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.

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