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  1. Feb 21, 2016 · In this line you are not creating a new object. You are storing a reference to the object int[] in your variable pixels. Anything you change in pixels, gets changed inside of the int[] object in image: pixels = ((DataBufferInt)image.getRaster().getDataBuffer()).getData(); I've created an example, try running this code:

  2. Dec 28, 2014 · Pixels are not all the same size. If you measure in pixels, your game will look very different on a device with 340 pixels per inch than it will on a device with 72 pixels per inch. Instead, make all measurements in terms of some linear unit of length (inches, centimeters, points, etc.) or as a fraction of screen/window height.

  3. May 30, 2012 · Mar 8, 2009 at 2:00. start out with a 2 dimensional array that represents your area. the value in that area can represent a friendly, enemy or even a background tile. now if t [x,y]=z then blit tile z to screen pos x,y. maybe do a zoom with a 20x20 tile. same t [x,y]=z but use z20 and plot at x*20,y*20 screen. – jim.

  4. Nov 8, 2017 · 0. In basic steps: Grab the texture of the rendered screen with appropriate OpenGL or Directx command if the game is fullscreen. For example with glReadPixels you can get the pixel value at window relative pixel coordinates from current bound framebuffer. If you are not full screen, you must combine the window position with the window relative ...

  5. Oct 16, 2023 · Assets Pixels Per Unit: 32; Reference Resolution X 800 Y 450; Pixel Snapping: Checked; Maybe I can use pixel-shader for 32x32px image, but it is not quite clear how it will affect horizontal pixels. I appreciate any guidance on optimizing my setup and achieving pixel-perfect display in a 2D pixel art game. Thank you!

  6. Oct 23, 2012 · I am creating an Application which will run on all Android Devices. I want to create xhdpi Graphics for My App. My App is full screen. I am confused in Creating graphics. can any one tell me the best sizes of my background image in pixels. For Example: xhdpi: 720x1280 px; hdpi: 480x800 px; mdpi: 320x480 px; ldpi: 240x320 px

  7. Feb 1, 2017 · Im trying to read how many pixels my image has. It's working fine however it's returning a wrong pixel number. The image has 400 pixels in total and im only getting 256. private void Pixelreader() {. // Load image. Texture2D image = (Texture2D)Resources.Load(texture); Debug.Log(image); // Iterate through it's pixels.

  8. Jan 20, 2015 · Suppose you have a sprite for a character that is 100x100 pixels. You decide to use a scaling factor that is 0.01. This will make the character physics box 1m x 1m. So go make a physics box that is 1x1. Now suppose the character starts out at pixel coordinate (345,679). So position the physics box at (3.45,6.79).

  9. Mar 21, 2019 · So if sprite 1 has its glow light grey, so should sprite 2, sprite 3, etc. I'm aware I could get the sprite's image data, loop through every pixel and change the black pixels individually to different values, doing something like this: var map = ctx.getImageData(sprite.x, sprite.y, sprite.width, sprite.height);

  10. Jul 19, 2015 · 3. You can see how many pixles it is per unit. Unity has 100 pixels per unit from the start (at least for me) and you can change it for each sprite. If you select a sprite (in the project tab) it should look something like the image below and from there you can change it to whatever you want. answered Jul 19, 2015 at 20:39.

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