From: qballlives AT aol DOT com (QBallLives) Newsgroups: comp.os.msdos.djgpp Subject: Re: Transparent BITMAPS??? Date: 5 Feb 1998 01:40:07 GMT Lines: 34 Message-ID: <19980205014001.UAA06547@ladder03.news.aol.com> NNTP-Posting-Host: ladder03.news.aol.com Organization: AOL http://www.aol.com References: <01bd3067$9f110760$5d51dece AT stachowiak> To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk >Could someone help me out, I would like to know how to select one color >form a pallete and make it transparent for bitmaps. >(So I could enter a second bitmap on part of a previously drawn one). >I need this because certain tiles in my game must overlap each other. >I would appreciate some examples of some code. > >THANKS >e-mail address is maciek AT compmore DOT net > > > > You didn't say what color/video mode you're working in... but the standard 256 color solution to that is the simple "make 0 the transparency color.... and then for every pixel you MIGHT draw - check to make sure it's not 0 first" This won't effect your other blit.... you can still use... say BLACK - without making a double of it in the palette.... but in your transparent blit function... instead of say... using a memcpy.... going line by line... in bytes, or words, or doublewords.. - you'll be going through pixel-by-pixel.... Some folks have used a "run-length-encoded" sort of idea.... so they can avoid checking every pixel.... Good luck Jim the loiterer aloiterer AT juno DOT com http://members.xoom.com/JimMcCue/index.htm