Gabor;
> 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. > Ah! I'll try experimenting with ignore-depth. Maybe we'll have to have a look at the code after that; it's a bit of a mess right now because of all of the experimenting. 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. > That's good to know; no more voodoo for me then. 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. AH! That's what I needed indeed. It seems to me like scale also has a rather unusual effect on loading textures (like a sort of zoom?). I suppose that predictability might be fundamentally opposed to the Fluxus spirit? :-) Yours, Kas.
