I am trying to use an atlas to conserve texture binding calls:

sprite_atlas = pyglet.image.atlas.TextureAtlas (width=1024,
height=1024)

small_red_bug_pic = pyglet.image.load('ai_far_on.png')
small_red_bug_tex = sprite_atlas.add (small_red_bug_pic)
small_red_bug_tex.anchor_x = 16
small_red_bug_tex.anchor_y = 16

background_image = pyglet.image.load ('space.jpg')

In my on draw function I do something simple like:

background_image.blit (0,0)
small_red_bug_tex.blut (50,50)

But the transparent pixels on the bug sprite are white - somewhere the
alpha is being lost.
Alpha is enabled in GL - labels etc all render on top of the
background correctly with alpha.

Is this a known issue?


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