Maybe make a new buffer: RGB_RGB_RGB_.....  and fill in the blanks with the data from GetAlpha(). But there might be a better way, who knows.

-Matt

On 3/29/07, altern <altern2@gmail.com> wrote:
you are right i just discovered that. I can see as well that there is a
way to get the alpha info
image.GetAlpha()
but i am not sure how to use this two different types of data to
construct a valid opengl texture with alpha.

Matthew Morris(e)k dio:
> Doesn't image.GetData () return RGB, and not RGBA, data?
>
> On 3/29/07, *altern* <altern2@gmail.com <mailto:altern2@gmail.com>> wrote:
>
>     thanks andrew, i dont know how i did not find this myself, i was
>     looking in
>     wxBitmap class for this type of function.
>     still i dont get the images properly displayed. I can see it has similar
>     colors as the original but it is heavily pixelated. Is there any
>     difference in the format of the image data array itself between wx and
>     pygame?
>
>     Andrew Wilson(e)k dio:
>      > Hello,
>      >   You may want to try,
>      >
>      > bin = image.GetData()
>      >
>      >
>      > Thanks
>      >   andrew
>      >
>      >
>      >
>      > On 3/29/07, *altern* < altern2@gmail.com
>     <mailto:altern2@gmail.com> <mailto: altern2@gmail.com
>     <mailto:altern2@gmail.com>>> wrote:
>      >
>      >     hi
>      >
>      >     I am trying to translate a pygame+opengl application to
>     wx+opengl.
>      >     And I
>      >     am stuck at the function to import images to create OpenGL
>     textures.
>      >
>      >     I already asked for help on the wxpython list, but nobody
>     seemed to be
>      >     interested on my problem, so i thought there might be some
>     wx-pyopengl
>      >     users in the pyopengl list.
>      >
>      >     This is the pygame code:
>      >
>      >     surface = pygame.image.load(path)
>      >     if surface.get_alpha is None:
>      >             surface = surface.convert ()
>      >     else:
>      >             surface = surface.convert_alpha ()
>      >     bin = pygame.image.tostring(surface, "RGBA", 1)
>      >     w, h = surface.get_width(), surface.get_height()
>      >     textid = glGenTextures(1)
>      >     glBindTexture(GL_TEXTURE_2D, textid)
>      >     gluBuild2DMipmaps(GL_TEXTURE_2D, 4, w, h, GL_RGBA,
>     GL_UNSIGNED_BYTE,
>      >     bin)
>      >     ... and so on ...
>      >
>      >     and this is the wx code i am using :
>      >
>      >     image = wx.Image(path, wx.BITMAP_TYPE_ANY, -1)
>      >     bin = image.ConvertToBitmap()
>      >     w,h = image.GetWidth(), image.GetHeight()
>      >     textid = glGenTextures(1)
>      >     glBindTexture(GL_TEXTURE_2D, textid)
>      >     gluBuild2DMipmaps(GL_TEXTURE_2D, 4, w, h, GL_RGBA,
>     GL_UNSIGNED_BYTE,
>      >     bin)
>      >     ... etc ...
>      >
>      >     It doesnt crash but the texture that OpenGL displays in not
>     at all the
>      >     image i am importing but some weird random colors. I guess
>     this is the
>      >     bit that i am missing, since printing
>     "image.ConvertToBitmap()" returns
>      >     a wxBitmap instance and not the image data
>      >     bin = pygame.image.tostring(surface, "RGBA", 1)
>      >
>      >     I have been trying to find out how to access the data an
>     looking for
>      >     examples on the net but did not find anything.
>      >
>      >     any tips? thanks!
>      >
>      >     enrike
>      >
>      >
>      >
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