draw_lit_rle_sprite(3alleg4) v7 man page | unix.com

Man Page: draw_lit_rle_sprite

Operating Environment: v7

Section: 3alleg4

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)
Related Man Pages
draw_trans_rle_sprite(3alleg4) - debian
draw_lit_rle_sprite(3alleg4) - suse
draw_trans_rle_sprite(3alleg4) - centos
draw_lit_sprite(3alleg4) - v7
draw_lit_sprite(3alleg4) - osx
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