Re: [pygame] Pygame Mixer Crackle noise not an SDL_Mixer problem

2008-04-20 Thread Brian Fisher
I wonder if it could also be related to a mismatch between audio driver and video driver? does *SDL_VIDEODRIVER*=directx also fix things? On Sun, Apr 20, 2008 at 8:23 PM, etrek <[EMAIL PROTECTED]> wrote: > Yeah, don't mess with your DirectX 8 setup. > > I tried setting the env var SDL_AUDIODRIVER

Re: [pygame] Unexpect blit behavior when using BLEND_ADD

2008-04-21 Thread Brian Fisher
the current math I see checked in (where alpha just has the same ops applied as color) would probably be completely incorrect - at least in the use case Rene mentioned You mentioned an additive particle system - for that in particular, you would never be doing rgba to rgba anyways - as a parti

Re: [pygame] Pygame Mixer Crackle noise not an SDL_Mixer problem

2008-04-23 Thread Brian Fisher
Your test demonstrates that 1.8 changes are required to cause the problem, but clearly SDL is involved, otherwise why would waveout solve the problem as well? If possible, a test of pygame 1.8 against the 1.7 SDL versions could still help solve the case. maybe in order to figure out what pygame 1.

Re: [pygame] Pygame Mixer Crackle noise not an SDL_Mixer problem

2008-04-23 Thread Brian Fisher
t; revisions 990 (1.0.0 rc 0) and 1175 (1.8.0release). SDL may be involved only > indirectly. Simple C programs using it don't have the problem. It could be > Pygame doing something it shouldn't. Of course Pygame could be exposing an > SDL problem that has remained dormant until now

Re: [pygame] Pygame Mixer Crackle noise not an SDL_Mixer problem

2008-04-23 Thread Brian Fisher
tests/manual/music.py > > It would download, and build them all, then run the tests. > > > cu, > > > On Thu, Apr 24, 2008 at 11:13 AM, Brian Fisher > <[EMAIL PROTECTED]> wrote: > > sweet, you rock. with 185 revisions between, then it only takes 8 more > >

Re: [pygame] Pygame Mixer Crackle noise not an SDL_Mixer problem

2008-04-23 Thread Brian Fisher
On Wed, Apr 23, 2008 at 7:24 PM, Lenard Lindstrom <[EMAIL PROTECTED]> wrote: > From around line 160 in mixer.c === > /*make chunk a power of 2*/ > for (i = 0; 1 << i < chunk; ++i); //yes, semicolon on for loop > chunk = MAX (1 << i, 256); > To around line 167

Re: [pygame] Pygame Mixer Crackle noise not an SDL_Mixer problem

2008-04-23 Thread Brian Fisher
On Wed, Apr 23, 2008 at 7:44 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > > But strangely we were having the crackling sound problem way before I > made that change (about one month ago). > > you are right in that the first report was more than one month ago. however, according to svn, the comm

Re: [pygame] Pygame Mixer Crackle noise not an SDL_Mixer problem

2008-04-24 Thread Brian Fisher
On Wed, Apr 23, 2008 at 9:12 PM, Brian Fisher <[EMAIL PROTECTED]> wrote: > I think the first report of the problem was by Bo Jangeborg on this list, > and he reported it against RC5. RC5 was built on March 16th, I think. > > Sorry, I spoke poorly - I meant that the first report

Re: [pygame] Pygame and Python 2.6

2008-04-25 Thread Brian Fisher
dang - I didn't even know they had another new runtime... according to this post though, this should already be fixed? http://mail.python.org/pipermail/python-dev/2007-November/075473.html On Fri, Apr 25, 2008 at 4:17 PM, Lenard Lindstrom <[EMAIL PROTECTED]> wrote: > I thought while I had the c

Re: [pygame] Pygame and Python 2.6

2008-04-25 Thread Brian Fisher
... I know this is a horrible place to complain... but why on earth do python devs use the versions of Visual Studio that most other people skip (2003 & 2008) and skipping the ones that most people use? (6.0 & 2005) On Fri, Apr 25, 2008 at 4:17 PM, Lenard Lindstrom <[EMAIL PROTECTED]> wrote: > I

Re: [pygame] Pygame and Python 2.6

2008-04-25 Thread Brian Fisher
to set up, or link them against msvcrt.dll (like Internet Explorer). > > Lenard > > > Quoting Brian Fisher <[EMAIL PROTECTED]>: > > > dang - I didn't even know they had another new runtime... > > > > according to this post though, this should already be fixe

Re: [pygame] Re: using alpha for a circle

2008-04-28 Thread Brian Fisher
On Mon, Apr 28, 2008 at 8:35 PM, Lenard Lindstrom <[EMAIL PROTECTED]> wrote: > The bottom circle is purple, not light blue. Drawing is a fill operation. > The alpha value is part of the color copied to the surfaces pixels. > > I completely disagree that "drawing is a fill operation" - I think as t

