Timeline for Best way to mask 2D sprites in XNA?
Current License: CC BY-SA 3.0
7 events
| when toggle format | what | by | license | comment | |
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| Oct 3, 2012 at 16:54 | comment | added | electroflame | Now it works perfectly, thank you! The only thing that I should mention is that if you have your sprites centered (using Width/2 and Height/2 for the origin) you will need to subtract half of your Width or Height for your X and Y locations (that you pass into the shader). After that it works perfectly, and is extremely fast! Thanks a ton! | |
| Oct 3, 2012 at 16:52 | vote | accept | electroflame | ||
| Oct 3, 2012 at 4:47 | history | edited | Jim | CC BY-SA 3.0 | added 7 characters in body |
| Oct 3, 2012 at 4:40 | comment | added | Jim | I see the problem. I should have compiled the pixel shader before sharing it. :P In the maskCoord calculation one of the X's should have been a Y. I've edited my initial answer with the fix and included the UV clamp settings you will need for your MaskTexture sampler. | |
| Oct 3, 2012 at 4:37 | history | edited | Jim | CC BY-SA 3.0 | added 138 characters in body |
| Oct 3, 2012 at 1:24 | comment | added | electroflame | Thank you for the answer! This seems like it will work, but currently I'm having an issue with it. Currently, it's being cropped on the left of the image (with a straight edge, as well). Am I supposed to be using screen coordinates for the positions? Or am I already supposed to have converted them to 0 - 1? | |
| Oct 3, 2012 at 0:37 | history | answered | Jim | CC BY-SA 3.0 |