Sam04
Member
Hello everyone. This is more a couple of questions about if something can be done instead of a problem I have.
First, I know I can draw simple shapes with the regular drawing functions and weird ones with the primitive functions. I have this situation in which I want to draw a rectangle with a dent in it (as exemplified in the first image). One solution is to draw it as a primtive, or to draw it as the sum of various simple shapes (in the second image I exemplify how I would break it down).
So, my questions are:
Thank you in advance for your time and your replies.
First, I know I can draw simple shapes with the regular drawing functions and weird ones with the primitive functions. I have this situation in which I want to draw a rectangle with a dent in it (as exemplified in the first image). One solution is to draw it as a primtive, or to draw it as the sum of various simple shapes (in the second image I exemplify how I would break it down).
So, my questions are:
- Can this be done with shaders?
- If yes, would it be better to do it with shaders or with the regular drawing functions I proposed?
- What about other more advanced gpu functions? (Something like the dynamic rendering masks shown here https://www.yoyogames.com/blog/430/dynamic-rendering-masks)
- If the dent was half a circle instead of a triangle shape I would replace the triangles with a bunch of lines. Would the same answers apply to this case?
- Can it be done if instead of being a dent (inwards) it would be a bulge (outwards)?
- If these things can be done in several ways
- Which option is better for the end user performance?
- Which one would be easier to code on a fixed, specific scenario? (A scenario where the end picture will always be the same to the point that I might as well use a sprite).
- Which one would be easier to code on a dynamic scenario? (A scenario where I can choose and even change mid-game the parameters of the deformation be it size, shape, and/or position)
Thank you in advance for your time and your replies.