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       blit  -  Copies  a  rectangular  area from one bitmap to another. Allegro game programming


       #include <allegro.h>

       void blit(BITMAP *source, BITMAP *dest,  int  source_x,  int  source_y,  int  dest_x,  int
       dest_y, int width, int height);


       Copies  a  rectangular  area of the source bitmap to the destination bitmap.  The source_x
       and source_y parameters are the top left corner of  the  area  to  copy  from  the  source
       bitmap,  and  dest_x  and dest_y are the corresponding position in the destination bitmap.
       This routine respects the destination clipping rectangle, and it will also clip if you try
       to blit from areas outside the source bitmap. Example:

          BITMAP *bmp;
          /* Blit src on the screen. */
          blit(bmp, screen, 0, 0, 0, 0, bmp->w, bmp->h);

          /* Now copy a chunk to a corner, slightly outside. /*
          blit(screen, screen, 100, 100, -10, -10, 25, 30);

       You  can  blit  between any parts of any two bitmaps, even if the two memory areas overlap
       (ie. source and dest are the same, or one is sub-bitmap  of  the  other).  You  should  be
       aware,  however,  that  a  lot  of SVGA cards don't provide separate read and write banks,
       which means that blitting from one part of the screen to another requires  the  use  of  a
       temporary  bitmap in memory, and is therefore extremely slow. As a general rule you should
       avoid blitting from the screen onto itself in SVGA modes.

       In mode-X, on the other hand, blitting from one part of  the  screen  to  another  can  be
       significantly  faster than blitting from memory onto the screen, as long as the source and
       destination are correctly aligned with each  other.  Copying  between  overlapping  screen
       rectangles  is  slow,  but  if  the  areas  don't overlap, and if they have the same plane
       alignment (ie.  (source_x%4) == (dest_x%4)), the VGA latch registers can  be  used  for  a
       very  fast  data  transfer. To take advantage of this, in mode-X it is often worth storing
       tile graphics in a hidden area of  video  memory  (using  a  large  virtual  screen),  and
       blitting them from there onto the visible part of the screen.

       If  the  GFX_HW_VRAM_BLIT  bit  in  the  gfx_capabilities  flag is set, the current driver
       supports hardware accelerated blits from one part of the  screen  onto  another.  This  is
       extremely  fast,  so  when  this  flag  is  set  it may be worth storing some of your more
       frequently used graphics in an offscreen portion of the video memory.

       Unlike most of the graphics routines, blit() allows the source and destination bitmaps  to
       be of different color depths, so it can be used to convert images from one pixel format to
       another.  In  this  case,  the  behavior  is  affected  by  the  COLORCONV_KEEP_TRANS  and
       COLORCONV_DITHER*  flags  of the current color conversion mode: see set_color_conversion()
       for more information.


       masked_blit(3alleg4),             stretch_blit(3alleg4),             draw_sprite(3alleg4),
       gfx_capabilities(3alleg4), set_color_conversion(3alleg4)