On Dec 12, 2007 1:10 PM, Dan Krol <[EMAIL PROTECTED]> wrote: > I need to do something similar, but I think I did it by just blitting > the subsection of the original surface I needed when it's time to draw > (and no other times). Doesn't this not use extra memory as well? Any > reason this is a bad idea? >
For organizational purposes, it may at some point be very unclear what this means: screen.blit(source.subsurface([30,60,100,15]),[30,60]) Whereas this might make more sense: screen.blit(player_head,[30,60]) Also, the little bit of memory used in predefining a subsurface is going to gain some performance increase, which in blitting you really need as much as you can get. Also, if you are meaning you do things thusly: screen.blit(source,[30,60],[30,60,100,15]) this probably is as fast and as memory concious, but to me is even more confusing because the area defined belongs to the source but comes AFTER the coordinates. I would forget what that rect is associated with. But if it works for you, then do it that way :)
