Ah, yes; vade is right.
You DO have to set the Clear to render on top of the GLSL patch. Setting in on 
Layer 1 gives a slight variation on the glitch, where the texture coordinates 
appear to be offset in the same trianglular area that was previously blank. 
Definitely a bug...

a|x


--- On Sun, 23/11/08, Alex Drinkwater <[EMAIL PROTECTED]> wrote:

> From: Alex Drinkwater <[EMAIL PROTECTED]>
> Subject: Re: Render In Image and GLSL noise()
> To: [email protected]
> Date: Sunday, 23 November, 2008, 11:19 PM
> Aha!
> 
> Ian Grant's workaround does the trick!
> in fact, in my case it can be simplified to just adding a
> Clear in the RII patch (which I had already), with
> Clear Color and
> Clear Depth
> unchecked (so in theory, it shouldn't actually do
> anything).
> 
> Very obscure...
> 
> a|x
> 
> --- On Sun, 23/11/08, Alex Drinkwater
> <[EMAIL PROTECTED]> wrote:
> 
> > From: Alex Drinkwater <[EMAIL PROTECTED]>
> > Subject: Re: Render In Image and GLSL noise()
> > To: [email protected]
> > Date: Sunday, 23 November, 2008, 11:08 PM
> > Thanks very much vade and cwright for getting back to
> me. I
> > as under the impression noise() was supposed to run on
> the
> > GPU, but maybe that's not always the case. There
> > certainly must have been a time when it didn't,
> which
> > presumably is why it didn't make it into the
> CIKernel
> > subset of the GLSL language. Doesn't seem to run
> too
> > slowly on my MBP/X1600, though.
> > 
> > I will give Ian Grant's workaround a go.
> Definitely
> > seems like a RII bug to me, which doesn't surprise
> me
> > too much. Thanks for the link d
> > CW.
> > 
> > Cheers,
> > 
> > a|x
> > 
> > 
> > --- On Sun, 23/11/08, vade <[EMAIL PROTECTED]>
> wrote:
> > 
> > > From: vade <[EMAIL PROTECTED]>
> > > Subject: Re: Render In Image and GLSL noise()
> > > To: "Christopher Wright"
> > <[EMAIL PROTECTED]>
> > > Cc: "Alex Drinkwater"
> > <[EMAIL PROTECTED]>,
> > [email protected]
> > > Date: Sunday, 23 November, 2008, 10:38 PM
> > > 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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