[SDL] Arianne 0.3.6.1
MIGUEL ANGEL BLANCH LARDIN
x5101920 at fedro.ugr.es
Sat Apr 22 14:22:32 PDT 2000
You mean RLE compression? I'm talking not about one transparency value for
all surface, but about transparecy value for each non-color-keyed pixel,
and i'm curios is this supported by hardware or must be written by hand.
On Tue, 11 Apr 2000, Frank J. Ramsay wrote:
> Remember 16bpp color is the same (on the surface) as a Uint16, so you
> can compare it to a Uin16 value. However in the book, "Real Time
> Stragegy Game Programming using MS DX6" there is a great example of how
> to compress 16bpp sprite. This method has a great feature of
> compressing out transparent parts of the image.
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