draw_trans_rle_sprite(3)        Allegro manual        draw_trans_rle_sprite(3)



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)



Allegro                          version 4.2.3        draw_trans_rle_sprite(3)
