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/
>>
>>
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