Or maybe Surface.set_alpha() could be told how to act the right way when the surface has per pixel alpha.
That would probably be the more friendly way. I've seen quite a few people try to use .set_alpha on per pixel images. Although under the hood set_alpha could use a Surface.fill((0,0,0,255), BLEND_CHANNEL_A) - which would only fill the alpha channel. On 6/21/07, Lenard Lindstrom <[EMAIL PROTECTED]> wrote:
With pygame.surfarray pygame.surfarray.pixels_alpha(surface)[...] = 0 Of course one needs Numeric. René Dudfield wrote: > I can't think of a way to set the alpha by itself, without setting the > RGB. > > Say I wanted to set the alpha ONLY with fill() then I don't think I > can do it. > > Is there some way you could do that by passing mask to a blit call? > > If there's no way to do it already, then perhaps we could create a > separate function which only acts on one channel at once. eg, only R, > or only A. This could be added as a 'special flag' the same way the > BLEND_ADD etc have recently been added to Surface.fill() > > Or maybe I'm forgetting some way? > > > On 6/21/07, John Eriksson <[EMAIL PROTECTED]> wrote: >> Hi, >> I have a couple of questions regarding surfaces with an alpha channel. >> >> 1. Is this the correct way of creating an surface with an >> alhpa-per-pixel channel? >> surface = pygame.Surface((w, h), pygame.SRCALPHA) >> >> 2. How do you clear an alpha channel surface? I guesss you can't use the >> fill method? >> >> Best Regards >> /John >> >> >> >> -- Lenard Lindstrom <[EMAIL PROTECTED]>
