1draw_trans_rle_sprite(3)        Allegro manual        draw_trans_rle_sprite(3)
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NAME

6       draw_trans_rle_sprite  -  Draws  a translucent RLE sprite. Allegro game
7       programming library.
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SYNOPSIS

10       #include <allegro.h>
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13       void draw_trans_rle_sprite(BITMAP *bmp, const RLE_SPRITE  *sprite,  int
14       x, int y);
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DESCRIPTION

17       Translucent  version  of  draw_rle_sprite().  See  the  description  of
18       draw_trans_sprite(). This must only be used after you have set  up  the
19       color  mapping  table  (for  256-color modes) or blender functions (for
20       truecolor modes). The bitmap and sprite must normally be  in  the  same
21       color  depth,  but  as  a  special case you can draw 32-bit RGBA format
22       sprites onto any hicolor or truecolor  bitmap,  as  long  as  you  call
23       set_alpha_blender() first. Example:
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25          /* Some one time initialisation code. */
26          COLOR_MAP global_trans_table;
27          create_trans_table(&global_trans_table, my_palette,
28                             128, 128, 128, NULL);
29          ...
30          if (get_color_depth() == 8)
31             color_map = &global_trans_table;
32          else
33             set_trans_blender(128, 128, 128, 128);
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35          draw_trans_rle_sprite(buffer, rle_ghost_sprite, x, y);
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SEE ALSO

39       draw_rle_sprite(3),    draw_lit_rle_sprite(3),    draw_trans_sprite(3),
40       color_map(3),    set_trans_blender(3),    set_alpha_blender(3),    bit‐
41       map_mask_color(3)
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45Allegro                          version 4.2.2        draw_trans_rle_sprite(3)
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