ImageMirror: alpha

alpha
  • set/get whether or not the texture alpha channel is being used.

Type: 

  • boolean
  • True = use alpha channel
  • False = don't use alpha channel
Sample Code

###################### get texture alpha channel status

# import bge module
import bge

# get current scene
scene = bge.logic.getCurrentScene()

# get list of objects in scene
objList = scene.objects

# get object named Mirror
obj = objList["Mirror"]

# get the mirror material ID
# Name of my Mirror material is Reflect
matID = bge.texture.materialID(obj, "MAReflect")

# get a list of the cameras
camList = scene.cameras

# get the camera named PlayerOne
cam = camList["PlayerOne"]
           
# texture I'm using for the mirror is in first texture channel
texChannel = 0

# get the texture
mirror = bge.texture.Texture(obj, matID, texChannel)

# get the mirror source
mirror.source = bge.texture.ImageMirror(scene, cam, obj, matID)

# get the texture alpha status
alpha_status = mirror.source.alpha

# save mirror as an object variable
obj["Mirror"] = mirror

# update mirror
mirror.refresh(True)

Sample Code

###################### set use of texture alpha channel

# import bge module
import bge

# get current scene
scene = bge.logic.getCurrentScene()

# get list of objects in scene
objList = scene.objects

# get object named Mirror
obj = objList["Mirror"]

# get the mirror material ID
# Name of my Mirror material is Reflect
matID = bge.texture.materialID(obj, "MAReflect")

# get a list of the cameras
camList = scene.cameras

# get the camera named PlayerOne
cam = camList["PlayerOne"]
           
# texture I'm using for the mirror is in first texture channel
texChannel = 0

# get the texture
mirror = bge.texture.Texture(obj, matID, texChannel)

# get the mirror source
mirror.source = bge.texture.ImageMirror(scene, cam, obj, matID)

# set the texture alpha status
mirror.source.alpha = True

# save mirror as an object variable
obj["Mirror"] = mirror

# update mirror
mirror.refresh(True)