draw_trans_rle_sprite
Section: Allegro manual (3)
Updated: version 4.2.2
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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(3),
draw_lit_rle_sprite(3),
draw_trans_sprite(3),
color_map(3),
set_trans_blender(3),
set_alpha_blender(3),
bitmap_mask_color(3)