You're trying to do what's called "chromakeying", which I don't believe
OpenGL supports. What you want to do is edit the BMP so that all the
transparent pixels have their alpha values set to 0 and then save it out in
a format that supports alpha (such as TGA). Alternatively you could load
the BMP and do a manual substitution in code by converting to an RGBA format
and then setting alpha to 0 where it's brown and 255 where it's not.
Once you have alpha set, you then use the glBlendFunc to blend properly.
On Wed, Nov 5, 2008 at 11:38 AM, Drozzy <[EMAIL PROTECTED]> wrote:
>
> How would I display the sprite that has background color brown (let's
> say) so that the brown pixels are not shown?
>
> I've looked at the astraea that comes with pyglet example but it uses
> sprites with white background...
> Is it the glBlendFunc that I need to look into? Or do I have to use
> textures?
> Right now I just do:
> pyglet.image.load('ogre_standing0000.bmp')
>
> Thanks!
> >
>
--~--~---------~--~----~------------~-------~--~----~
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
-~----------~----~----~----~------~----~------~--~---