tile op• Data kinds: sprites → rgba
• Call: import fullseye as fs; fs.ledger.parallax_layers(layers, camera_x, factors, camera_y=0.0, factors_y=None) (implementation को सीधे call करना हो तो import gfx2d; gfx2d.parallax_layers(layers, camera_x, factors, camera_y=0.0, factors_y=None), registry से लेना हो तो opsgfx2d.get("parallax_layers"))
rgba layer के समूह को अलग-अलग दर से scroll करके composite करता है।
> नीचे का विस्तृत विवरण मूल text में है — सारांश और headings का अनुवाद हो चुका है।
layers[0] is the farthest layer and is drawn first. Each layer is shifted by -round(camera_x * factors[i]) columns (and rows, if factors_y is given) and wraps — a parallax backdrop is a loop, and wrapping is what makes it one.
Shifts are rounded to whole pixels, so the scroll is a pure permutation: a single layer shifted by exactly its own width comes back with its alpha channel bit-identical and its colour identical wherever alpha > 0. (The colour of *fully transparent* pixels is not preserved — compositing goes
through premultiply, which zeroes it by definition. That is the documented cost of the premultiplied round trip, not a bug in the scroll.)
Sub-pixel scrolling would resample every frame and accumulate blur, which is why it is not offered here — put the fractional part in sprite_transform if you need it.
• Sample data catalog (DL URL / license) — 2-D के लिए skimage.data (BSD/public) + synthetic, 3-D के लिए real data sources (Stanford/PDS आदि) के DL URL।
• Operators का स्रोत और संदर्भ — इस op family के मूल research/methods के स्रोत।
• Algorithm का मानक स्रोत (लेखक, वर्ष) और उपयोग ऊपर की family usage guide में दिए गए हैं।
• gfx2d_scene — py -3.11 examples/gfx2d_scene.py
rgba को input के रूप में लेते हैं)premultiply · alpha_composite · sprite_blit · sprite_transform · sprite_sheet_slice · nine_slice
tile)*Provenance: gfx2d.py — GFX2D operator registry. यह per-op note tools/opdocs.py md से अपने-आप generate होता है (हाथ से edit न करें)।*
© 2026 Kazufumi Furuse — Fullseye operator documentation. Licensed under Apache-2.0.