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
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