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Kamil Krzyszczuk

Visibility algorithm for sprite/bitmap based on pixelmap collisions

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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?

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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?

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