I don't know Gimp very well, maybe someone else can help, but maybe
something like this helps?
http://www.gamedev.net/community/forums/topic.asp?topic_id=299229

Just search for "Gimp alpha channel" for some tutorials.

On Wed, Nov 5, 2008 at 11:46 AM, Drozzy <[EMAIL PROTECTED]> wrote:

>
> Thanks.. could you go a little slower please.
> So if I ever to convert this image in gimp say, I'll have to set mode
> to.. indexed?
> How would i set the alpha to 0 on brown pixels?
> Thanks
>
> On Nov 5, 12:43 pm, "Brian Hook" <[EMAIL PROTECTED]> wrote:
> > 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!
> >
> >
> >
>

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