POLYTYPE_ATEX_TRANS(3alleg4)

πŸ’… POLYTYPE_ATEX_TRANS β€” bestie edition πŸ’…

okay so this is from the Allegro manual, section 3alleg4, and it's the glow-up guide to polygon rendering mode types. two of them, actually. both absolute icons. let's get into it 🫢


✨ NAME ✨

POLYTYPE_ATEX_TRANS, POLYTYPE_PTEX_TRANS β€” polygon rendering mode type, straight out of the Allegro game programming library. yes bestie, it's giving "graphics go brrr" energy πŸŽ€


🌸 SYNOPSIS 🌸

#include <allegro.h>

#define POLYTYPE_ATEX_TRANS

#define POLYTYPE_PTEX_TRANS

like. that's it. that's the whole entrance. no arguments, no drama, just two little #defines strutting in πŸ’…


πŸ¦‹ DESCRIPTION πŸ¦‹

okay so what do these actually do? they render translucent textures. that's the whole vibe. see-through polygons. ethereal. ghostly. main character energy ✨

and here's the thing β€” all the general rules for drawing translucent things apply. so if you already know how translucent drawing works in Allegro, you already know the rules of this house. no special treatment. periodt.

but bestie… there's a major limitation and I need you to sit down for this one 🫢

these modes only work with memory bitmaps or linear frame buffers. NOT with banked frame buffers.

and I mean it. do not. even. try. the manual says β€” and I am quoting the vibes exactly β€” they do not check, and your program will die horribly (or at least draw wrong things) πŸ’€πŸ˜­

no graceful error, no cute little warning message, no vibe check. it just. goes. so if you're on a banked frame buffer, this is not the polygon mode for you, bestie. protect your program's life. πŸ™ˆ


πŸ‘‘ SEE ALSO πŸ‘‘

go read those, iykyk 🌈


and that's the whole page!! brought to you by Allegro version 4.4.3 ⭐ mwah, take care of your frame buffers, love u, bye πŸ’–πŸ§šβ€β™€οΈ