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NAME

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

SYNOPSIS

       #include <allegro.h>

       void draw_trans_rle_sprite(BITMAP *bmp, const RLE_SPRITE  *sprite,  int
       x, int y);

DESCRIPTION

       Translucent  version  of  draw_rle_sprite().  See  the  description  of
       draw_trans_sprite(). This must only be used after you have set  up  the
       color  mapping  table  (for  256-color modes) or blender functions (for
       truecolor modes). The bitmap and sprite must normally be  in  the  same
       color  depth,  but  as  a  special case you can draw 32-bit RGBA format
       sprites onto any hicolor or truecolor  bitmap,  as  long  as  you  call
       set_alpha_blender() first. Example:

          /* Some one time initialisation code. */
          COLOR_MAP global_trans_table;
          create_trans_table(&global_trans_table, my_palette,
                             128, 128, 128, NULL);
          ...
          if (get_color_depth() == 8)
             color_map = &global_trans_table;
          else
             set_trans_blender(128, 128, 128, 128);

          draw_trans_rle_sprite(buffer, rle_ghost_sprite, x, y);

SEE ALSO

       draw_rle_sprite(3alleg),                   draw_lit_rle_sprite(3alleg),
       draw_trans_sprite(3alleg),                           color_map(3alleg),
       set_trans_blender(3alleg),                   set_alpha_blender(3alleg),
       bitmap_mask_color(3alleg)