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draw_trans_rle_sprite(3) Allegro manual draw_trans_rle_sprite(3)

draw_trans_rle_sprite - 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;
   else
      set_trans_blender(128, 128, 128, 128);
   
   draw_trans_rle_sprite(buffer, rle_ghost_sprite, x, y);

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)
version 4.4.3 Allegro

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