Thats one of the things I am trying to figure out.
In some cases I have to draw the sprite pixel for pixel using this:
It works fine, but when I have a lot of stuff in the screen things start to slow down. Say I have 40 sprites that is 128 x 128. Thats a lot calculations for each frame. So I was hoping that I could put that code over on the graphic card.
screenDataPnt = screenDataPnt + (( alpha * (blue - screenDataPnt )) >> 8);
screenDataPnt = screenDataPnt + (( alpha * (green - screenDataPnt )) >> 8);
screenDataPnt = screenDataPnt + (( alpha * (red - screenDataPnt )) >> 8);
Not sure if it even makes sense, im completely blank on this subject.