There is the BLEND_ADD blitter with pygame 1.8.
This leaves the dest alpha alone, and just adds the color from the
source image. These blitters aren't very optimized - but still fairly
fast C.
I wanted to modify the surface.fill method to also have these extra
blend flags, but never got around
Brian Fisher wrote:
On 12/24/06, Kamilche <[EMAIL PROTECTED]> wrote:
That special blit would still be nice, but it's not a showstopper,
because there's several methods around it, including Brian's and a
couple of others I've used.
If there was a special blit that might be able to help, I would
On 12/24/06, Kamilche <[EMAIL PROTECTED]> wrote:
The problem is this: Let's say the above worked. I still have to compose
the desired sprites into a temporary buffer, apply the night with the
special blit, then blit them out of that temporary buffer onto the final
buffer. Those two extra blits ar
René Dudfield wrote:
Hi,
maybe I could put in a new blit mode for you before this release... if
it can't be done already.
Can you describe what you want? I'm still not clear on it.
Do you want this?
DR, DG, DB, DA = SR, SG, SB, DA
Well, after studying Brian's code carefully and trying var
On 12/23/06, René Dudfield <[EMAIL PROTECTED]> wrote:
maybe I could put in a new blit mode for you before this release... if
it can't be done already.
hey Rene, what you mentioned below can absolutely be done already, so
I don't think a new blit is needed there. However I do think it would
be n
On 12/23/06, Kamilche <[EMAIL PROTECTED]> wrote:
Thanks for modifying that example. I see this is a variant on the other
technique that was posted, but involves a couple more blits to preserve
the alpha. I was trying to avoid all these extra blits to preserve the
alpha, as it slows down nighttime
Hi,
maybe I could put in a new blit mode for you before this release... if
it can't be done already.
Can you describe what you want? I'm still not clear on it.
Do you want this?
DR, DG, DB, DA = SR, SG, SB, DA
On 12/24/06, Kamilche <[EMAIL PROTECTED]> wrote:
Brian Fisher wrote:
> On 12/23/0
Brian Fisher wrote:
On 12/23/06, Kamilche <[EMAIL PROTECTED]> wrote:
... I dug up the thing you posted before (where you move the mouse
around) and modified it to use that thing as the 3rd method (when you
are in the lower third of the screen) and it seems to work.
Thanks for modifying that
On 12/23/06, Kamilche <[EMAIL PROTECTED]> wrote:
I tried disabling the SRC_ALPHA on the source of a picture using two
methods, and both of them still modified the alpha map of the original
picture. Maybe you can tell me what I'm doing wrong?
You need to have the source having SRC_ALPHA and the
On 12/23/06, Pete Shinners <[EMAIL PROTECTED]> wrote:
Yes, SDL has a special blitter for blending alpha to alpha.
I assume you meant pygame has a special blitter - you mean
pygame_AlphaBlit, right?
You can work
around this by disabling the SRC_ALPHA flag on the source. then it will
work the s
Pete Shinners wrote:
On Sat, 2006-12-23 at 12:10 -0800, Kamilche wrote:
In the SDL documentation, it says under 'SDL_SetAlpha':
"When blitting RGBA->RGBA with SDL_SRCALPHA: The source is alpha-blended
with the destination using the source alpha channel. The alpha channel
in the destination su
On Sat, 2006-12-23 at 12:10 -0800, Kamilche wrote:
> In the SDL documentation, it says under 'SDL_SetAlpha':
>
> "When blitting RGBA->RGBA with SDL_SRCALPHA: The source is alpha-blended
> with the destination using the source alpha channel. The alpha channel
> in the destination surface is left
In the SDL documentation, it says under 'SDL_SetAlpha':
"When blitting RGBA->RGBA with SDL_SRCALPHA: The source is alpha-blended
with the destination using the source alpha channel. The alpha channel
in the destination surface is left untouched. SDL_SRCCOLORKEY is ignored."
However, in Pygame
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