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). > > >