(forgot the 'reply all' button once again..)
Bugger. Oh well, thanks for the answer at least :)
I've "fixed" it for now by simply shifting everything forward on Z and ensuring
it stays forward. No major problem, but it adds a touch more confusion to an
already confusing setup. All this to render a single quad :)
Now, I'm going to hit the 'render' button on quartz crystal, and come back in
the morning. If I don't come back to a smoldering mac I'll post the video up on
kineme. Comp will have to wait until it's a bit more optimised (I have to run
at 160x120 on this box for decent speed!)
Chris
On 18 Feb 2011, at 00:56, Christopher Wright wrote:
>> This might seem an odd one, but.. I have a GLSL grid that gets pushed
>> around in 3d with a 3d Transform. Sometimes it goes offscreen, sometimes
>> behind the camera. When that happens, it doesn't seem to get rendered.
>> Problem is, it *must* be rendered for other parts of my setup to work.
>
> known problem ("useless" radar link omitted for peanut gallery suppression ;)
>
>> Is QC discarding these off-screen objects for performance reasons? If so, is
>> there any way to stop it doing that?
>
> In short, no. QC incorrectly assumes that GLSL won't perturb the vertices,
> so if the untransformed vertices fall off the screen it mistakenly believes
> that it cannot possibly be on-screen, and doesn't render it.
>
> One thing you could perhaps entertain is keeping the grid "centered" (As far
> as QC is concerned so it's never incorrectly clipped) and manually do the
> transformation in the vertex shader. This might be more complicated, but
> hopefully possible (?).
>
> --
> Christopher Wright
> [email protected]
>
>
>
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