From: "Al Amzeen (Alexandr Amzin)" Newsgroups: comp.os.msdos.djgpp Subject: Re: bitmap reversing? Date: Sun, 2 Apr 2000 14:05:14 +0400 Organization: Fidolook Express page http://fidolook.da.ru Lines: 46 Message-ID: <8c76cb$21ed$3@gavrilo.mtu.ru> References: <1hyF4.4670$pR DOT 33119 AT carnaval DOT risq DOT qc DOT ca> NNTP-Posting-Host: ppp101-237.dialup.mtu-net.ru X-Trace: gavrilo.mtu.ru 954670284 67021 212.188.101.237 (2 Apr 2000 10:11:24 GMT) X-Complaints-To: usenet-abuse AT mtu DOT ru NNTP-Posting-Date: 2 Apr 2000 10:11:24 GMT X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Fidolook Express V1.51rus for MS OE 5.0 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Reply-To: djgpp AT delorie DOT com Greetings, Yannick Benoit ! You wrote: > hey guys, > > I have this bitmap loaded into my game but all i have drawn is the left side > of it > i was wondering if someone could tell me how to reverse a bitmap so that I > could > use the same images on left and rigth side? Use that synopsis (from allegro docs): void draw_sprite(BITMAP *bmp, BITMAP *sprite, int x, int y); Draws a copy of the sprite bitmap onto the destination bitmap at the specified position. This is almost the same as blit(sprite, bmp, 0, 0, x, y, sprite->w, sprite->h), but it uses a masked drawing mode where transparent pixels are skipped, so the background image will show through the masked parts of the sprite. Transparent pixels are marked by a zero in 256 color modes or bright pink for truecolor data (maximum red and blue, zero green). If the GFX_HW_VRAM_BLIT_MASKED bit in the gfx_capabilities flag is set, the current driver supports hardware accelerated sprite drawing when the source image is a video memory bitmap or a sub-bitmap of the screen. This is extremely fast, so when this flag is set it may be worth storing some of your more frequently used sprites in an offscreen portion of the video memory. Warning: if the hardware acceleration flag is not set, draw_sprite() will not work correctly when used with a video memory source image, and the input graphic must always be a memory bitmap! Although generally not supporting graphics of mixed color depths, as a special case this function can be used to draw 256 color source images onto truecolor destination bitmaps, so you can use palette effects on specific sprites within a truecolor program. void draw_sprite_v_flip(BITMAP *bmp, BITMAP *sprite, int x, int y); void draw_sprite_h_flip(BITMAP *bmp, BITMAP *sprite, int x, int y); void draw_sprite_vh_flip(BITMAP *bmp, BITMAP *sprite, int x, int y); These are like draw_sprite(), but they flip the image about the vertical, horizontal, or diagonal, axis. This produces exact mirror images, which is not the same as rotating the sprite (and it is a lot faster than the rotation routine). The sprite must be a memory bitmap. > thanx not at all