Skip site navigation (1)Skip section navigation (2)

FreeBSD Manual Pages

  
 
  

home | help
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),	  bit-
       map_mask_color(3)

Allegro				 version 4.4.2	      draw_trans_rle_sprite(3)

NAME | SYNOPSIS | DESCRIPTION | SEE ALSO

Want to link to this manual page? Use this URL:
<https://www.freebsd.org/cgi/man.cgi?query=draw_trans_rle_sprite&sektion=3&manpath=FreeBSD+12.1-RELEASE+and+Ports>

home | help