From: root AT delorie DOT com (Demandred) Newsgroups: comp.os.msdos.djgpp Subject: [Allegro]Translucent blits Date: Fri, 10 Apr 1998 00:54:06 GMT Organization: Cerberus Software Message-ID: <352d6ca9.4966112@news.compusmart.ab.ca> NNTP-Posting-Host: remote80.compusmart.ab.ca Lines: 17 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk I'm writing a game that will soon feature Allegro's 8-bit translucent blits. Naturally, my life would be a lot easier (i.e. I won't have to create various versions of my "lighting" sprites) if I could vary the "alpha" - the translucency - of a sprite to be blitted. Unfortunately, Allegro's draw_trans_rle_sprite() function doesn't support various alpha values; it looks like I'd have to create one color mapping table for each alpha that I want (probably end up being something like 16 of them) and re-assign color_map depending on the alpha that I want. Is it worthwhile to create various color tables for various alpha values in Allegro, or is there an easier way? -- Demandred, Lord of the 32-bit Registers http://www.nnetis.ca/~matt/dogfight.html mail to: demandrd 'at' compusmart 'dot' ab 'dot' ca