ImageRender: 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 if texture alpha channel is being used

# import bge module
import bge

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

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

# get camera being used for render to texture
# my camera is named Security_Cam

cam = camList["Security_Cam"]

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

# get object to render to
# my object is named SecurityMonitor

obj = objList["SecurityMonitor"]

# get the SecurityMonitor material ID
# Name of my render material is Screen
matID = bge.texture.materialID(obj, "MAScreen")

# set the texture
renderToTexture = bge.texture.Texture(obj, matID)

# get the texture image
renderToTexture.source = bge.texture.ImageRender(scene,cam)

# get status of texture alpha
status = renderToTexture.source.alpha

# save RenderToTexture as an object variable
obj["Render"] = renderToTexture

# update the texture
renderToTexture.refresh(True)

Sample Code

###################### set if texture alpha channel is being used

# import bge module
import bge

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

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

# get camera being used for render to texture
# my camera is named Security_Cam

cam = camList["Security_Cam"]

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

# get object to render to
# my object is named SecurityMonitor

obj = objList["SecurityMonitor"]

# get the SecurityMonitor material ID
# Name of my render material is Screen
matID = bge.texture.materialID(obj, "MAScreen")

# set the texture
renderToTexture = bge.texture.Texture(obj, matID)

# get the texture image
renderToTexture.source = bge.texture.ImageRender(scene,cam)

# set texture alpha to True
renderToTexture.source.alpha = True

# save RenderToTexture as an object variable
obj["Render"] = renderToTexture

# update the texture
renderToTexture.refresh(True)