From: Tom St Denis Newsgroups: comp.os.msdos.djgpp Subject: Re: Blitting & Sprites Date: Fri, 26 Jan 2001 15:47:39 GMT Organization: Deja.com Lines: 25 Message-ID: <94s66o$s0j$1@nnrp1.deja.com> References: NNTP-Posting-Host: 24.112.8.23 X-Article-Creation-Date: Fri Jan 26 15:47:39 2001 GMT X-Http-User-Agent: Mozilla/5.0 (Windows 98; U) Opera 5.01 [en] X-Http-Proxy: 1.1 x62.deja.com:80 (Squid/1.1.22) for client 24.112.8.23 X-MyDeja-Info: XMYDJUIDtomstdenis To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com In article , "Jimbo" wrote: > Hi, > > I am writing a game in DJGPP with Allegro and I was wondering if, within all > the sprite functions that are there, there are any that allow you to move > sprites around that don't actually print themselves onto the background > (i.e. the background is replaced). I know that I could do this using > blitting, but isn't there an easier way? Isn't blitting slow? And what are > the differences between sprite objects and bitmap objects? Sprite objects are transparent if the color is 0 (8bpp) or hot pink (not 8bpp). They are used for pictures that will overlay the backdrop. And you have to redraw the background to erase sprites, there is no easier way. You could do this via 1) double buffering, just blit the entire backdrop over it 2) dirty rectangles, replace portions used. Tom Sent via Deja.com http://www.deja.com/