Mail Archives: djgpp/1998/06/11/10:31:23
In article <UguCyDAOUtf1EwFz AT talula DOT demon DOT co DOT uk>,
Shawn Hargreaves <Shawn AT talula DOT demon DOT co DOT uk> wrote:
>
> >I have a question about RLE sprites. I know that you can blit a RLE sprite
> >to a BITMAP and that skips the zero background, but is it there a nice trick
> >that can efficiently put a color _behind_ an RLE sprite?
>
> There's no current way to do that, but it would be a fairly simple
> modification to the RLE drawing code. Of course this would require
I took a look at the RLE code and I couldn't really figure out how to do
something like that. I'm mostly a C++ programmer so assembly is just wierd
and wonderful (and very opaque) for me.
> special RLE-character functions for all the possible color depths, which
> is a fair amount of extra code...
Ok, would it then be more sensible to write a color depth independant routine
using lots of hline calls? Do you think it would be too slow? I quickly
looked at some hline code and it didn't appear to have a long startup time or
anything, in any case, not longer that putpixel.
> For drawing characters you would probably also want to replace all non-
> zero pixels with the text color, rather than just displaying them
> unchanged. That means there isn't really any point storing the pixel
> values in the sprite, so you could make a meta-RLE format, that just
Well, I was thinking that once this thing works, (possibly even before) I'd
merge it with the AllegTTF library so it could handle antialiased text too...
> encodes runs of solid or zero pixels (negative values for a zero run,
> positive ones for a solid run), which would probably be only a fraction
> the size of a normal RLE sprite, let alone an entire bitmap object...
Ok, I'll think about how I'd do something like that. Of course, if I get it
working I'll let everyone here know. If anybody wants to help or has any
ideas, let me know...
I just love the new >
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