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

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);

Name

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

See Also

draw_rle_sprite(3alleg4),  draw_lit_rle_sprite(3alleg4),  draw_trans_sprite(3alleg4), color_map(3alleg4),
       set_trans_blender(3alleg4), set_alpha_blender(3alleg4), bitmap_mask_color(3alleg4)

Allegro                                           version 4.4.3                   draw_trans_rle_sprite(3alleg4)

Synopsis

#include<allegro.h>voiddraw_trans_rle_sprite(BITMAP*bmp,constRLE_SPRITE*sprite,intx,inty);

See Also