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draw_trans_rle_sprite(3)	 Allegro manual 	draw_trans_rle_sprite(3)

NAME
     draw_trans_rle_sprite  -  Draws a translucent RLE sprite. Allegro game pro-
     gramming library.

SYNOPSIS
     #include <allegro.h>

     void draw_trans_rle_sprite(BITMAP *bmp, const RLE_SPRITE  *sprite,  int  x,
     int y);

DESCRIPTION
     Translucent   version   of   draw_rle_sprite().   See  the  description  of
     draw_trans_sprite(). This must only be used after you have set up the color
     mapping table (for 256-color modes) or  blender  functions  (for  truecolor
     modes). The bitmap and sprite must normally be in the same color depth, but
     as  a special case you can draw 32-bit RGBA format sprites onto any hicolor
     or truecolor bitmap, as long as you call set_alpha_blender()  first.  Exam-
     ple:

	/* Some one time initialisation code. */
	COLOR_MAP global_trans_table;
	create_trans_table(&global_trans_table, my_palette,
			   128, 128, 128, NULL);
	...
	if (get_color_depth() == 8)
	   color_map = &global_trans_table;
	else
	   set_trans_blender(128, 128, 128, 128);

	draw_trans_rle_sprite(buffer, rle_ghost_sprite, x, y);

SEE ALSO
     draw_rle_sprite(3),      draw_lit_rle_sprite(3),	   draw_trans_sprite(3),
     color_map(3),	    set_trans_blender(3),	   set_alpha_blender(3),
     bitmap_mask_color(3)

Allegro 			  version 4.4.3 	draw_trans_rle_sprite(3)

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