Re: [pygame] C file pointers and file loading

2008-04-30 Thread Brian Fisher
why wouldn't we continue to do what is done now, and build SDL ourselves with the correct runtime? On Wed, Apr 30, 2008 at 10:51 AM, Lenard Lindstrom <[EMAIL PROTECTED]> wrote: > When pygame.image.load is given a Python file object it passes the C FILE > pointer on to SDL by calling SDL_RWFromFP

Re: [pygame] C file pointers and file loading

2008-04-30 Thread Brian Fisher
On Wed, Apr 30, 2008 at 4:22 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > > Or maybe we should build python with the correct runtime? ;) > It sure would make it easier to use the supplied SDL and python rather > than compiling our own. > > > Practically speaking, there is no such thing as a

Re: [pygame] Google Summer of Code: Testing

2008-05-01 Thread Brian Fisher
Hey Nicholas, That all sounds great. I have a suggestion about modules that would warrant an "interactive" test like audio - pygame has had bugs (and probably still does) that relate to the mundane bits of using an interface - like that the arguments you pass to create or init something are actual

Re: [pygame] compiled exe in pygame/pyopengl working locally but not elsewhere

2008-05-05 Thread Brian Fisher
I'm 99.9% sure that error has nothing to do with Py2Exe at all. It seems the system that has the problem must not like something about the way glTexImage2D was called in that case - GL errors like you see there come from the drivers. I would guess that it is that you are using a non power-of-2 tex

Re: [pygame] compiled exe in pygame/pyopengl working locally but not elsewhere

2008-05-05 Thread Brian Fisher
t it can work? > Thanks again for your help. > Astan > > > Brian Fisher wrote: > > I'm 99.9% sure that error has nothing to do with Py2Exe at all. > > It seems the system that has the problem must not like something about the > way glTexImage2D was called in that case -

Re: [pygame] starting sound playback at offset

2008-05-09 Thread Brian Fisher
>From looking at SDL_mixer it's hard to tell if it would even support playing from an offset... Would adding support for playing from an offset in pygame just be a matter of manually making a new chunk object that would point to a place within the original chunk for the sample? On Fri, May 9, 200

Re: [pygame] starting sound playback at offset

2008-05-09 Thread Brian Fisher
that? On Fri, May 9, 2008 at 12:17 AM, René Dudfield <[EMAIL PROTECTED]> wrote: > yeah, pretty much. > > Doing that from python is just as easy though. > > > On Fri, May 9, 2008 at 5:16 PM, Brian Fisher <[EMAIL PROTECTED]> > wrote: > > From looking at SDL

Re: [pygame] starting sound playback at offset

2008-05-09 Thread Brian Fisher
gt; > Then combined with the constructor... pygame.mixer.Sound(buffer) > should do the trick. > http://pygame.org/docs/ref/mixer.html#pygame.mixer.Sound > > cheers, > > On Fri, May 9, 2008 at 5:20 PM, Brian Fisher <[EMAIL PROTECTED]> > wrote: > > I didn't mean copy

Re: [pygame] Framerate Normalizer

2008-05-10 Thread Brian Fisher
My high-level advice is that the approach you are trying to use to achieving frame-rate independence is a math heavy and complex path to getting right, and the issue you are seeing here is just the first of many like it (and some worse). There is a much simpler approach, where all your simulation u

Re: [pygame] pygame vs python2.5: pygame.image.frombuffer raises TypeError: char buffer type not available

2008-05-16 Thread Brian Fisher
It's impossible to tell from what you posted whether the error occurs on the pygame.image.frombuffer() call or the ImageSurface().get_data() call, but knowing that is very important in determining where the problem lies. so what do you get if you try to do this? >>> import cairo >>>

Re: [pygame] disable resize for pygame window

2008-05-16 Thread Brian Fisher
The display window shouldn't be resize-able unless you passed the pygame.RESIZABLE flag to your pygame.display.set_mode call. Are you getting a display window that can be resized when you aren't passing the flag? If so, what OS and pygame version? Are you resizing a window in that case by dragging

Re: [pygame] Alternative to pygame.Surface.subsurface

2008-05-18 Thread Brian Fisher
does it work any better with: surf_1 = surf.subsurface((0,0,50,50)).copy() ... convert_alpha should make it have alpha, which may be bad for jpeg, while copy should keep everything as it was On Sat, May 17, 2008 at 4:24 PM, Brad Montgomery <[EMAIL PROTECTED]> wrote: > I know this a kind of an

