Mail Archives: djgpp/2000/10/20/12:31:29
Message-ID: | <00b801c03ab3$76659660$0500a8c0@brk>
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From: | "Johan Henriksson" <jhe AT realsoftware DOT cjb DOT net>
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To: | <djgpp AT delorie DOT com>
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Subject: | Re: Allegro: bitmaps vs. sprites vs RLE sprites
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Date: | Fri, 20 Oct 2000 18:28:28 +0200
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Reply-To: | djgpp AT delorie DOT com
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from: Johan Henriksson, leadprogrammer @ www.realsoftware.cjb.net
"It is not the length of life that counts but what you make out of it" - me
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>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.
draw_sprite is the same as masked_blit
RLE can give you quite big improvements in this case. Unless you need to
collidecheck the bitmaps, I'd recomend you to use RLE's.
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