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document surface vs texture vs buffer vs pixelview #34
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Original comment by Marcus von Appen (Bitbucket: marcusva, GitHub: marcusva): I am not sure to what documentation you refer to, but PySDL2 does not protect you from messing with the bytes in system or video memory. You can gain read-write access to the pixel buffers of a texture or software surface via PySDL2 without any problems (and also without any safety net).
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Original comment by anatoly techtonik (Bitbucket: techtonik, GitHub: techtonik): PySDL2 doesn't protect me from the complexity of SDL2 layer. =) I am looking to some intro / guideline about pixel manipulations with regard to helpers that PySDL2 provides.
So basically I am looking for some guidelines how a pixel pipeline works in SDL2. Something like https://en.wikibooks.org/wiki/GLSL_Programming/OpenGL_ES_2.0_Pipeline or http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLES30PipelineMap.pdf with regard to SDL2 terms. |
When using Software rendering "factory = sdl2.ext.SpriteFactory(sdl2.ext.SOFTWARE)" to creates a SpriteRenderSystem window "spriterenderer = factory.create_sprite_render_system(window)", how to you fill this window with a specific color? |
Originally reported by: anatoly techtonik (Bitbucket: techtonik, GitHub: techtonik)
It is pretty confusing to read documentation that speaks about abstract pixels, with some vague connection to bytes in video memory, system memory and the ways Python protects people from messing with those.
I am trying to start with representation of pixel data in Python list and documentation doesn't give me a glue how can I convert it to picture. For that, I need to know:
Actually, the (1,3) are the two most important.
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