right, because it *always* renders in software because noise() punts
to sw, since noise() doesnt run on normal "non workstation" class
cards. At least, this is what I understood to be the case when I
attempted some similar vertex displacement code using noise3() and ran
into massive slowdowns. A kind "GL wizard" explained that to me and
told me I should not rely on noise() on the GPU, since it will almost
always be slow. THis may have changed, but I figured it would be the
same.
Now, that doesnt explain why there are artifacts, but, it may mean
there is an issue in the SW renderer? No idea. :) :P
On Nov 23, 2008, at 5:10 PM, Christopher Wright wrote:
Well, im not sure about the rendering artifact, but noise3() and
all noise() functions are typically not GPU accelerated, from what
I understand, so i think part of the code punts to software. Maybe
that is a clue?
Not sure if I support that hypothesis -- rendering in all-software
mode still produces an artifact (a transparent triangle, no less,
see attached picture). No 'puntage' in this case, since there's
nothing hardware accelerated.
<Image-1.png>
Probably some kind of CoreImage/GL bug in QC. It's been reported
before on the list, perhaps there was a more in-depth explanation at
that point, or there were other conditions where it happened, to
refine what's happening.
(Here's your link: http://lists.apple.com/archives/Quartzcomposer-dev/2008/Aug/msg00129.html
credits to Ian Grant for starting the thread)
--
[ christopher wright ]
[EMAIL PROTECTED]
http://kineme.net/
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