Hi! Ian Mallett <geometr...@gmail.com>: > > Simply call .convert_alpha() on each surface after you make your > window. This clears up most problems.
I am doing that already. In fact I blit the sprite, so I can see that alpha works; then I create a Surface.copy(), manipulate that and blit it over the sprite using BLEND_RGBA_ADD. The result is that the blit incorporates the RGB values of the fully transparent pixels and adds them as well, resulting in an ugly square around the sprite. The solution in my case is to make sure that the transparent pixels also have a (0, 0, 0) RGB value. But this is annoying. I think this calls for a bug report. ;-) Regards, Florian