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draw_rle_sprite(3alleg4) [mojave man page]

draw_rle_sprite(3alleg4)					  Allegro manual					  draw_rle_sprite(3alleg4)

NAME
draw_rle_sprite - Draws an RLE sprite. Allegro game programming library. SYNOPSIS
#include <allegro.h> void draw_rle_sprite(BITMAP *bmp, const RLE_SPRITE *sprite, int x, int y); DESCRIPTION
Draws an RLE sprite onto a bitmap at the specified position. Example: RLE_SPRITE *rle_sprite; ... draw_rle_sprite(screen, rle_sprite, 100, 100); SEE ALSO
get_rle_sprite(3alleg4), draw_sprite(3alleg4), draw_compiled_sprite(3alleg4), draw_trans_rle_sprite(3alleg4), draw_lit_rle_sprite(3alleg4), bitmap_mask_color(3alleg4) Allegro version 4.4.2 draw_rle_sprite(3alleg4)

Check Out this Related Man Page

draw_lit_rle_sprite(3alleg4)					  Allegro manual				      draw_lit_rle_sprite(3alleg4)

NAME
draw_lit_rle_sprite - Draws a tinted RLE sprite. Allegro game programming library. SYNOPSIS
#include <allegro.h> void draw_lit_rle_sprite(BITMAP *bmp, const RLE_SPRITE *sprite, int x, y, color); DESCRIPTION
Tinted version of draw_rle_sprite(). See the description of draw_lit_sprite(). This must only be used after you have set up the color map- ping table (for 256-color modes) or blender functions (for truecolor modes). Example: /* Some one time initialisation code. */ COLOR_MAP global_light_table; create_light_table(&global_trans_table, my_palette, 10, 10, 60, NULL); ... if (get_color_depth() == 8) color_map = &global_light_table; else set_trans_blender(40, 40, 255, 255); /* Lit the cape with a blueish light. */ draw_lit_rle_sprite(buffer, rle_colored_cape, x, y, 64); SEE ALSO
draw_rle_sprite(3alleg4), draw_trans_rle_sprite(3alleg4), draw_lit_sprite(3alleg4), color_map(3alleg4), set_trans_blender(3alleg4), bit- map_mask_color(3alleg4) Allegro version 4.4.2 draw_lit_rle_sprite(3alleg4)
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