Yes, you got the problem right away. So this is what you said, I use an iter to choose back face and front face culling. Now It works. Thanks!
On Thu, Sep 2, 2010 at 17:57, Christopher Wright < [email protected]> wrote: > > 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] > > > >
depth with apha Face Trick.qtz
Description: Binary data
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