
- Returns the image data for every pixel in the image.
Return Type:
- integer list [r,g,b,a]
a:
- alpha color channel
- Type: integer
- Range: 0 to 255
- blue color channel
- Type: integer
- Range: 0 to 255
- green color channel
- Type: integer
- Range: 0 to 255
- red color channel
- Type: integer
- Range: 0 to 255

###################### get the image data
#import bge
import bge
# get current scene
scene = bge.logic.getCurrentScene()
# get list of objects in scene
objList = scene.objects
# get object named Painting
obj = objList["Painting"]
# get matID for the obj named Painting
# I named the material Canvas
matID = bge.texture.materialID(obj, "MACanvas")
# get the 1st texture on object named Painting
portrait = bge.texture.Texture(obj, matID)
# get the name of the image
# I'm using an image named Mona_Lisa.jpg
imageName = "Mona_Lisa.jpg"
# get image path
# Mona_Lisa.jpg is in same directory as saved blend
imagePath = bge.logic.expandPath("//" + imageName)
# get image as an ImageFFmpeg
image = bge.texture.ImageFFmpeg(imagePath)
# load image into a bgl buffer
image_buffer = bge.texture.imageToArray(image, 'RGB')
# get image size
image_size = image.size
# use ImageBuff as the source
portrait.source = bge.texture.ImageBuff()
# load the image from the buffer into ImageBuff
portrait.source.load(image_buffer, image_size[0], image_size[1])
# get the image data
data = portrait.source.image
# save as an object variable
obj["Portrait"] = portrait
# display the image
portrait.refresh(True)