destroy_rle_sprite(3alleg4) Allegro manual destroy_rle_sprite(3alleg4)NAME
destroy_rle_sprite - Destroys an RLE sprite. Allegro game programming library.
SYNOPSIS
#include <allegro.h>
void destroy_rle_sprite(RLE_SPRITE *sprite);
DESCRIPTION
Destroys an RLE sprite structure previously returned by get_rle_sprite(). If you pass a NULL pointer this function won't do anything. Use
this once you are done with an RLE sprite to avoid memory leaks in your program.
SEE ALSO get_rle_sprite(3alleg4)Allegro version 4.4.2 destroy_rle_sprite(3alleg4)
Check Out this Related Man Page
draw_lit_rle_sprite(3alleg4) Allegro manual draw_lit_rle_sprite(3alleg4)NAME
draw_lit_rle_sprite - Draws a tinted RLE sprite. Allegro game programming library.
SYNOPSIS
#include <allegro.h>
void draw_lit_rle_sprite(BITMAP *bmp, const RLE_SPRITE *sprite, int x, y, color);
DESCRIPTION
Tinted version of draw_rle_sprite(). See the description of draw_lit_sprite(). This must only be used after you have set up the color map-
ping 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_rle_sprite(buffer, rle_colored_cape, x, y, 64);
SEE ALSO draw_rle_sprite(3alleg4), draw_trans_rle_sprite(3alleg4), draw_lit_sprite(3alleg4), color_map(3alleg4), set_trans_blender(3alleg4), bit-
map_mask_color(3alleg4)Allegro version 4.4.2 draw_lit_rle_sprite(3alleg4)
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