delorie.com/archives/browse.cgi | search |
From: | "Edmund Horner" <ejrh AT paradise DOT net DOT nz> |
Newsgroups: | comp.os.msdos.djgpp |
Subject: | Allegro: bitmaps vs. sprites vs RLE sprites |
Lines: | 17 |
X-Priority: | 3 |
X-MSMail-Priority: | Normal |
X-Newsreader: | Microsoft Outlook Express 5.50.4133.2400 |
X-Mimeole: | Produced By Microsoft MimeOLE V5.50.4133.2400 |
Organization: | Paradise Net |
Message-ID: | <972053743.232465@shelley.paradise.net.nz> |
Cache-Post-Path: | shelley.paradise.net.nz!unknown AT 203-96-158-64 DOT tnt4 DOT paradise DOT net DOT nz |
X-Cache: | nntpcache 2.4.0b5 (see http://www.nntpcache.org/) |
Date: | Sat, 21 Oct 2000 03:56:26 +1300 |
NNTP-Posting-Host: | 203.96.152.26 |
X-Complaints-To: | newsadmin AT xtra DOT co DOT nz |
X-Trace: | news.xtra.co.nz 972053744 203.96.152.26 (Sat, 21 Oct 2000 03:55:44 NZDT) |
NNTP-Posting-Date: | Sat, 21 Oct 2000 03:55:44 NZDT |
To: | djgpp AT delorie DOT com |
DJ-Gateway: | from newsgroup comp.os.msdos.djgpp |
Reply-To: | djgpp AT delorie DOT com |
Hi. Could anyone give me some advice on which data format (and corresponding blitting functions) is recommended for blitting transparent images? My game makes _major_ use of transparent bitmaps, blitting several hundred items per frame (to a memory bitmap, when then gets flipped onto the screen). Even terrain tiles must be transparent (due to 3D-ness). Presently I use 256-color bitmaps, and masked_blit(). I am wondering if draw_sprite() or draw_rle_sprite() would be faster... all images have at least a little bit of transparency, some of them a great deal. Thanks, Edmund.
webmaster | delorie software privacy |
Copyright © 2019 by DJ Delorie | Updated Jul 2019 |