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MyASPN >> Mail Archive >> pygame-users
pygame-users
Re: [pygame] blitting surface with surface-alpha to fullscreen display
by Dr0id other posts by this author
May 19 2006 11:01AM messages near this date
[pygame] blitting surface with surface-alpha to fullscreen display | RE: [pygame] blitting surface with surface-alpha to fullscreen display
Nelson, Scott schrieb:
> 
>  I've been messing with pygame for awhile and am having a blast! Thanks 
>  for a great site, pygame.org people! And, I just got on this list and 
>  already its been very helpful!
> 
>  I ran into a performance snag trying to blit a surface with 
>  surface-alpha to a fullscreen display surface (trying to do a 
>  fade-to-black for the screen). It works great (realtime) when the 
>  display is windowed. Lotsa fun! But, when the display is fullscreen, 
>  each blit takes almost a second to complete in 640x480 on a beefy machine.
> 
>  Now, I've read the pygame docs on surfaces and displays and searched 
>  this list (finding some related discussions) and can't quite nail down 
>  what my problem is.
> 
>  So, my question is: why does it take me so long to blit in fullscreen 
>  mode? And, how can I create the surfaces in such a way that the blit 
>  performs at realtime in both windowed and fullscreen mode?
> 
>  Here's some snatches of my code. I grabbed the important bits, as it 
>  would be too much code to post all my classes in their entirety.
> 
>  â?¦Set up windowed mode:
> 
>  pygame.display.set_mode((640, 480))
> 
>  ...or set up fullscreen mode:
> 
>  pygame.display.set_mode((640, 480), pygame.FULLSCREEN | pygame.HWSURFACE)
> 
>  ...creating the surface to do the fade:
> 
>  self._fadeSurface = pygame.Surface(size)
> 
>  self._fadeSurface.fill(color)
> 
>  self._fadeSurface.set_alpha(alpha)
> 
>  self._fadeSurface = self._fadeSurface.convert()
> 
>  ...blitting the fade surface to the display:
> 
>  self._targetSurface.blit(self._fadeSurface, (0, 0))
> 
>  In windowed mode, pygame.display.Info() returns:
> 
>  <VideoInfo(hw = 1, wm = 1,video_mem = 238032
> 
>  blit_hw = 1, blit_hw_CC = 1, blit_hw_A = 0,
> 
>  blit_sw = 1, blit_sw_CC = 1, blit_sw_A = 0,
> 
>  bitsize = 32, bytesize = 4,
> 
>  masks = (16711680, 65280, 255, 0),
> 
>  shifts = (16, 8, 0, 0),
> 
>  losses = (0, 0, 0, 8)>
> 
>  In fullscreen mode, pygame.display.Info() returns:
> 
>  <VideoInfo(hw = 1, wm = 1,video_mem = 244688
> 
>  blit_hw = 1, blit_hw_CC = 1, blit_hw_A = 0,
> 
>  blit_sw = 1, blit_sw_CC = 1, blit_sw_A = 0,
> 
>  bitsize = 32, bytesize = 4,
> 
>  masks = (16711680, 65280, 255, 0),
> 
>  shifts = (16, 8, 0, 0),
> 
>  losses = (0, 0, 0, 8)>
> 
>  So, the alpha HW acceleration capabilities of the display in either 
>  mode are the same. I do a convert() on the surface before blitting so 
>  it's format should match the display's. Why is the blit so slow in one 
>  case (fullscreen surface) and realtime in the other (windowed 
>  surface)? I'm sure this has something to do with mismatches in surface 
>  modes, but I havenâ??t been able to get a handle on the details.
> 
>  Thanks in advance...
> 
>  -Scott
> 
Hi

try to use convert_alpha() instead of convert() and the screen without 
the pygame.HWSURFACE flag.

~DR0ID
Thread:
Scott Nelson
Dr0id
Scott Nelson
Dr0id
Rene Dudfield

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