From: "Chris Wise" Newsgroups: comp.os.msdos.djgpp Subject: Re: Help with bit-masking Allegro sprites Date: 18 Jul 1997 08:26:47 GMT Organization: Materials Engineering, Monash Lines: 27 Message-ID: <01bc9354$55010f40$cf86c282@mat-wise.eng.monash.edu.au> References: <869142033 DOT 25228 DOT 0 DOT nnrp-5 DOT 9e9829a4 AT news DOT demon DOT co DOT uk> NNTP-Posting-Host: mat-wise.eng.monash.edu.au To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk BDC Client Team wrote in article <869142033 DOT 25228 DOT 0 DOT nnrp-5 DOT 9e9829a4 AT news DOT demon DOT co DOT uk>... > Hi all, > > I have been working on a routine for a pixel-perfect collision detection > for Allegro sprites. The basic idea is that you create a bit-mask > for each Allegro sprite, do general bounding-box detection until > this flags a collision and then use the bit-masks to see if a *true* > collision has occured (i.e. actual pixels overlap). > > I'm fairly sure that I am creating the bit-masks correctly, but when I come > to (logically) 'and' two bit-masks together I get false returns all the time. > I have gone through my code time and again, and just can't spot where I > am going wrong. I suggest that you take a look at this article. http://www.ddj.com/ddsbk/1995/1995.05/roberts.htm I found it very helpful. > Would anyone out there be prepare to look at the code (it's only 300 lines long) > and point me in the right direction? Send it to me and I'll have a look. Can't promise anything though. Chris Wise