spSetAttribute.3p 1.87 KB
.TH spSetAttribute 3P local "Silicon Graphics, Inc."
.SH NAME
spSetAttribute, spClearAttribute \- Set or Clear the indicated attributes
.SH C SPECIFICATION
.nf
\f3#include <sp.h>

void spSetAttribute(Sprite *sp, u32 attributes)

void spClearAttribute(Sprite *sp, u32 attributes)
\fP
.fi
.SH PARAMETERS
.TP 10
.I *sp
pointer to the sprite.
.TP
.I attributes
Bit-wise OR of attributes to be changed
.SH DESCRIPTION
These functions modify the sprite's current attributes.
Attributes control how the sprite is to be drawn
.PP
.nf
.ta 6 20
	SP_TRANSPARENT	Use Alpha to blend sprite with frame-buffer.
	SP_CUTOUT	Use AlphaCompare to not draw pixels with
		an alpha < blendcolor.alpha (automatically set to 1).
		This can also be used in COPYMODE to disable writing
		16-bit RGBA texels with the alpha bit off.
	SP_HIDDEN	Don't draw this sprite.
	SP_Z	Use zbuffering to determine sprite visibility.
	SP_SCALE	Use sprite scaling factors.
	SP_FASTCOPY	Use COPY mode to draw sprite into frame-buffer
		This runs the fastest, but doesn't allow resizing or
		high quality transparency.
	SP_TEXSHIFT	Shifts texture exactly 1/2 texel in both s and t
		before drawing it.  This creates a better anti-aliased
		edge along transparent texture boundaries when in
		CUTOUT mode.
	SP_FRACPOS	Uses frac_s and frac_t fields of sprite structure
		to fine-position the texture into the the drawn pixels.
		This allows the texture to be moved as little as 1/32 of
		a texel.
	SP_TEXSHUF	Indicates the Tile textures have their odd lines
		pre-shuffled to work around a LoadTextureBlock problem.
		See Texture document for a descrpition of this problem.
	SP_EXTERN	Force sprite drawing to use existing drawing modes
		instead of explicitly setting them.  The application must be
		sure to get all of the details exactly correct.  The next drawn
		sprite will assume nothing about the current drawing modes.
.fi
.SH "SEE ALSO"
.IR spDraw (3P)