[visionegg] pygame segmentation fault
- From: "Kevin J. MacKenzie" <kjmacken@xxxxxxxx>
- To: visionegg@xxxxxxxxxxxxx
- Date: Tue, 17 May 2005 11:53:12 -0400
Hi everyone,
I am having trouble getting a piece of code to run on a Windows XP
(service pack 2) machine.
I have upgraded to Python 2.4 following the install instructions at
www.visionegg.org and all of the dependent packages (using the 1.0 cvs
version of the vision egg).
The attached peice of code is what I'm using to test and get going with
a stimulus idea. It displays a drifting white noise patch with a
fixation cross.
When I run the attached piece of code with the "Attempt to Sychronize
buffer swaps" NOT checked it runs fine, but far to fast (I would like to
be able to control the speed of the patch). If I run this piece of code
with the "Attempt to Sync swaps" checked I get the following pyGame error:
Pygame Parachute Traceback
File "C:\Python24\Lib\site-pacakges\VisionEgg\PlatformDependent.py",
line 187, in sync_swap_with_vbl_post_gl_init
Fatal Python error: (pygame parachute) Segmentation Fault
This application has requested the Runtime to terminate it in an unusual
way.
The VisionEgg check-config.py indicates that everything is fine.
This code has no problems on a Mac OS X machine (which is unfortunatly
getting repaired so I'm on windows for a week or so).
The machine itself is:
Dell something or other P4 2.8 GhZ.
Onboard Intel Video - Intel 82865G Graphics controller
LCD screen with a standard VGA output (not through a DVI adapter).
The video is not the best for OpenGL performance, but it should be
adequate for my needs right now. This problem is replicated trying to
run any of the demos with the "Sync Buffer Swaps" option checked. I am
assuming that this is a hardware (OpenGL) issue, so I'm wondering if
anyone with similar hardware has run across this, or found a work around
that I could employ for temporary purposes.
Thanks,
Kevin
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