Hey, Gabor
> hiding stops rendering, it is a known thing. use (scale 0) as a workaround. > > Ok, that makes sense. So we can have several cameras as well as several renderers and hide relative to cameras and not relative to renderers. > (colour (vector 0 1)) would give (vector 0 0 0 1), black with full opacity. > but the problem is with (blur), which also modifies the alpha channel. > > Ah! Got it. Can that be fixed at all? How hard would it be to get this effect on purpose, and be able to set within a pixels-renderer a transparency relative to the scene behind the renderer as opposed to relative the clear-colour of this renderer? > >> because they are written to the depth-buffer. use (hint-ignore-depth), > and all the faces will be rendered properly. > > Again. This part keeps confusing me. Thanks, Kas.
