On Tue, Oct 6, 2009 at 7:50 PM, RB[0] roeb...@gmail.com wrote:
I would suggest PIL - don't have the exact functions for it off the top of
my head though...
I considered that. I'm trying to avoid PIL, though.
On Wed, Oct 7, 2009 at 12:24 AM, René Dudfield ren...@gmail.com wrote:
something
On Tue, Oct 6, 2009 at 7:43 PM, Ian Mallett geometr...@gmail.com wrote:
The issue is that in the case of depth, data is of length x*y. In the case
of RGB color, it is 3*rect[2]*rect[3]. In the case of RGBA, it is
4*rect[2]*rect[3]. PyGame doesn't know how to convert it (there's no
hi,
I guess you could try converting it into an 8bit surface, and then saving
that.
You could do it with surf array fairly quickly I think...
something like:
red = rgb_im[:,:,0:1]
surf_red = pygame.image.fromstring(red, size, 'P')
pygame.image.save(surf_red, red.png)
You might need
Hello,
I'm trying to debug a weird FBO/depth problem, and it would be great to have
screenshots of the depth. My current method does not work:
def ScreenSurf(rect=AUTO,type=RGB,framebuffer=0):
if rect == AUTO:
size = glGetFloatv(GL_VIEWPORT)
size =
I would suggest PIL - don't have the exact functions for it off the top of
my head though...
On Tue, Oct 6, 2009 at 9:43 PM, Ian Mallett geometr...@gmail.com wrote:
Hello,
I'm trying to debug a weird FBO/depth problem, and it would be great to
have screenshots of the depth. My current