
- set/get whether or not the texture alpha channel is being used.
Type:
- boolean
- True = use alpha channel
- False = don't use alpha channel

###################### 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)
###################### 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)