I have been through this exact same thing, but it was early in learning and didn't even think to inquire on this list. What I find interesting is that if you have any thing hooked to patch time, or anything that would cause the gl patch/render macro to have to "re-evaluate", the triangle blotch moves, in an animated fashion. This is without anything being hooked to the grid, an without the patch time actually being visible (patched to a sprite that is turned "off).
Not that this helps, but just a further quirk of these kind of setups, using certain types of 2D GLSL shading... -George Toledo On Sun, Nov 23, 2008 at 5:38 PM, vade <[EMAIL PROTECTED]> 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/ >> >> > _______________________________________________ > Do not post admin requests to the list. They will be ignored. > Quartzcomposer-dev mailing list ([email protected]) > Help/Unsubscribe/Update your Subscription: > > http://lists.apple.com/mailman/options/quartzcomposer-dev/gtoledo3%40gmail.com > > This email sent to [EMAIL PROTECTED] >
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