> I have a quartz patch which I am embedding in a small app containing an > NSOpenGLView, there are some rendering issues with the depth of objects and > with the number of sides each object renders. > > In Quartz everything is fine, in the XCode preview of the patch, everything > is fine, but when I run the app things are messy.
Without source, I'm going to take a wild guess and say "check that your NSOpenGLView has a depth buffer". Without a depth buffer, OpenGL (and by extension QC) cannot do depth tests. -- Christopher Wright [email protected]
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