Re: [pygame] mixer.music in runtime

2008-05-20 Thread Brian Fisher
Hey Keith, is the bundle that you built that fails for you available somewhere for others to test and play with? Also, like I mentioned earlier in this thread, pygame is swallowing the exception that occurred when it tried to import the "mixer_music" module and bind it to the mixer module as pyg

Re: [pygame] mixer.music in runtime

2008-05-20 Thread Brian Fisher
I guess that means it imports correctly, but somehow fails to get bound? I don't suppose you can access the functionality you need through mixer_music, can you? In other words, what happens if you change the first failing pygame.mixer.music.whatever line to pygame.mixer_music.whatever? (after the

Re: [pygame] mixer.music in runtime

2008-05-21 Thread Brian Fisher
dows_exe_files, >self.lib_files) > print "*** creating the inno setup script***" >script.create() >print "*** compiling the inno setup script***" >script.compile() ># Note: By default the fin

Re: [pygame] Pygame 1.8.0 for Windows doesn't actually work.

2008-05-21 Thread Brian Fisher
So does anybody know why exactly this problem happens? Is there some file left behind by 1.7.1 that is not replaced with a 1.8.0 file? If so, what file? On Wed, May 21, 2008 at 4:12 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > hey, > > I've made a note about uninstalling pygame 1.7.1 first on

Re: [pygame] pygame documentation license

2008-05-21 Thread Brian Fisher
On Wed, May 21, 2008 at 12:14 PM, Nathan Whitehead <[EMAIL PROTECTED]> wrote: > It appears the documentation is LGPL. LGPL doesn't make a lot of sense for documentation, it refers to binaries and linking and source code which don't really apply (the Gnu FDL or Free Documentation License is what

[pygame] BUG: virtual input mode seems all broken on my Vista machine on 1.8.0

2008-05-22 Thread Brian Fisher
I haven't tried pygame 1.7 and I haven't tried on other machines yet, but with pygame 1.8.0release on my vista machine, anytime the mouse is in virtual input mode (mouse grabbed and cursor hidden, or fullscreen and cursor hidden) mouse control gets screwy on my Vista machine (seems to get shoved to

Re: [pygame] mixer.music in runtime

2008-05-22 Thread Brian Fisher
aking sure to use the 'bundle_files':1 option I still don't know what causes this problem and I don't know why it doesn't occur when the modules are bundled in an archive, tho On Wed, May 21, 2008 at 9:54 AM, Brian Fisher <[EMAIL PROTECTED]> wrote: > ... however

Re: [pygame] BUG: virtual input mode seems all broken on my Vista machine on 1.8.0

2008-05-22 Thread Brian Fisher
n and > the mouse is moved before switching visibility. It is also present in Pygame > 1.7 as well. > > Lenard > > > > Brian Fisher wrote: > >> I haven't tried pygame 1.7 and I haven't tried on other machines yet, but >> with pygame 1.8.0release

Re: [pygame] BUG: virtual input mode seems all broken on my Vista machine on 1.8.0

2008-05-23 Thread Brian Fisher
strom <[EMAIL PROTECTED]> wrote: > Well, ahh, Windows 98. > > Lenard > > > Brian Fisher wrote: > >> Sounds like it works fine for you - what OS is that? >> >> On Thu, May 22, 2008 at 9:45 AM, Lenard Lindstrom <[EMAIL PROTECTED]> [EMAIL PROTECTED]>&

Re: [pygame] [Pygame] How can I have an accurate timing when I am showing an image?

2008-05-24 Thread Brian Fisher
On Fri, May 23, 2008 at 9:15 PM, Noah Kantrowitz <[EMAIL PROTECTED]> wrote: > > Anywhere you need that kind of timing accuracy, python is probably not the > right tool for the job. I would recommend using plain SDL in C, you will > likely find it much more stable timing-wise. > > You may be right

Re: [pygame] [Pygame] How can I have an accurate timing when I am showing an image?

2008-05-25 Thread Brian Fisher
On Sat, May 24, 2008 at 7:59 AM, Francesco Martino <[EMAIL PROTECTED]> wrote: > accurate results, the problem is that, if I am not wrong, any signal > could terminate the sleep sleep is an interruptible wait state so it can end early, but simple keyboard presses alone don't wake it. however it'

Re: [pygame] Pygame 1.8.0 for Windows doesn't actually work.

2008-05-25 Thread Brian Fisher
> always go back to the distutils executable Windows installer. What I know is > msi is demanding. You must design your project around it for it to work as > intended. Also the msi module included with Python 2.5 is inflexible. > > Lenard > > > Brian Fisher wrote: >

Re: [pygame] Pygame 1.8.0 for Windows doesn't actually work.

