.\" Generated by the Allegro makedoc utility .TH draw_trans_rle_sprite 3alleg4 "version 4.4.3" "Allegro" "Allegro manual" .SH NAME draw_trans_rle_sprite \- Draws a translucent RLE sprite. Allegro game programming library.\& .SH SYNOPSIS .B #include .sp .B void draw_trans_rle_sprite(BITMAP *bmp, const RLE_SPRITE *sprite, .B int x, int y); .SH 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: .nf /* 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); .fi .SH SEE ALSO .BR draw_rle_sprite (3alleg4), .BR draw_lit_rle_sprite (3alleg4), .BR draw_trans_sprite (3alleg4), .BR color_map (3alleg4), .BR set_trans_blender (3alleg4), .BR set_alpha_blender (3alleg4), .BR bitmap_mask_color (3alleg4)