
- set/get the background color for the rendered image.
Type:
- RGBA integer list: [ r, g, b, 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 background color
# 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 background color
col = renderToTexture.source.background
# save RenderToTexture as an object variable
obj["Render"] = renderToTexture
# update the texture
renderToTexture.refresh(True)
###################### set background color
# 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 background color
# I'm setting the background to green
renderToTexture.source.background = [ 0, 255, 0, 255]
# save RenderToTexture as an object variable
obj["Render"] = renderToTexture
# update the texture
renderToTexture.refresh(True)