Alex Holkner wrote: > On 9/17/08, pdpi <[EMAIL PROTECTED]> wrote: >> Hello everybody, >> >> I have a question, and though I've been programming for a while, I'm >> quite new to games in general and pyglet in particular, so assuming >> generic programming knowledge is ok, pyglet specifics isn't :) >> >> This said: I have an image (assume a bitmap) with tiled sub-images, in >> black and white, and I would like to be able to blit bits of that >> image on the framebuffer (which is easy enough), but with some sort of >> "palette switch", whereby I get to pick what colours the white and the >> black represent (which is where I'm lost). >> >> (All of a sudden it occurred to me that I could blit the replacement >> for the black background colour in first, as a rectangle, and then >> colorize the bitmap with the sprite.color attribute, make the >> background transparent, and blit it on top, but that seems a bit... >> inelegant) > > That's pretty much the idea, actually. OpenGL doesn't have any > built-in color shifting functions.
As Alex says, it's not part of OpenGL but often the library used to open an OpenGL context has such a function. Changing the CLUT (color lookup table) is an old trick that was used for various animations. pyglet doesn't include CLUT setting functions, but pygame does (specifically, pygame.display.set_gamma_ramp). -Andrew --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
