It was more about transparency. The fourth byte of the point would be
the alpha, and if it is not 255, then you got a hit.

2011/6/28 greenmoss <[email protected]>:
> Did you detect the squares using the coloring method?
>
> On Jun 28, 10:04 am, Peter Enerccio <[email protected]> wrote:
>> How about using square detection, and then using finer detection with alpha?
>> sprite.get_image_data().get_data("RGBA", 4*width)
>> and then you check the A value of the target pixel where mouse is
>>
>> I did the same with cocos and it worked well.
>>
>> 2011/6/28 greenmoss <[email protected]>:
>>
>>
>>
>>
>>
>>
>>
>> > I looked at the pyglet mouse picking example (http://sites.google.com/
>> > site/swinesmallpygletexamples/mouse-picking), but I'm not sure it will
>> > work for my game. Currently I have two kinds of objects to pick, with
>> > maybe more to follow:
>>
>> > - GL_LINES; any coordinate along the line should be pickable
>> > - pyglet sprites; ideally, any pixel that is part of the sprite's
>> > image should be pickable, but easier/less-granular picks would also be
>> > acceptable
>>
>> > The pyglet example seems to work based on rays to vertices only, so
>> > would it work to pick the two types of objects above?
>>
>> > Maybe I need to be looking at color-based picking instead? For
>> > example, this technique:
>>
>> >http://wiki.processing.org/w/Picking_with_a_color_buffer
>>
>> > Is there an example anywhere using color-based picking with pyglet?
>> > Could it also easily be adapted to pyglet sprites?
>>
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