I think I was wrong when I blamed pygame for this bug. pygame uses all
signed vals in the clock_tick_base calculations and checks for underflow
(below 0)  before passing that on to sdl. Like Charlie said, the problem
code is sdl. In particular, the linux sdl code uses the time for
SDL_GetTicks and then uses uint's for computing wait times.

There's an SDL bug worth submitting here. It doesn't seem like something
worth trying to workaround in pygame (I think you'd have to avoid calling
SDL_Delay)

On Mon, Jul 7, 2008 at 11:20 PM, René Dudfield <[EMAIL PROTECTED]> wrote:

> hi,
>
> was there an idea for a fix for this bug?
>
> Would it be only passing max(max_desired_sleep, length_to_sleep) to
> the delay function?
>
> That would at least limit any error.
>
>
> cheers,
>
>
>
>
>

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