draw_trans_rle_sprite man page

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


#include <allegro.h>

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


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;
   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)

Referenced By

draw_lit_rle_sprite(3), draw_rle_sprite(3), draw_trans_sprite(3), set_alpha_blender(3).

Explore man page connections for draw_trans_rle_sprite(3).

Allegro version 4.4.2 Allegro manual