So basically, wouldn't it be possible that within an update of ballX/Y, that one pixel that you are checking could overstep the line, thus, passing the collision detection area.
Would it be possible (definitely slower) to perhaps use glReadPixels using a larger area (i.e. glReadPixels(ballX-(radius/2), ballY+(radius/2), ballX+(radius/2)..) then looping through to check all of those pixels?
Also, would this 'color-collision' technique work at all under certain rotations of the scene? (i.e. when objects cover one another on the z-axis)
Personally, I think the maths technique is the way to go. I know you want to avoid it, but its not THAT hard. I was definitely no genius at linear algebra, but even I managed to create basic collision detection systems for 3D models. Believe me, if you pick up an old math textbook, its all there.
quote:
1. I'm not sure as to what was vincoof talking about.-
(my_integer = (int)my_float_value
All he's saying is that its basic C/C++ practice to cast values when assigning them to a different data type. It will get rid of all those annoying error messages.
[edited by - tuita on October 3, 2002 11:12:31 AM]