Provided by: allegro4-doc_4.4.3.1-4.1build3_all bug

NAME

       draw_trans_rle_sprite - Draws a translucent RLE sprite. Allegro game programming 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. Example:

          /* 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(3alleg4),     draw_lit_rle_sprite(3alleg4),    draw_trans_sprite(3alleg4),
       color_map(3alleg4),        set_trans_blender(3alleg4),         set_alpha_blender(3alleg4),
       bitmap_mask_color(3alleg4)