Ah, Chris, I missed the bottom half of your email. Ians fix works.

I moved a clear to within the render in image, I have it 'enabled', but disabled clearing both color and depth, and set it to render on layer 2 above the GLSL, which fixes it.

Thanks.

Attachment: Perlin Test RII.qtz
Description: application/quartzcomposer


On Nov 23, 2008, at 5:38 PM, vade wrote:

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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