2008-05-25 Thread Brian Fisher
t if I > remember correctly setting a property is not too difficult. The challenge > will be getting around the machinery of distutils. > > Lenard. > > > Brian Fisher wrote: > >> It looks like msi has some rules about file replacing files intended to >> make it so

Re: [pygame] Pygame 1.8.0 for Windows doesn't actually work.

2008-05-26 Thread Brian Fisher
On Sun, May 25, 2008 at 6:32 PM, Brian Fisher <[EMAIL PROTECTED]> wrote: > ... I'd go ahead and make a patch, but I don't know how to figure out the > name of the installer that's created in Setup.py... anybody know how to get > that from the bdist command or someth

Re: [pygame] Pygame 1.8.0 for Windows doesn't actually work.

2008-05-26 Thread Brian Fisher
Cool, thanks Rene & Lenard, that approach seems to work well - I committed something that makes msi installers have the amus REINSTALLMODE rev 1250 On Mon, May 26, 2008 at 4:25 PM, Lenard Lindstrom <[EMAIL PROTECTED]> wrote: > You don't have to do anything that extreme. Just subclass bdist_msi in

Re: [pygame] [Bug] SVN 1272 on Windows

2008-06-03 Thread Brian Fisher
I don't know all of what it takes to make uninstalling previous versions, but evidentally there is some property that defaults to off, that must be set to "true" to get this behavior: *RemovePreviousVersions* I think the main complication with it is making sure the "ProductCode" GUID is the same

Re: [pygame] no unlock: surfarray.pixels2d() and PixelArray() bug or intented?

2008-06-06 Thread Brian Fisher
Do you have an example of the code you wrote that behaves differently than you wanted? It may be by design, but you may have found a bug as well. Also, people on the list may be able to help you with ways to do what you want without bugs or problems. On Fri, Jun 6, 2008 at 12:20 PM, Jake b <[EMAI

Re: [pygame] no unlock: surfarray.pixels2d() and PixelArray() bug or intented?

2008-06-07 Thread Brian Fisher
from the docs: "During its lifetime, the PixelArray locks the surface, thus you explicitly have to delete it once its not used anymore and the surface should perform operations in the same scope." so the idea is to do something more like this: self.pixels = pygame.PixelArray( self.screen ) # l

Re: [pygame] no unlock: surfarray.pixels2d() and PixelArray() bug or intented?

2008-06-07 Thread Brian Fisher
On Sat, Jun 7, 2008 at 1:19 PM, Marcus von Appen <[EMAIL PROTECTED]> wrote: > After this manual unlock, the PixelArray is unlikely to work in any > case. You might expect weird behaviour in some cases, random > segmentation faults and other crashes on trying to access self.pixels > after the unloc

Re: [pygame] no unlock: surfarray.pixels2d() and PixelArray() bug or intented?

2008-06-07 Thread Brian Fisher
On Sat, Jun 7, 2008 at 3:09 PM, Marcus von Appen <[EMAIL PROTECTED]> wrote: > > > would it be good to try and turn that into an exception? like if the > > PixelArray would check the lock count or something? > > Surfaces do not feature a tracking of lock counts at the moment. And > checking for an

Re: [pygame] no unlock: surfarray.pixels2d() and PixelArray() bug or intented?

2008-06-07 Thread Brian Fisher
On Sat, Jun 7, 2008 at 3:43 PM, Marcus von Appen <[EMAIL PROTECTED]> wrote: > > Also, if people aren't sticking to the docs, then the docs aren't > effective > > If people do no read the docs, they should not wonder about any bugs and > failures caused by using the stuff in a wrong way. Or would

Re: [pygame] Automated Builds

2008-06-09 Thread Brian Fisher
yeah, one of the unit tests crashes on windows, and it stops the builds. I haven't figure out a good way to deal with that yet. I think I need to implement a timeout on the guy that calls the unit tests. I haven't figured out why they crash yet. So why is there a segfault on the GL save? On Sun

Re: [pygame] Automated Builds

2008-06-09 Thread Brian Fisher
the installer from > that > page after uninstalling all previous Pygame versions. The error and fails > are also present for my own build from a fresh SVN copy. I ran the tests on > Windows 98. > > Lenard > > > Lenard Lindstrom wrote: > > Ah, so that error isn't

Re: [pygame] PATCH: Readability fix for "make chunk a power of 2" (src/mixer.c)

2008-06-10 Thread Brian Fisher
For what it's worth, I tested on both Windows XP and Vista and never experienced any of the problems with the short mixer buffer crackliness that is unique to pygame 1.8.0 - it's not just on OS thing, it's apparently hardware dependent. On Tue, Jun 10, 2008 at 12:51 PM, etrek <[EMAIL PROTECTED]> w

