OK I didnt recognize the acronym RLE encoding but decompressed I do ;-) I see how that would save memory but wouldnt that slow graphical performance because presumably it would need to be decompressed to blit? Im not worried about memory efficiency but FPS.
Please advise. From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On Behalf Of Lin Parkh Sent: Thursday, September 19, 2013 9:03 AM To: pygame-users@seul.org Subject: RE: [pygame] Pygame subsurface inherit surface flags? Thank you. I suspect you are right about HWSURFACE. For example I used to be able to generate these and now I cant at all with the same code! I suspect just doing a driver update to my video card squelched it. Color depth is good advice except I would have to drop my display color depth wouldnt I or I would have slow downs due to mismatch? And that would be annoying to any user. Ill look into RLE encoding. Dont know about that. From: owner-pygame-us...@seul.org [mailto:owner-pygame-us...@seul.org] On Behalf Of René Dudfield Sent: Thursday, September 19, 2013 12:28 AM To: pygame-users@seul.org Subject: Re: [pygame] Pygame subsurface inherit surface flags? 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).