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Messages - Paijan

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1
Graphics / Re: Comet tail
« on: July 11, 2015, 03:33:02 pm »
Thank you for your replies.

I decided using VertexArray and the tail works perfectly. I even tried fading it by iterating through all vertices and changing their alpha values calculated from quadratic function (to make it smooth). It looks nice.

Should I somehow dispose of faded vertices? Because they are faded, but they still exist in memory and are drawn each frame.

2
Graphics / Re: Comet tail
« on: July 09, 2015, 02:09:42 pm »
Quote
If you want the tail to be contiguous and stay behind you could simply draw a line between each of the points denoting the previous positions.

You mean storing coordinates each frame and appending it to VertexArray?

EDIT: Well, it really works fine, only now I can't alter line thickness

3
Graphics / Comet tail
« on: July 09, 2015, 01:40:53 pm »
I'm writing a game in which moving objects leave tails behind themselves, like comets. Objects can be moved either by player input or mathematical function (e.g. on sinusoid).

I couldn't find a good way to perform this so I tried the simplest one - creating CircleShape in regular intervals in objects' positions. And it worked, because of simplicity, but later on it became a performance bottleneck. It's snappy and the tails sometimes break -pics.

How to do it properly? Thor particles?

4
Graphics / Pixel Perfect Collision Image Problem.
« on: November 06, 2014, 11:55:10 pm »
Hi.
I'm writing a code, which performs pixel perfect collision check.
It creates sf::Rect which is rectangle of collision.
Then it transforms its coordinates to sprites' local (referring it to 0,0 points of both sprites).
Then I can use those coordinates to choose pixels in sf::Image entities which are created from the same texture as sprites (it has to be sf::Image because spirtes don't have getPixel method) and check their alpha channels.

And it works perfectly fine until i try to scale my sprites in main loop. Then coordinates in sprite don't match coordinates in image, because one of them is scaled.

How do I manage this? Should I somehow scale sprite back to it's original size at the beginning of function?

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