Sign in to follow this  

Visibility algorithm for sprite/bitmap based on pixelmap collisions

This topic is 1311 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi

 

I'm looking for fastest occlusion algorithm, that will cut my sprite/light so light won't go through black pixels, only white on level/pixelmap/material.

Google shows only occlusion algorithm for lights and geometry kind of level, not a pixelmap.

 

Anyone?

Share this post


Link to post
Share on other sites

What you mean by "pixelmap" and why you would need special algorithms for it is unclear, since presumably your lights are point sources and you still want to compute light and shadow cones.

There's essentially no difference between the shadow of a corner of a generic polygon that is represented as a list of vertices and the shadow of a corner of a 1-pixel "brick".

Can you explain what problem are you trying to solve?

Share this post


Link to post
Share on other sites

This topic is 1311 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this