Re: [pygame] [PLEASE TEST]: New locking code

2008-06-10 Thread Brian Fisher
I assume you are saying surface.unlock should throw an exception as opposed to do nothing in the cases where it's not valid? (if so, I agree) Or was there some other condition you were thinking of as well? On Tue, Jun 10, 2008 at 3:23 PM, Charlie Nolan <[EMAIL PROTECTED]> wrote: > Errors should

Re: [pygame] [PLEASE TEST]: New locking code

2008-06-10 Thread Brian Fisher
Even bad broken code? On Tue, Jun 10, 2008 at 4:09 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > Also note that we *need* to retain compatibility with existing code - > at least for pygame 1.8.1. We shouldn't break existing code. > > >

Re: gl, image.save crash... was (Re: [pygame] Automated Builds)

2008-06-10 Thread Brian Fisher
I assume the save routine locks the display surface, and then uses the buffer from the lock, yeah? so if locking an opengl display surface worked, then wouldn't save work too? On Tue, Jun 10, 2008 at 4:25 PM, Lenard Lindstrom <[EMAIL PROTECTED]> wrote: > Current (lack of) progress report. All I c

Re: [pygame] [PLEASE TEST]: New locking code

2008-06-10 Thread Brian Fisher
list of surfarray using code if someone wants to test more: > http://www.google.com/codesearch?q=import+surfarray > > cheers, > > > > On Wed, Jun 11, 2008 at 10:26 AM, Brian Fisher > <[EMAIL PROTECTED]> wrote: > > Even bad broken code? > > > > On Tue, Jun 10, 2

Re: gl, image.save crash... was (Re: [pygame] Automated Builds)

2008-06-10 Thread Brian Fisher
wrote: > No, it only retrieves the display surface to get the size. It creates a new > SDL surface, retieves a copy of the display using an opengl routine, then > copies this to the surface. The surface is then written out to the file. > > Lenard. > > > Brian Fisher wrote:

Re: gl, image.save crash... was (Re: [pygame] Automated Builds)

2008-06-12 Thread Brian Fisher
; > Lenard Lindstrom wrote: > >> I have no idea why an opengl surface save is handled in such a convoluted >> way. >> >> >> Brian Fisher wrote: >> >>> I get what the new code is trying to do - but my point was that at some >>> point a surfa

Re: gl, image.save crash... was (Re: [pygame] Automated Builds)

2008-06-12 Thread Brian Fisher
surf->pixels == NULL) { >>>>> handle_error(); >>>>> } >>>>> >>>>> >>>>> On Fri, Jun 13, 2008 at 9:22 AM, Lenard Lindstrom <[EMAIL PROTECTED]> >>>>> wrote: >>>>> >>>>>

Re: gl, image.save crash... was (Re: [pygame] Automated Builds)

2008-06-13 Thread Brian Fisher
L|DOUBLEBUF) > if screen.mustlock(): > print "The screen needs locking." > else: > print "The screen needs no lock." > pygame.display.flip() > screen.lock() > pygame.draw.circle(screen, (255, 255, 255), (200, 200), 50) > screen.unlock() > pygam

Re: [pygame] Tests crashing Automatic Build page + Compiling PyGame on Windows

2008-06-21 Thread Brian Fisher
hey Nick, is your desktop set to 16-bit maybe? I haven't looked at the test code, but if bit depth isn't explicitly set it will use the desktop depth On Sat, Jun 21, 2008 at 4:40 PM, Nicholas Dudfield <[EMAIL PROTECTED]> wrote: > >

Re: [pygame] Tests crashing Automatic Build page + Compiling PyGame on Windows

2008-06-21 Thread Brian Fisher
ably explicit. > > Again, thanks! > > > > > Brian Fisher wrote: > >> hey Nick, >> is your desktop set to 16-bit maybe? >> I haven't looked at the test code, but if bit depth isn't explicitly set >> it will use the desktop depth >> >

Re: [pygame] Tests crashing Automatic Build page + Compiling PyGame on Windows

2008-06-21 Thread Brian Fisher
buffer over-runs and bad memory access are not guaranteed to crash - especially when they depend on uninitialized memory or the behavior is dependent on timing. If it crashed before, but not now, that may be why. FYI, the crashes that are stopping my automated build page from passing tests appears

[pygame] Source to automated build scripts

2008-06-21 Thread Brian Fisher
If anyone wants to get the code that implements the Automated build page stuff here: http://thorbrian.com/pygame/builds.php I have posted a link to a zip of it on that page itself - here is that link: http://thorbrian.com/pygame/PygameBuilderSource.zip there is no version numbers, no docs, it doe

Re: [pygame] unsubscribe [OT]

2008-06-22 Thread Brian Fisher
Unsubscribes are done with an email to the list management address. There is a mailto link for it on this page: http://www.pygame.org/wiki/info you get to this page from the "Help (irc, lists)" link from the main page at http://pygame.org I'm curious, why are you unsubscribing? On Sun, Jun 22,

Re: [pygame] The gsoc project physics engine.

