hi, the gl pygame.image.save(screen) was partially fixed by me the other weekend...
It used to import pyopengl to access its glReadPixels function in pygame < 1.8.1... however pyopengl 3.x changed the API which broken the pygame function. So instead of importing pyopengl for glReadPixels, I used the SDL function to dynamically load the glReadPixels function... however I've only tested it on linux, and mac osx. I still haven't set up a windows environment for compilation yet. If someone could give me a stack trace with gdb, I might be able to fix it - otherwise I'll eventually get around to fixing it once I get mingw set up on my windows machine. ps. future feature wish for build bot: giving stack traces on segfaults too? On Tue, Jun 10, 2008 at 2:50 PM, Lenard Lindstrom <[EMAIL PROTECTED]> wrote: > I have just confirmed the gl screen save crash has been around since at > least Pygame 1.7.1, so may never have worked on Windows. The > test_subsurface_lock fails should be resolved once Marcus figures out what > lifetime locks are really all about. > > Lenard >