Florian Berger wrote:
Now I will have to mess with the source PNGs to make sure that the RGB
color for fully transparent pixels is actually black.
What you need is an image with premultiplied alpha.
An operation for doing that might be a useful addition.
--
Greg
On Sat, Dec 17, 2011 at 10:15 AM, Sean Wolfe wrote:
> I'll have to dig in more to see the differences between our code.
> here's what was happening though in general -- the problem
>
> 1. main module imports settings as blank
> 2. main module imports child modules
> 3. when imported, child modul
I have created an pygame example repo on github to promote the
learning of this API. check this out
https://github.com/ankur0890/Pygame-Examples-For-Learning . I created
an blog post of the same on my linux blog :
http:.//flossstuff.wordpress.com/2011/12/17/github-repository-for-pygame-examples/
.
Hi Sean,
Why not do the platform check in acolyte_settings.py itself?
#acolyte_settings.py
ANDROID = False
try:
import android
except ImportError:
pass
else:
ANDROID = True
ASSETS_DIR = './assets'
#main.py
import gameloop
def (main):
gameloop.gameloop()
The platform will
ah you're right, the actual code is
if android:
bla
bla
I was writing that from memory a bit.
I'll have to dig in more to see the differences between our code.
here's what was happening though in general -- the problem
1. main module imports settings as blank
2. main module imports chi
Hi René!
René Dudfield :
>
> #define BLEND_RGBA_ADD(tmp, sR, sG, sB, sA, dR, dG, dB, dA) \
> tmp = dR + sR; dR = (tmp <= 255 ? tmp : 255); \
> tmp = dG + sG; dG = (tmp <= 255 ? tmp : 255); \
> tmp = dB + sB; dB = (tmp <= 255 ? tmp : 255); \
> tmp = dA + sA; dA =