> I got a problem difficult to solve myself. I have a roulette and when turning 
> I am using a motion blur, the roulette is tourning and is showing front and 
> back faces in same area, so I use write and read depth but I got a problem 
> with this configuration when using a motion blur. don't know if this an alpha 
> problem. I attached a file with some notes.


It's impossible to have a setup like this work correctly in QuartzComposer -- 
when the front sprites are drawn first, they will write to the depth buffer, so 
when the sprites behind them are rendered, they'll fail the depth test and 
you'll effectively "see through" them.  The way to solve this is to always draw 
stuff in the back first (depth sorting), but even that struggles when you have 
mutually overlapping geometry.

see also: http://www.opengl.org/wiki/Transparency_Sorting

You could render this in 2 stages -- use 2 iterators to draw the cylinder 
twice, once with front-face culling (to draw the back sides, which will always 
be farther away) and then once with back-face culling (to draw the white front 
sides, which will always be closer).  That'll be more expensive, but it should 
work for a setup like this.

(I hope that's the problem you were seeing -- the composition didn't restore 
properly on my end because of the plugins in use.  You really shouldn't use the 
Kineme GL Clear Depth patch, since the built-in clear patch can be configured 
to clear only the depth buffer;  check the inspector panel settings.  I should 
have done that before writing it :).

--
Christopher Wright
[email protected]



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