hi Kassen,

Are there any known factors that would cause this?
it's difficult to tell without seeing your code, but try (hint-ignore-depth). it is needed for transparent objects, because the transparent parts are also written to the z-buffer, which should be avoided. then you also need (hint-depth-sort), but as i see you are using that already.

Another thing that has me wondering is depth-sort. When should this be
called? Is it merely the scope of the statement that matters or does it also
matter when it is called relative to the moment when objects get
defined/placed/moved?
it does not matter when it is called. it is specified on state level. simply put fluxus works in two passes. first it sets hints, object parameters, transformation, etc. then it renders everything in the second pass.

It seems to me like using a scale vector (with
non-equal elements) on a skinned particles object will muck with the
depth-sort between the particles. Can this be prevented?
if you use (scale) with non-uniform values on the particle primitive, it will distort the orientation of the particles. they will not face towards the screen. try to change the "s" primitive data instead if you want to scale the particles. something like this:
(with-primitive p
        (pdata-map!
                (lambda (s) (vector 1 .5 1))
                "s"))

best,
gabor

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