draw_trans_rle_sprite man page on DragonFly

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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
       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(3),    draw_lit_rle_sprite(3),	 draw_trans_sprite(3),
       color_map(3),	set_trans_blender(3),	 set_alpha_blender(3),	  bit‐
       map_mask_color(3)

Allegro				 version 4.4.2	      draw_trans_rle_sprite(3)
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