> 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] _______________________________________________ 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/archive%40mail-archive.com This email sent to [email protected]

