Thanks; I understood that part. Currently I'm unable to figure out how
to do color-based picking though, so if there's a pyglet example
somewhere it would make me very happy :)

On Jun 28, 12:26 pm, Peter Enerccio <[email protected]> wrote:
> It was more about transparency. The fourth byte of the point would be
> the alpha, and if it is not 255, then you got a hit.
>
> 2011/6/28 greenmoss <[email protected]>:
>
>
>
>
>
>
>
> > Did you detect the squares using the coloring method?
>
> > On Jun 28, 10:04 am, Peter Enerccio <[email protected]> wrote:
> >> How about using square detection, and then using finer detection with 
> >> alpha?
> >> sprite.get_image_data().get_data("RGBA", 4*width)
> >> and then you check the A value of the target pixel where mouse is
>
> >> I did the same with cocos and it worked well.
>
> >> 2011/6/28 greenmoss <[email protected]>:
>
> >> > I looked at the pyglet mouse picking example (http://sites.google.com/
> >> > site/swinesmallpygletexamples/mouse-picking), but I'm not sure it will
> >> > work for my game. Currently I have two kinds of objects to pick, with
> >> > maybe more to follow:
>
> >> > - GL_LINES; any coordinate along the line should be pickable
> >> > - pyglet sprites; ideally, any pixel that is part of the sprite's
> >> > image should be pickable, but easier/less-granular picks would also be
> >> > acceptable
>
> >> > The pyglet example seems to work based on rays to vertices only, so
> >> > would it work to pick the two types of objects above?
>
> >> > Maybe I need to be looking at color-based picking instead? For
> >> > example, this technique:
>
> >> >http://wiki.processing.org/w/Picking_with_a_color_buffer
>
> >> > Is there an example anywhere using color-based picking with pyglet?
> >> > Could it also easily be adapted to pyglet sprites?
>
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