My favorite solution to this is something Toby Spark posted a while back. Make a structure and mark the positions off that you want in XYZ and attach them to images so you structure contains all the metadata, and whatever it is you want to draw. You can then do a structure sort on "Z" before sending to the iterator and that does a kind of 'poor mans' depth sorting'. It works very well.
On Sep 2, 2010, at 1:13 PM, Oscar 'offonoll' wrote: > 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> > _______________________________________________ > 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/doktorp%40mac.com > > This email sent to [email protected]
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