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Messages - aaronfable

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Support / Re: Check texture alpha at RaycastHit...
« on: April 10, 2013, 01:11:42 am »
I am trying to do the exact same thing as betonos here and have run into the same problems. If there were a way to simplify this further it would greatly help. If not, if you could help explain how properly to "work out the position of the coordinate in local UV space relative to the bounding box of the sprite" as InverseTransformPoint isn't cutting it alone. By that do you mean that I need to construct a matrix where the size and offset is based on the bounding box within its parents' coordinate space?

My definition uvs[] looks like (0.8,0.0), (0.9,0.0), (0.8,0.1), (0.9,0.1). If I had the point in bounding box space it'd be 0.0-1.0. Do I need to make a bounding box based on the uvs bounding coordinates? Trying to figure out how to get at these offsets effectively.

Thanks

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