> 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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