[XNA] Forming bounding box only around visible sprites
- by nadalian
Hi, this site has been really amazing for helping me with game development however I'm unable to find an answer for the following question (nor am I able to solve it on my own).
I am trying to do rectangle collision in my game. My idea is to 1) get the original collision bounding rectangle 2) Transform the texture (pos/rot/scale) 3) Factor changes of item into a matrix and then use this matrix to change the original collision bounds of the item.
However, my textures contain a lot of transparency, transparency that affect the overall height/width of the texture (I do this to maintain power of two dimensions).
My problem: How to create a rectangle that forms dimensions which ignore transparency around the object. A picture is provided below:
http://img51.imageshack.us/img51/4772/boundingbox.png