.\" Generated by the Allegro makedoc utility .TH draw_lit_rle_sprite 3alleg4 "version 4.4.3" "Allegro" "Allegro manual" .SH NAME draw_lit_rle_sprite \- Draws a tinted RLE sprite. Allegro game programming library.\& .SH SYNOPSIS .B #include .sp .B void draw_lit_rle_sprite(BITMAP *bmp, const RLE_SPRITE *sprite, .B int x, y, color); .SH DESCRIPTION Tinted version of draw_rle_sprite(). See the description of draw_lit_sprite(). This must only be used after you have set up the color mapping table (for 256-color modes) or blender functions (for truecolor modes). Example: .nf /* Some one time initialisation code. */ COLOR_MAP global_light_table; create_light_table(&global_trans_table, my_palette, 10, 10, 60, NULL); ... if (get_color_depth() == 8) color_map = &global_light_table; else set_trans_blender(40, 40, 255, 255); /* Lit the cape with a blueish light. */ draw_lit_rle_sprite(buffer, rle_colored_cape, x, y, 64); .fi .SH SEE ALSO .BR draw_rle_sprite (3alleg4), .BR draw_trans_rle_sprite (3alleg4), .BR draw_lit_sprite (3alleg4), .BR color_map (3alleg4), .BR set_trans_blender (3alleg4), .BR bitmap_mask_color (3alleg4)