Message-ID: <00b801c03ab3$76659660$0500a8c0@brk> From: "Johan Henriksson" To: Subject: Re: Allegro: bitmaps vs. sprites vs RLE sprites Date: Fri, 20 Oct 2000 18:28:28 +0200 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 4.72.3110.1 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Reply-To: djgpp AT delorie DOT com 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 ---------------------------------------------------------------------------- -------- >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.