From: "Edmund Horner" 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.