On Sat, Oct 4, 2008 at 11:59 PM, Patrick Mullen <[EMAIL PROTECTED]>wrote:
> Ian Mallet:
"Mallett" ;-)
> > I'm running into random troubles with PyOpenGL transparency again, and
> the simplest solution is just to make the textures have
> > transparency. Normally, I would just add the transparenc
Ian Mallet:
> I'm running into random troubles with PyOpenGL transparency again, and the
> simplest solution is just to make the textures have
> transparency. Normally, I would just add the transparency in an image
> editor, but unfortunately I have ~250 images. My solution is
> programming! I
Well, you could try getting the alpha array via
pygame.surfarray.pixels_alpha and then running:
alphas[...] = 128 # Sets all alpha values to 128.
Might have to run it through Surface.convert_alpha before it's got an
alpha array to work with, though.
-FM
On Sat, Oct 4, 2008 at 11:47 PM, Ian Malle
On Sat, Oct 4, 2008 at 8:51 PM, Brad Montgomery <[EMAIL PROTECTED]>wrote:
> Would something like PIL's putalpha do what you want? (provided you *have*
> PIL)
>
Yes, I have PIL.
> http://www.pythonware.com/library/pil/handbook/image.htm (search for
> putalpha)
>
> import Image
> my_image = Image.o
On Sat, Oct 4, 2008 at 10:34 PM, Ian Mallett <[EMAIL PROTECTED]> wrote:
> [snip]... the saved images do not have the
> alpha channel, which means that they don't have transparency which means
> that the textures don't work.
>
> Ideas?
Would something like PIL's putalpha do what you want? (provide
Hi,
I'm running into random troubles with PyOpenGL transparency again, and the
simplest solution is just to make the textures have transparency. Normally,
I would just add the transparency in an image editor, but unfortunately I
have ~250 images. My solution is programming! I wrote a script whi