Mail Archives: djgpp/1997/04/30/16:50:40
On 30 Apr 1997, George Foot wrote:
> rellwood (rellwood AT aludra DOT usc DOT edu) wrote:
>
> : The best method is the slowest, and that is to AND each nonzero pixel in
> : sprite A with each nonzero pixel in sprite B. If any of the ANDs return
>
> I think you mean OR.
No I meant AND. If OR was used, the function would return a true if it
encountered a pixel from sprite A *OR* sprite B in a given location, which
is not necesarially a collision. If AND was used it would only return
true if it encountered a pixel from sprite A *AND* sprite B in a given
location, which always signifies a collision between the two sprites.
> The technique with circles is not necessarily more accurate; if the sprite
You're right here. I tend to think of sprites as being generally more
circular in design then rectangular, but of course this isn't always the
case!
-Richard Ellwood
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