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You could use the Marching Squares algorithm to generate the 2d-mesh you want. After using the marching squares to outline the object, you could use this library to do the triangulation.


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Yes, it is possible for a user to get the images in GPU memory. It's not likely they'd get them by dumping the entire GPU memory space (though with specialized hardware, drivers or debugging software such a thing is possible -- Visual Studio has a powerful GPU debugger these days). Rather, they can get them from CPU memory, which is much easier. Your game's ...


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(I can't comment) so you should use a render target and do something like this. Create a rendertarget Set it to be the target for drawing Draw image one to it. Draw image two to it. Save this render target, it holds the combined images. Set the backbuffer as target for drawing. Edit: ...


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It seems you want to do some color keying, which Java cannot do on the fly with the Graphics2D library you are using. Due to this, you will need to create the alpha channel yourself, move to something that has color key support (SDL). Most engines nowadays do not support this operation as it is computationally expensive and you will need to do this "on the ...


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JPG is lossy. Don't use that for sprites -- you will end up with nasty artifacts that will look bad. There's a couple reasons you might want to use colur-keying, but they're a bit lost in todays hardware. Taking a quick look at color key advantages: Pros They use up less disk space -- there is no alpha channel to store By consequence, their memory foot ...



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