02-22-2010
Thanks for the replys. It is not compiled with Animator so I don't think it is a memory issue. I'm strongly considering calling the subprogram statically instead of dynamically so it doesn't need to be loaded each time. My understanding one of the main reason to call a program dynamically is so that you don't have to recompile all Driver programs that call it. We recompile all programs each time anyway so don't need to worry about that. Only need to make sure we compile all subprograms first.
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LEARN ABOUT SUSE
get_compiled_sprite
get_compiled_sprite(3alleg4) Allegro manual get_compiled_sprite(3alleg4)
NAME
get_compiled_sprite - Creates a compiled sprite using a bitmap as source. Allegro game programming library.
SYNOPSIS
#include <allegro.h>
COMPILED_SPRITE *get_compiled_sprite(BITMAP *bitmap, int planar);
DESCRIPTION
Creates a compiled sprite based on the specified bitmap (which must be a memory bitmap). Compiled sprites are device-dependent, so you have
to specify whether to compile it into a linear or planar format. Pass FALSE as the second parameter if you are going to be drawing it onto
memory bitmaps or mode 13h and SVGA screen bitmaps, and pass TRUE if you are going to draw it onto mode-X or Xtended mode screen bitmaps.
Example:
COMPILED_SPRITE *cspr;
BITMAP *bmp;
...
/* Create compiled sprite from an existent bitmap. */
cspr = get_compiled_sprite(bmp, 0);
if (!cspr)
abort_on_error("Couldn't create compiled sprite!");
/* We don't need the bitmap any more.*/
destroy_bitmap(bmp);
/* Use the compiled sprite. */
...
/* Destroy it when we don't need it any more. */
destroy_compiled_sprite(cspr);
Returns a pointer to the created compiled sprite, or NULL if the compiled sprite could not be created. Remember to free this compiled
sprite later to avoid memory leaks.
SEE ALSO
draw_compiled_sprite(3alleg4), destroy_compiled_sprite(3alleg4)
Allegro version 4.4.2 get_compiled_sprite(3alleg4)