Yeah, they should inherit the flags.

However... you should generally avoid HWSURFACE surfaces.  There are cases
on some hardware and drivers where they actually get accelerated... but
often they don't.

If your sprites don't have many colours, dropping the colour depth will
give you a speedup (less memory bandwidth used).  Also RLE encoding can
speed up drawing for some sprites.

All the best,




On Wed, Sep 18, 2013 at 9:11 PM, Lin Parkh <lpa...@comcast.net> wrote:

> Hi,****
>
>  I've read the documentation but am still hazy. If have defined a surface
> with specific flags (in particular pygame.HWSURFACE) should a subsurface of
> that surface inherit the flags (i.e. is also a hardware accelerated
> surface(i.e. in video card memory) or do I need to do an explicit 'convert'
> with the flags called again? My impression when I call 'get_flags' on the
> subsurface is that it is NOT getting the parent flags... but wanted to
> confirm this is expected and therefore I have to do an explicit convert. *
> ***
>
>   Thanks****
>
> p.s. my overall context is I have loaded a texture atlas from file. I have
> given hardware acceleration flag (HWSURFACE) I now want sprite imagery
> derived from the atlas (subsurface seem the simplest and most efficient way
> to achieve this) but I want it to retain the same flags (e.g. HWSURFACE).*
> ***
>
> ** **
>
> ****
>
> ** **
>

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