Please take me off this mailing list

Thanks, 

Penelope

On Sep 19, 2013, at 9:06 AM, Lin Parkh <lpa...@comcast.net> wrote:

> OK I didn’t recognize the acronym “RLE encoding” but decompressed I do ;-)  I 
> see how that would save memory but wouldn’t that slow graphical performance 
> because presumably it would need to be decompressed to blit? I’m 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 can’t 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 wouldn’t I or 
> I would have slow downs due to mismatch?  And that would be annoying to any 
> user.
>   I’ll look into “RLE encoding.” Don’t 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).
>  
>  
>  

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