j
: Next unread message k
: Previous unread message j a
: Jump to all threads
j l
: Jump to MailingList overview
Fixes a problem with Player>>touchesA:, and also uses a better contact algorithm than bounding box intersection. The new algorithm uses BitBlt to determine whether any pixels overlap within the intersection of two morph's bounding boxes. It also works with rotated morphs.
Each call to Morph>>touchesMorph: takes approx. 10ms on my 300Mhz G3 to find whether two ellipses (extent: 300@40) touch (assuming that their bounding boxes intersect; otherwise it will be much faster)
Attachments:
squeak-dev@lists.squeakfoundation.org