10-17-2012
nanobsd problem
hi
i have some problems with nanobsd still.
whether i set lots of WITHOUT s in CONF_WORLD or a few WITHOUT s , the image file's volume is about 600MB ...
what should i do in order to have a very light image ??
thanks ...
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LEARN ABOUT OPENDARWIN
draw_lit_sprite
draw_lit_sprite(3alleg4) Allegro manual draw_lit_sprite(3alleg4)
NAME
draw_lit_sprite - Draws a sprite tinted with a specific color. Allegro game programming library.
SYNOPSIS
#include <allegro.h>
void draw_lit_sprite(BITMAP *bmp, BITMAP *sprite, int x, int y, int color);
DESCRIPTION
In 256-color modes, uses the global color_map table to tint the sprite image to the specified color or to light it to the level specified
by "color", depending on the function which was used to build the table (create_trans_table or create_light_table), and draws the resulting
image to the destination bitmap. In truecolor modes, uses the blender functions to light the sprite image using the alpha level specified
by "color" (the alpha level which was passed to the blender functions is ignored) and draws the resulting image to the destination bitmap.
The "color" parameter must be in the range [0-255] whatever its actual meaning is. This must only be used after you have set up the color
mapping table (for 256-color modes) or blender functions (for truecolor modes). Example:
/* Some one time initialisation code. */
COLOR_MAP global_light_table;
create_light_table(&global_trans_table, my_palette,
10, 10, 60, NULL);
...
if (get_color_depth() == 8)
color_map = &global_light_table;
else
set_trans_blender(40, 40, 255, 255);
/* Lit the cape with a blueish light. */
draw_lit_sprite(buffer, colored_cape, x, y, 64);
SEE ALSO
draw_sprite(3alleg4), draw_trans_sprite(3alleg4), draw_gouraud_sprite(3alleg4), draw_lit_rle_sprite(3alleg4), color_map(3alleg4),
set_trans_blender(3alleg4), bitmap_mask_color(3alleg4), exblend(3alleg4)
Allegro version 4.4.2 draw_lit_sprite(3alleg4)