draw_trans_rle_sprite(3alleg4)

draw_trans_rle_sprite3alleg4

Draws a translucent rle sprite. allegro game programming library.

Usage

#include <allegro.h>

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

Overview

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);

Releases

7 releases since Debian 7 (Wheezy); the text changed 1 time.

  1. 7–10
  2. 11–13

From allegro4-doc 2:4.4.3.1-5 in Debian 13 (Trixie). Parsed by carta from the page's man source.