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About coolblue

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  1. Are you talking about occlusion queries? I was wondering if it's possible to program shaders to do collision detection, I'm only talking about circles. For example, would it be possible for a vertex shader to reference a texture, to which all nodes are mirrored using unique colours, to see if any part of its perimeter have a foreign color and relocate the vertex away from the occlusion and update the global texture. if this is feasible, any guidance on search terms or literature would be appreciated.
  2. I'm tempted to say "the event Fairy" but, I guess your old enough to know the truth: it depends what type of objects you are talking about. In Pixi they come from an object called EventEmitter which is inherited by DisplayObject, which in turn, is inherited by most other objects. This object is sourced from eventemitter3 as you can see in the pixi dependencies and by these statements in the DisplayObject constructor: EventEmitter = require('eventemitter3') function DisplayObject(){;
  3. Hi, is this open source? Is there a repo? I'm wondering how the collision is done, I'm wondering if this has been done in webGL by anyone.
  4. How are you serving the rebuilt version? maybe post a link?
  5. Yep, I'll do that... after I get my thoughts together... I'm still doing experiments to understand how this all works and I am formulating a few ideas about how to develop this object. It already has a nice, atomic structure: I like the graphicsData array and I'm experimenting with an API for that to expose interactive graphics elements (maybe it's a bit heavy for gaming? but I'm interested in data viz...). So anyway, I'll write something up when I come up for air.
  6. The stretching of the border pixels is due to texture wrap set to CLAMP_TO_EDGE.
  7. No worries. But remember: it's open source and the documentation is generated from the comments in the code, so feel free to pay it forward by submitting a PR with updated comments
  8. You need to set currentPath.shape.closed to false. Here is an example.
  9. OK, The documentation for arcTo is completely wrong: the way this method works is actually the same as 2d canvas context arcTo as described here. The x1,y1 point is not the starting point of the arc, it is the second point of the first tangent. The first tangent is from x0,y0 to x1,y1 which, in your case is 100,100 to 100,100. Based on this, your example is not a feasible shape because your initial tangent is a zero length line. It's not clear what you are trying to draw.
  10. It's not clear from the documentation how to use canvas?
  11. There was another "dirty" flag that I didn't notice: clearDirty. This is set to true by Graphics.prototype.clear and setting it manually forced the redraw. The difference between my workaround and my base case was that i had to clear the object before redrawing. Bottom line: the Graphics object is only updated if it has been cleared.
  12. Yes, sorry, I should have said 100,100 but I see what you mean, the codepen doesn't work...
  13. add graphics.moveTo(0,0)at line 25