Defines | |
| #define | IND_OPAQUE 200 |
| It consumes less memory than IND_ALPHA, but it doesn't allow transparency. Usually it is used for backgrounds or entities that haven't transparent pixels inside the image. This method isn't faster when rendering than IND_ALPHA. | |
| #define | IND_ALPHA 202 |
| It allows per pixel transparency, but consumes more memory that IND_OPAQUE. | |
Typedefs | |
| typedef int | IND_Type |
| Surface types. | |
| typedef int IND_Type |
Surface types.
IND_Type (type of surface).
Specifying the type (opaque or transparent), you can consume less memory. For example, when drawing the background of a game, that background usually doesn't need alpha chanel for transparency (dosent't have transparent pixels), so it can be loaded as IND_OPAQUE.
However, another entity of your game could need transparency in some pixels of the image, then you have to use the type IND_ALPHA. This type consumes more memory that IND_OPAQUE but both will be equally faster when rendering.
Types IND_Type
1.5.4