Mail Archives: djgpp/1998/04/09/22:01:23
From: | root AT delorie DOT com (Demandred)
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Newsgroups: | comp.os.msdos.djgpp
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Subject: | [Allegro]Translucent blits
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Date: | Fri, 10 Apr 1998 00:54:06 GMT
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Organization: | Cerberus Software
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Message-ID: | <352d6ca9.4966112@news.compusmart.ab.ca>
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NNTP-Posting-Host: | remote80.compusmart.ab.ca
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Lines: | 17
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To: | djgpp AT delorie DOT com
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DJ-Gateway: | from newsgroup comp.os.msdos.djgpp
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I'm writing a game that will soon feature Allegro's 8-bit translucent blits.
Naturally, my life would be a lot easier (i.e. I won't have to create various
versions of my "lighting" sprites) if I could vary the "alpha" - the
translucency - of a sprite to be blitted. Unfortunately, Allegro's
draw_trans_rle_sprite() function doesn't support various alpha values; it
looks like I'd have to create one color mapping table for each alpha that I
want (probably end up being something like 16 of them) and re-assign color_map
depending on the alpha that I want.
Is it worthwhile to create various color tables for various alpha values in
Allegro, or is there an easier way?
--
Demandred, Lord of the 32-bit Registers
http://www.nnetis.ca/~matt/dogfight.html
mail to: demandrd 'at' compusmart 'dot' ab 'dot' ca
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