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
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.
On Thu, Apr 22, 2010 at 6:56 PM, Lee Buckingham
lee.bucking...@gmail.com 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
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
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,
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
On Fri, Apr 23, 2010 at 2:59 AM, Greg Ewing greg.ew...@canterbury.ac.nz 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