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Re: [pygame] [OpenGL] Text, Transparency and Lists
On Sunday 17 September 2006 12:34, Kris Schnee wrote:
> Richard Jones wrote:
> > Looks like you've enabled blending without specifying a blend function.
> > You'll want something like:
> >
> > glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
> >
> > This indicates to use the texture's alpha channel for the texture imagea
> > and the opposite (one minus) for the ground image.
>
> Thanks, but that doesn't seem to work. When I load the sprite image, I say:
> ## Set up translucency.
> ## glBlendFunc(GL_SRC_ALPHA,GL_ONE)
> glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
>
> Using the GL_ONE version, I get the ghostly version in the screenshot.
> Using GL_ONE_MINUS_SRC_ALPHA, I get a solid sprite all right, but with a
> black rectangle around it.
I just noticed your texture loading has:
tex_data = pygame.image.tostring(tex, "RGBX", 1 )
Why RGBX? You need the alpha channel...
Richard