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1
vote
1answer
175 views

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 ...
0
votes
1answer
34 views

XNA 4: GetData from Texture2D and Set it into Texture3D with specific order

I am trying to convert my color grading 2d lookup texture into 3d LUT. When I simply use: ColorAtlas.GetData(data); ColorAtlas3D.SetData(data); I get this: I tried building my 2d atlass ...
0
votes
1answer
296 views

Removing image background color?

I have a sprite sheet (image) and I want to draw it on the screen. image = sprite sheet image x = player x position y = player y position width = player width height = player height public class ...
-1
votes
1answer
109 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 ...
3
votes
0answers
32 views

Problem building a color grading map

I am trying to build a default color grading map into a 1024x32 RenderTarget. Here is my shader code: VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; ...
0
votes
0answers
17 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 ...