SDLFreeBitmapTextures(request.bitmap);
SDLCreateBitmapTextures(request.bitmap);
+ ResetBitmapAlpha(request.bitmap);
+
// set envelope request run-time values
request.sx = sx;
request.sy = sy;
game.request_active &&
drawing_target == DRAW_TO_SCREEN)
{
- if (graphic_info[IMG_BACKGROUND_REQUEST].draw_masked)
+ struct GraphicInfo *g = &graphic_info[IMG_BACKGROUND_REQUEST];
+
+ SetBitmapAlphaNextBlit(request.bitmap, g->alpha);
+
+ if (g->draw_masked)
BlitToScreenMasked(request.bitmap, 0, 0, request.xsize, request.ysize,
request.sx, request.sy);
else