from OpenGL framebuffer readbacks.

Re: [pygame] pygame.image.save corrupts surface in memory

2010-01-25 Thread René Dudfield
hi, bug fixed. to avoid copying the whole image it changed the flags temporarily. except the colorkey flag wasn't restored correctly. Committed revision 2737. thanks. On Tue, Jan 26, 2010 at 8:22 AM, Patrick Mullen wrote: > Problem: When calling pygame.image.save(colorkey_surface, "surf.pn

[pygame] pygame.image.save corrupts surface in memory

2010-01-25 Thread Patrick Mullen
Problem: When calling pygame.image.save(colorkey_surface, "surf.png"), the colorkey_surface in memory loses the color_key information. Workaround: I call the set_colorkey function after the save It's not a big issue, but I wouldn't expect that saving an image should affect the actual surface bein

Re: [pygame] pygame.image.save()

2008-04-15 Thread René Dudfield
cool, test updated. Committed revision 1215. On Tue, Apr 15, 2008 at 5:38 PM, Brian Fisher <[EMAIL PROTECTED]> wrote: > FYI, the bug in 1.8.0release also meant that saving as .JPG saved as > .tga - having the test try out both all caps and all lower would be > good. > > > > On Mon, Apr 14, 200

Re: [pygame] pygame.image.save()

2008-04-15 Thread Brian Fisher
FYI, the bug in 1.8.0release also meant that saving as .JPG saved as .tga - having the test try out both all caps and all lower would be good. On Mon, Apr 14, 2008 at 8:47 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > ah, oops. > > Now that test_magic is fixed, the saving test fails in the pygam

Re: [pygame] pygame.image.save()

2008-04-14 Thread René Dudfield
ah, oops. Now that test_magic is fixed, the saving test fails in the pygame 1.8.0release version(png saved as jpg only, other formats work)... but passes in svn. cheers, On Tue, Apr 15, 2008 at 1:09 PM, Lenard Lindstrom <[EMAIL PROTECTED]> wrote: > This works better. The other keeps returning 1

Re: [pygame] pygame.image.save()

2008-04-14 Thread Lenard Lindstrom
This works better. The other keeps returning 1: def test_magic(f, magic_hex): """ tests a given file to see if the magic hex matches. """ data = f.read(len(magic_hex)) if len(data) != len(magic_hex): return 0 for i in range(len(magic_hex)): if magic_hex[i] != ord(da

Re: [pygame] pygame.image.save()

2008-04-14 Thread Lenard Lindstrom
Ian Mallett wrote: The screenshot I used for http://www.pygame.org/project/698/?release_id=1226 was generated this way. Beautiful picture. And indeed ViewerExe works. It is also using a Pygame 1.8.0rc3 built on Feb. 11. So whatever went wrong happened after that. The bug is definitely in 1.8.0

Re: [pygame] pygame.image.save()

2008-04-14 Thread René Dudfield
Good point about pygame.image.load not caring about file extensions, and only file contents... I just updated the unittest to check the magic hex numbers of the file to test if the file is actually getting saved how we want it to be. Below is the magic testing function I used - in case you want t

Re: [pygame] pygame.image.save()

2008-04-14 Thread Ian Mallett
The screenshot I used for http://www.pygame.org/project/698/?release_id=1226was generated this way.

Re: [pygame] pygame.image.save()

2008-04-14 Thread Lenard Lindstrom
Ian Mallett wrote: Well, it worked for me--saving it to a valid .png file. Are you sure? I just tried it with a .png picture. It was certainly not saved as a PNG image. Changing the file extension to .jpg let me view it with ImageNavigator. The reason this bug may have slipped through is that

Re: [pygame] pygame.image.save()

2008-04-14 Thread Ian Mallett
Well, it worked for me--saving it to a valid .png file.

Re: [pygame] pygame.image.save()

2008-04-14 Thread René Dudfield
eek. That must have slipped by in that last set of changes to the saving code :( Which I think fixed some other type of bug. I've added some unittests for image saving to svn. Committed revision 1208. I think we have enough fixes for a 1.8.1 release soonish. cheers, On Tue, Apr 15, 2008 at

Re: [pygame] pygame.image.save()

2008-04-14 Thread Brian Fisher
pygame 1.8 has a bug where it saves everything you ask to be a png as a jpeg. http://pygame.motherhamster.org/bugzilla/show_bug.cgi?id=13 it's fixed in svn though On Mon, Apr 14, 2008 at 5:06 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > hello, > > I think this might be to do with the pygame ver

Re: [pygame] pygame.image.save()

2008-04-14 Thread Ian Mallett
On Mon, Apr 14, 2008 at 5:06 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > hello, > Hi > I think this might be to do with the pygame version? I think that is a better explanation. Thanks, Ian

Re: [pygame] pygame.image.save()

2008-04-14 Thread René Dudfield
hello, I think this might be to do with the pygame version? Older pygame (1.7.1) can save to .tga I think - I think it also is buggy and names files in any way, even though the file is actually a bmp. You could add a test in there to see what type of file is produced, or save a different type de

[pygame] pygame.image.save()

2008-04-14 Thread Ian Mallett
Hi, On my project, http://www.pygame.org/project/698/?release_id=1226, there is a render option, which allows you to render an image of an arbitrary size using the coordinates on the viewport. The image is then saved. Unfortunately, for some people this works, and for others, it returns an inval