
- Returns a Video Texture Image Object
source:
- A Video Texture Image source.
- Types: VideoFFmpeg
ImageFFmpeg
ImageBuff
ImageMix
ImageRender
ImageMirror
ImageViewport
mode:
- the return pixel format of the Video Texture Image source.
- Optional. Default is "RGBA"
- Type: string
- "RGB" = Red, Green and Blue color channels.
- "RGBA" = Red, Green, Blue and Alpha color channels.
- "RGB0" = 4 color channels. Red, Green, Blue and Zero. The number Zero sets all of the Alpha values to 0.
- "RGB1" = 4 color channels. Red, Green, Blue and One. The number One sets all of the Alpha values to 255.
- Return the image as a float array.
- Used to retrieve the depth buffer of the ImageViewport and ImageRender object.
- Returns a one dimensional float array size (width*height).

###################### use imageToArray
#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
painting_texture = 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
# get the texture
painting_texture = bge.texture.Texture(obj, matID)
# use ImageBuff as the source
painting_texture.source = bge.texture.ImageBuff()
# load the image from the buffer into ImageBuff
painting_texture.source.load(image_buffer, image_size[0], image_size[1])
# save as an object variable
obj['painting'] = painting_texture
# display the image
painting_texture.refresh(True)