BPR PickCell

Attachments

BPRPixels3.blend (1.73 MB)

By the way, this operates on vertex color,

I was thinking of using a proxy mesh, and its vertex map changes to a target objects vertex colors , but in a pixel like configuration, for in game map editing of a
a splatter map.

Manipulaing the color of a pixel, could manipulate any other type of data, like vectors, that represent anything…

Next iteration BVH Tree based raycast paint = much larger formats supported

edit: ok - BVH -> vertex input function fixed (it was broken in master)

I found another bug :smiley:

they patched, but until 2.77 bvh tree will not work for bge

until then you are free to build from the master branch to get the feature in.

[http://www.pasteall.org/blend/40627](http://www.pasteall.org/blend/40627)

working in UPBGE!

ok it’s not that much cheaper

but there are some benefits for sure

No collision mesh required for raycast

Easy radius check for close points

I wonder why it’s hitting the rasterizer so hard?
logic is not spiking at all

So… one issue with sharing is the dependencies, I need to get this into blender somehow…

Ha Ha Ha - so my ‘Highlight paint point’ was a static instead of no collision, I fixed it, and now the stroke is much smoother :smiley: