draw_trans_rle_sprite - Man Page

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).

version 4.4.3 Allegro manual