Questions tagged [per-pixel]
The per-pixel tag has no usage guidance.
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Per pixel collision depth
I need to modify the code below to get the penetration depth from the per pixel collision and return it as a Vector2 to later apply it to the character position.
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How do I ensure my Android build is not darker than in Editor?
My scene on the Android Build looks much darker. Based on my research about the topic, and from the texture of the light on the spheres, I assume it is because the light uses per vertex render mode ...
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Pixel-perfect 3D sprite-picking on cylidrical-billboarded sprites?
Background Info
I have an OpenGL app where a player (just an AABB with an eye-height, look and move vectors), can walk along a 3D grid made of a square cells, essentially like a player walking along ...
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How can I efficiently make a solid Texture2D?
I am trying to programmatically make an Image to cover the entire screen. I create the Texture2D, then create a Sprite from the ...
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per-pixel collisions using Libgdx Java (is there existing class for this??)?
I am making a simple side scrolling space shooter game using Libgdx and everything is going nicely. However until now I haven't been testing collisions for my players ship with other ships. I have ...
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Closest to hardware/fastest pixel manipulation
I am currently working on the concept of a game, but I'm running into some problems.
For the game, I'd like to be able to directly change pixels on screen. However, all approaches that I tried so far ...
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1
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Java/Libgdx Pixel game with individual pixel changing
I am currently trying to make a game with pixelated graphics. The game is supposed to run with as few textures as possible. Instead of this it is supposed to generate the levels randomly, and fill in ...
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Boost per-pixel rendering
I'm writing my own renderer in pure java without any external libraries. I'm using per-pixel rendering. I'm rendering an image with this method:
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Transparency on pixel level?
I'm using java and I do pixel-by-pixel rendering (a pixel array from an ARGB BufferedImage). So a color is 0xAARRGGBB. Now how can I render a transparent color? I guess that I should manipulate the ...
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Per-pixel displacement mapping GLSL
Im trying to implement a per-pixel displacement shader in GLSL.
I read through several papers and "tutorials" I found and ended up with trying to implement the approach NVIDIA used in their Cascade ...
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Per-fragment lighting system behaves like ambient lighting system
This is the relevant section of my fragment shader
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How to determine depth of a pixel perfect collision
I am trying to figure out how to determine the depth of a pixel perfect collision in XNA. I want to know the depth in order to be able to use it in my collision response.
At the moment I have the ...