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  [Solved] Coloring a gray image  (Read 6301 times)
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Offline Eli Delventhal

JGO Kernel


Medals: 42
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Exp: 10 years


Game Engineer


« Reply #30 - Posted 2011-10-18 20:17:18 »

If you really want to KISS, Why not just have a base version of each image and a "tint" version of each image? Then just glColor4f(color) before drawing the image on top that represents his clothes or whatever. And make whatever pixels you want to be colored white in the overlay. Easy peasy. Not too expensive if you're not doing this with too many sprites.

See my work:
OTC Software
Offline R.D.

Senior Duke


Medals: 2
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"For the last time, Hats ARE Awesome"


« Reply #31 - Posted 2011-10-19 05:52:50 »

@Rejechted
Okay this is offtopic but... The Problem with the XP for me is, that it has HUGE RAM leaks. Even a standard game using only the build in scripts is affected by this. Don't get me wrong, I worked with the XP for a short time and I also help people with some technical stuff but I would never telle anyone to use XP if someone wants to make a game :/ Because in the end... I want to be able to play this game xD And as a developer it's just anoying to see a simple Battlesystem lacking like hell Sad (even on good PC's)

@Eli Delventhal
Something like that was what I did Smiley But havaing a second image over the gray one gives me mor freedom, e.g. tinting different colors on one image and just blend them as Chromanoid suggested.
Offline davedes
« Reply #32 - Posted 2012-02-18 22:28:14 »

You could think about generating the grayscale images programatically; it will mean reduced distribution size and perhaps a faster startup (less PNG decoding). Here's a start:
http://slick.javaunlimited.net/viewtopic.php?f=3&t=4541

The downside is that you'll have less control over the aesthetic of the grayscale image.

You might also consider packing the color and RGB versions into the same texture for reduced texture binds. Smiley

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