Author Topic: Polyvector advantages....  (Read 7703 times)

Offline Scott_AW

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Re: Polyvector advantages....
« Reply #30 on: 2010-Apr-26 »
Another idea for pixelperfect collusion came to my mind. Couldn´t I just draw all the polystrips belonging to one texture on another screen. To test for collusion I then first check the boxes and secondly check if there is a pixelperfect one with the big createscreen-sprite. Are there any concerns about speed if it is coming to createscreen.

sprcoll(playerimage, playerx, playery, texture, posx, posy)

just store the pos data instead of creating an image map and you could even have an array of different images.

Since the whole sprite will be checked you'll only need the top left origin to store.  However if you're going to use rotation and scaling you'll have to make masks of various states of the sprite. 

Maybe that's what Gernot is talking about?  A sprcoll with rotation and scaling.
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Offline Kitty Hello

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Re: Polyvector advantages....
« Reply #31 on: 2010-Apr-27 »
Uhm... No.
I was fixing the reduction to 2PFS when you use coloured vertices. It should be slightly faster with the next update.

In deed I did use the rotated image / Sprcoll once in a game. It works very fast for Wiz/WinCE/Win32/Linux/Mac. But on the iPhone, it's too slow, because for pixel collisions I have to read the transparency pixels from the graphics card into consumer memory, and that is slooooooow.

Offline gregbug

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Re: Polyvector advantages....
« Reply #32 on: 2010-Apr-27 »
Uhm... No.
I was fixing the reduction to 2PFS when you use coloured vertices. It should be slightly faster with the next update.

wow thanks!

any news on alphamode with polyvector ?
Ciao Ciao,
 Gianluca. (l'Aquila tornerà a volare alta nel cielo!!!!)

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Re: Polyvector advantages....
« Reply #33 on: 2010-Apr-27 »
It should work already. Try alphamode -1 at the start and right before the endpoly. And alphamode xxx in between the polyvector calls.

Offline gregbug

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Re: Polyvector advantages....
« Reply #34 on: 2010-Apr-27 »
It should work already. Try alphamode -1 at the start and right before the endpoly. And alphamode xxx in between the polyvector calls.

work fine thanks!
Ciao Ciao,
 Gianluca. (l'Aquila tornerà a volare alta nel cielo!!!!)

Offline Scott_AW

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Re: Polyvector advantages....
« Reply #35 on: 2010-Apr-27 »
In deed I did use the rotated image / Sprcoll once in a game. It works very fast for Wiz/WinCE/Win32/Linux/Mac. But on the iPhone, it's too slow, because for pixel collisions I have to read the transparency pixels from the graphics card into consumer memory, and that is slooooooow.

You think that's a software or a hardware issue?  I know that the iPad is very similar in some ways, have you had a chance to test out the device?

Anyone else get one lately?
Current Project, Orbital Contract Defense
http://gamejolt.com/games/adventure/code-name-ocd/9887/

BlackShadow now open source/resource(requires duke3d)
http://gamejolt.com/games/adventure/black-shadow-3d/9885/

Offline monono

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Re: Polyvector advantages....
« Reply #36 on: 2010-Apr-28 »
@ gregbug: that idea of yours, is whatr I´m trying to avoid. thanks anyway!

Offline Kitty Hello

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Re: Polyvector advantages....
« Reply #37 on: 2010-Apr-29 »
In deed I did use the rotated image / Sprcoll once in a game. It works very fast for Wiz/WinCE/Win32/Linux/Mac. But on the iPhone, it's too slow, because for pixel collisions I have to read the transparency pixels from the graphics card into consumer memory, and that is slooooooow.
You think that's a software or a hardware issue?  I know that the iPad is very similar in some ways, have you had a chance to test out the device?

iPod/iPhone is the very same. Just no phone and no GPS, that's it.
It's a hardware design issue. No problem if you know about it. There's always a workaround.