TMC wrote:
Anyway, the reason I was asking why is that I was considering implementing reading pixels from sprites and from the screen. Reading from a sprite is easy, but if we move to using hardware accelerated graphics reading from the screen may be trouble.
Huh? I would figure that if you can read from a sprite, you can read from the screen. You just find out what sprite is on top at the pixel you want to read, get its x/y, and check the corresponding pixel in the sprite. Set a flag to 'ignore transparent' (probably by default) and then it loops back to the next highest sprite over that pixel.
And writing pixels to sprites is pretty much definitely not going to happen, right? I seem to remember something from a long time ago where it was discussed.