2008-06-22 Thread Brian Fisher
On Sun, Jun 22, 2008 at 4:21 AM, Peter Gebauer < [EMAIL PROTECTED]> wrote: > Yeah, SVN tried merging with the sources I changed, that was the prob. But > I'm definately getting warnings. > > Yeah, everybody gets the warnings - they were looked over to check for obvious errors, and are now mostly c

Re: [pygame] unsubscribe [OT]

2008-06-22 Thread Brian Fisher
On Sun, Jun 22, 2008 at 1:42 PM, Gonzalo Castro < [EMAIL PROTECTED]> wrote: > This is what it says there: "To get on or off the mailing list, send > an email message to [EMAIL PROTECTED] with a simple command in the > body." > What command whould I send? > just below that section it lists the com

Re: [pygame] Multiple mice on windows

2008-06-23 Thread Brian Fisher
I think this is great and I plan on using it - but as it is platform specific it would be a poor thing to include as a component of pygame, as it is. On Mon, Jun 23, 2008 at 4:40 PM, Ian Mallett <[EMAIL PROTECTED]> wrote: > To the pygame people: This functionality should be supported by pygame.

Re: [pygame] Surfaces must not be locked during blit

2008-06-27 Thread Brian Fisher
Hi Sibtey, would it be possible for you to share a complete working source to a program that can be used to demonstrate the problem? If it's a problem to share your code as is, maybe you could make a minimal example? (i.e. remove everything except the code required to make the problem happen) On

Re: [pygame] Re: Patch to add SDL_gfx support to pygame

2008-06-27 Thread Brian Fisher
Um... isn't SDL_gfx LGPL? at least, this page says it is: http://www.ferzkopp.net/joomla/content/view/19/14/ ... also, isn't pygame.draw made from copies of an old version of SDL_gfx? Wouldn't it be natural to adapt this to just be an expanded pygame.draw? On Fri, Jun 27, 2008 at 9:47 AM, Lenard

Re: [pygame] BUG: pygame.time tick()?

2008-06-27 Thread Brian Fisher
It's not true that the relevant source is in SDL - clock.tick does call SDL_Delay, but all SDL_Delay takes a number of ticks to sleep, and then just sleeps that long. It's pygame source that is deciding how long to sleep/wait. ... also no need to guess at the source, you can get at it from the web

Re: [pygame] BUG: pygame.time tick()?

2008-06-27 Thread Brian Fisher
2, which is where the loop starts. > > I will grant, there are plenty of other code paths based on the > intricacies of what's available on your system. I don't have the time > or the patience to go check all of them out, but I'd wager that they > use the same basic s

Re: [pygame] fmodf on msvc transform.c... any ideas brian?

2008-06-27 Thread Brian Fisher
fmod works fine with msvc. I don't know why fmodf doesn't. Know it's back to crashing in some unit test in _numericsurfarray.pyd, possibly because it doesn't run the tests with numeric installed... On Fri, Jun 27, 2008 at 6:35 PM, René Dudfield <[EMAIL PROTECTED]> wrote: > hey, > > it looks like

Re: [pygame] fmodf on msvc transform.c... any ideas brian?

2008-06-28 Thread Brian Fisher
#x27;s a conflict perhaps? > > Nicholas tried compiling and testing on windows with mingw gcc and it > seems to work for him too. > > > > On Sat, Jun 28, 2008 at 3:38 PM, Brian Fisher <[EMAIL PROTECTED]> > wrote: > > fmod works fine with msvc. I don't know why fmod

Re: [pygame] fmodf on msvc transform.c... any ideas brian?

2008-07-01 Thread Brian Fisher
So the crash on running unittests on my machine was a somewhat crazy combination of events. Basically the sequence of tests were making it so the numeric detection would fail and cause a crash when there is no numeric and no numpy installed, but surfarray was used --- The long explanation is that

Re: [pygame] Source to automated build scripts

2008-07-01 Thread Brian Fisher
>- build machines ping webpage for update info more reguarly. > >- probably should put a maximum # of rebuilds/hour setting. > > - my ubuntu machine could be set up to join the build group. > > - http upload + http auth for uploading, so uploads can be done with a >

Re: [pygame] BUG: pygame.time tick()?

