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? --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to pyglet-users@googlegroups.com To unsubscribe from this group, send email to pyglet-users+unsubscr...@googlegroups.com For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---