This composition demonstrates 3 such problems, described in Root-level notes.
many issues.qtz
Description: application/quartzcomposer
Issue 1: The GLSL Grid is incorrectly assumed to always be from - width/2, -height/2 to +width/2,+height/2 (z=0). Because of this, it is incorrectly not rendered when QC deems it to be off screen. However, Vertex Shaders can deform vertices such that the grid _is_ on screen, even when its original vertices aren't.
Issue 2: The billboard patch casts an incorrect shadow on the sphere -- I'm not entirely sure what's going on there, and will probably need to investigate this further.
Issue 3: The lighting patch renders an impostor-shadow where the GLSL grid's original (non-deformed) vertices are. However, if the vertices are deformed, the shadow is still rendered in space where the grid was. In comical cases (i.e. output vertex = input vertex - 2 on the z axis), the shadow can even end up being rendered in space. (In this example, the grid is rippled with sine waves, yet the shadow remains planar, which is wrong.)
Can anyone confirm/flesh out these (for a more detailed bug report/bug report set)?
-- [ christopher wright ] [email protected] http://kineme.net/
smime.p7s
Description: S/MIME cryptographic signature
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