2008-07-08 Thread Brian Fisher
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

Re: [pygame] Licensing

2008-07-08 Thread Brian Fisher
LGPL seems perfectly appropriate for pygame to me. SDL is LGPL as well, and seems to work fine for it. Is someone claiming that LGPL is undesirable for pygame in some way? I believe the only time the license terms even matter for a game is when a game is distributed along with pygame - and then th

Re: [pygame] Patch - Re-add music support for file-like objects

2008-07-08 Thread Brian Fisher
I'm not sure that there is a bug in rwobject - I just think that your new music from a file-like object code is using rwobject in a way that it has not been designed to support. SDL's music playing stuff is streaming, while sounds all load at once. Likewise fonts all load at once. So in existing u

Re: [pygame] immediate mode not working?

2008-07-08 Thread Brian Fisher
The problem is that you need to tell SDL to process windows messages before your window can be used (any event getting function should do) try this: - import pygame pygame.init() screen = pygame.display.set_mode((400,300)) pygame.event.get() screen.fill((255,255,255)) pygame.display.flip()

Re: [pygame] Patch - Re-add music support for file-like objects

2008-07-08 Thread Brian Fisher
Hmmm... from looking at the patch, it seems that it does not fix the crash that Forrest discovered (where the file object falls out of scope and gets deleted so the rwobject ends up having bad pointers) - Is that correct Forrest? If that is the case, it seems to me that the feature implementation

Re: [pygame] immediate mode not working?

2008-07-08 Thread Brian Fisher
; >>> screen.fill((255,240,70)) > > >>> pygame.display.update() > >>> blueSquare = ((0,0,255)) > >>> blueSquare = pygame.surface.Surface((50,50)) > >>> blueSquare.fill((0,0,255)) ># everything alright up &g

Re: [pygame] Guidelines for sound?

2008-07-08 Thread Brian Fisher
To be more explicit - the intent with pygame 1.8.1 is that you will not need to manage this problem - and the audio should work without crackle pop or significant lag on all platforms using the default mixer init settings. ...However pygame 1.8.0 has a fairly serious bug where the mixer settings a

Re: [pygame] Patch - Re-add music support for file-like objects

2008-07-12 Thread Brian Fisher
t;>> standard rwop, because it shouldn't. > >>> > >>> And it is correct, RwopsFromPythonThreaded is obviously meant to be > >>> used like this (hence the threaded). > >>> > >>> Attached is the updated patch. > >>>

Re: [pygame] Patch - Re-add music support for file-like objects

2008-07-12 Thread Brian Fisher
ersion of SDL_mixer are you using? > > I think I was wrong... SDL_mixer 1.2.8 supports OGG, MP3, MID, and MOD > music. > > Only SVN supports WAV. > > On Sat, Jul 12, 2008 at 1:40 PM, Brian Fisher <[EMAIL PROTECTED]> > wrote: > > by svn version do you mean 1.3, or

Re: [pygame] Sound still glitchy in 1.8.1rc1 on Ubuntu

2008-07-14 Thread Brian Fisher
Hi Gary, Making the mixer work great in all cases without tweaking numbers is indeed a goal for pygame. I would guess that in this case the problem may be something other than the buffer size, which is what was tweaked in 1.8.1 to be larger. This seems the case to me because you mentioned a highe

Re: [pygame] Patch - Re-add music support for file-like objects

2008-07-14 Thread Brian Fisher
worked. This is an SDL_mixer bug. > >> > >> On Sat, Jul 12, 2008 at 4:44 PM, Forrest Voight <[EMAIL PROTECTED]> > wrote: > >>> Using SDL_mixer SVN, I'm able to load & play WAV and OGG. > >>> > >>> MP3 gives me the '

Re: [pygame] Patch - Re-add music support for file-like objects

2008-07-16 Thread Brian Fisher
I've tested loading MP3 and OGG as music from file-objects on both Windows and Mac OS X using pygame SDL_Mixer 1.2.8, and SDL_Mixer failed to load them. So if SDL_Mixer 1.2.8 is supposed to support them, then something else is broken. Forrest, you said earlier on this list you were able to load

Re: [pygame] [BUG] pygame 1.8.1 beta 2 movie module plays MPEG file's sound, but not video

2008-07-17 Thread Brian Fisher
Lenard, Can you confirm it worked with rev 1236? cause if it worked then, but not now, it should be an easy binary search to figure out the change that caused it. If the older rev. doesn't work then for you, then there is something different about how the 1236 build Jason used that worked was pro

Re: [pygame] Patch - Re-add music support for file-like objects

2008-07-20 Thread Brian Fisher
I got some time to play with this more, testing both on my Vista machine and OS X 10.5. with SDL_Mixer 1.2.8, ogg and mp3 and mid and mod all seem to be able to load from a file or file-like object on my windows machine, so I think Forrest is right about the level of support in SDL_Mixer 1.2.8 ..

