Color is the visual perception of light by humans into named categories, commonly "red," "green," and "blue."

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Sprite collision with color?

Is this possible? To elaborate, I am making a PacMan offshoot. Essentially it is a "zoomed in" version of the game, but the board is randomly generated. I have 11 .png files each to be used as a ...
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173 views

XNA changing color alpha

I know I can take a color and multiply it by a float to reduce its alpha like that: Color color = Color.Green * 0.15f; But how do I return the color's alpha to it's original value? I tried doing ...
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0answers
43 views

Interpolating colors to greenify or blueify a screen fade

I am attempting to duplicate something from a game where the screen basically fades to a color by 'green-ifying' or 'blue-ifiying' the screen. My guess is that it does a linear color interpolation ...
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0answers
57 views

Easy way to set face colors with indexed VBOs?

I'm loading OBJs, which lend themselves well to setting up as indexed VBOs, since each vertex is only defined once and then a face definition will reference the same vertex more than once when they ...
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0answers
14 views

How to separate player's planets (between each others) in a massive multiplayer game?

The game consists in commanding several planets; The universe is made of galaxies; You play in one galaxy at the time and when you level up you go into another galaxy; Each galaxy have around 10 ...
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0answers
51 views

Automatic gamma correction on DX11

Trying to figure out how to get automatic gamma correction on DX11. I'm using deferred shading. I'm not exactly sure exactly which textures needs to be in the SRGB format. Here's my guess: The ...
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0answers
25 views

Any chance to store bloom power in 3 channels with YCbCr color coding?

I need to store per-pixel bloom power in the final Render Target to make Tron-like effects, when even non-bright pixels can bloom. The value can easily be stored in an alpha channel without any magic ...