On Fri, Apr 23, 2010 at 2:59 AM, Greg Ewing wrote:
> Lee Buckingham wrote:
>>
>> Instead of using set_alpha(), try using a fill, like:
>>
>> backgroundsurface.fill((0,0,0,100))
>
> Note that you will also have to create the background surface with
> the SRCALPHA flag, so that it will have a per-p
What you are lacking is actually part of Python itself (or the stdlib):
Python 2.6.4 (r264:75821M, Oct 27 2009, 19:48:32)
[GCC 4.0.1 (Apple Inc. build 5493)] on darwin
Type "help", "copyright", "credits" or "license" for more information.
>>> import ctypes
>>> ctypes.pythonapi.PyString_AsString
<
pyopengl 3.0 is notoriously difficult to py2exe.
However, I was able to find this page, which suggests a possible
solution:
http://blog.vrplumber.com/index.php?/archives/325-Got-py2exe-+-PyOpenGL-limping-across-the-line...-Need-to-add-the-.egg-files-to-the-path.html
---
James Paige
On Thu, Apr
I spent the day in py2exe hell. After grinding through six separate problems,
now I'm stuck. Has anyone got this combo to work? I'm using Python 2.6 and
Pygame 1.9.x and pyOpenGl 3.0.x and the latest py2exe. When I run the resulting
exe, I get the following runtime error:
Traceback (most recen
Lee Buckingham wrote:
Instead of using set_alpha(), try using a fill, like:
backgroundsurface.fill((0,0,0,100))
Note that you will also have to create the background surface with
the SRCALPHA flag, so that it will have a per-pixel alpha channel.
If you don't use that flag, then the surface o
yeah, that worked for me, here's my (messy) example code:
import pygame
from pygame.locals import *
import os
pygame.init()
screen = pygame.display.set_mode((100,100))
screen.fill([0, 0, 0]) # blank the screen.
#random image
fartherback = pygame.image.load(os.path.join("Images",
"Blocks.png")).
Instead of using set_alpha(), try using a fill, like:
backgroundsurface.fill((0,0,0,100))
that should make the background use per-pixel alpha too, since there's a
fourth number in the color (for alpha) so blitting another per-pixel alpha
image shouldn't cause problems. Hmm... maybe I'll try it
On Thu, Apr 22, 2010 at 6:56 PM, Lee Buckingham
wrote:
> As far as the alpha goes, my guess is that you're getting hung up because
> you've mixed two different alpha modes. There's some caveats about using
> per-pixel alpha (like the .png file probably has) and the other modes (color
> key or si
If there's no images being displayed behind the background image, then there
isn't a need for it to have an alpha value at all, since you'd never see
anything through it anyway.
As far as the alpha goes, my guess is that you're getting hung up because
you've mixed two different alpha modes. There
Hello, I hope that someone can point me in the right direction.
I have a semi transparent background surface created with set_alpha(100).
On this surface I want to blit an png image which has a alpha channel.
The problem is that when I blit the png image surface to the background
surface the png im
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