[pygame] Re:

2008-07-21 Thread Brian Fisher
how? On Mon, Jul 21, 2008 at 12:10 PM, David Goldsmith <[EMAIL PROTECTED]> wrote: > help > > > >

Re: [pygame] problem - out of frequency

2008-07-22 Thread Brian Fisher
What OS are you using? (It may make a big difference as to how to solve) for Windows, I don't think SDL ever tries to specify refresh rate and lets the system pick what it believes is valid, in which case you probably need to update the driver for your monitor, and hope it learns something... On

Re: [pygame] Re: problem - out of frequency

2008-07-22 Thread Brian Fisher
try updating your monitor driver (yes, there is a monitor driver, although it is really just an ini file that says what refresh rates your monitor supports) note that forcing the refresh rate to be 60 in code can actually cause other machines to have similar problems (not all monitors support 60 a

Re: [pygame] phpbb forum missing at pygame.org website

2008-07-25 Thread Brian Fisher
For what it's worth, there's not a single forum I visit with any regularity - they all have far too low signal-to-noise ratio and I like it that mailing lists come to me. I think a forum vs. a mailing list is a trade-off, not an upgrade, no question in my mind. On Fri, Jul 25, 2008 at 3:08 PM, Pat

Re: [pygame] pygame and anaglyph games

2008-07-28 Thread Brian Fisher
So what exactly about this anaglyph game thing is it you want to do in pygame? If it's just drawing rects, yeah you can do that (pygame.draw.rect) If it's drawing lines of different colors on different lines, then you can do that too (pygame.draw.line) There are possible issues with each of thos

Re: [pygame] Another sprite issue.

2008-07-28 Thread Brian Fisher
They are all using the same rect object, and you are positioning that 1 single rect to the location of the wall. So collision is working for all, but all of them are positioned in the same place. Instead of calling get_rect once and reusing the result, you should pass the image to each sprite and

Re: [pygame] Pygame 1.8.1 released!

2008-07-31 Thread Brian Fisher
anythings possible - but it's kind of complicated to make it happen. What would be the benefit if they behaved that way? On Thu, Jul 31, 2008 at 12:07 AM, techtonik <[EMAIL PROTECTED]> wrote: > I wonder if it is possible for these .MSI installers to detect > previous installed version and execute

Re: [pygame] 100% CPU FAQ

2008-07-31 Thread Brian Fisher
I'm curious, In what way is Pygame currently sorely lacking in OS X installation binaries? What would you like to be different about the binaries here: http://pygame.org/download.shtml The reason I ask is cause for me they all work perfectly fine, and if there was a problem I'd like to help fix i

Re: [pygame] 100% CPU FAQ

2008-07-31 Thread Brian Fisher
Pygame using more CPU resources could be completely expected because it uses software rendering while Pyglet/rabbyt would be using openGL (i.e. hardware) Also, because pygame basically requires you to write your own main loop (although it provides facilities to help), it's fairly easy to write loo

[pygame] Another blitting surface to itself crash

2008-08-02 Thread Brian Fisher
There's another instance of blitting a surface to itself crashing on Windows for a user, it's believed to be a 1.8.1 thing by the poster http://pygame.motherhamster.org/bugzilla/show_bug.cgi?id=19 last time it came up marcus was thinking about making pygame throw an exception on blitting a surface

Re: [pygame] Another blitting surface to itself crash

2008-08-02 Thread Brian Fisher
pygame parachute thing and get an actual crash? On Sat, Aug 2, 2008 at 3:32 PM, Hugo Arts <[EMAIL PROTECTED]> wrote: > On Sat, Aug 2, 2008 at 6:30 PM, Brian Fisher <[EMAIL PROTECTED]> > wrote: > > There's another instance of blitting a surface to itself crashing on >

Re: [pygame] Another blitting surface to itself crash

2008-08-03 Thread Brian Fisher
It may certainly be something that is not windows specific but just more likely to crash on windows, and it may be something that is not dependent on a specific version of SDL but a certain version made it more likely. However, SDL version and wndows OS make a huge difference regardless. I wrote a

Re: [pygame] Another blitting surface to itself crash

2008-08-03 Thread Brian Fisher
I think you are right anatoly, in that doing something special for scrolling is what is the right thing, and having an api that blocks blitting to itself but has a special call for "scroll" would be the ideal api. However I remember way back when SDL was much younger (like late 1990's) blits of a

Re: [pygame] Another blitting surface to itself crash

2008-08-04 Thread Brian Fisher
OK, so basically I've got an SDL I built myself that I'd like other people who are experiencing this problem to try out. SDL is zipped up here: thorbrian.com/SDL_TestBlitToSelf.zip basically the idea is to replace the SDL.dll in your pygame subfolder of site-packages with this, and to see if you s

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