Original Post
I am designing a contra-type game using textured quads for sprites. I need to perform pixel-perfect collision detection between these sprites. It wouldn''t be too difficult (although time-consuming and probably not optimal) to multiply the quads through their world, view, and projection matrices and then test for intersections between the quads, but is there any good way to test the pixels? There has to be some way to use DirectX Graphics to do this instead of basically creating a whole software renderer for collision detection.
I''ve been racking my mind trying to think of some way to use the stencil buffer or something of the like, but I''ve never done something this complicated (this is for a game programming course in college), so I''m not sure how to handle it.
Thanks!
Dean Kusler