Hello Charles:

As far as I know, this is a bug that I have mentioned back when the new QC came out, but I had no response from the list.

The "solution" I've found is to have each individual sprite in its own 3D container so they can do the trick. (the size of the sprite also matters, but that's another topic)

If they are in the same space or within the same container the depth testing behaves as you mention, but if they are contained in their own 3d container, and then you move them around, then they behave better but sometimes not perfect.

That's more work than what you really want to do to accomplish a simple thing like that, and hopefully the guys at Apple will provide a fix for this soon.

I hope that helps you.

            - - - - - - - - - -
            :
            Ricardo Silva
            :
            =======================


On Jan 11, 2008, at 10:42 AM, quartzcomposer-dev- [EMAIL PROTECTED] wrote:

From: Charles Mangin <[EMAIL PROTECTED]>
Date: January 11, 2008 10:41:33 AM PST
To: quartzcomposer-dev list list <[email protected]>
Subject: depth testing - n00b question


this may be a newbie question, but what exactly is going on in this composition?

<rotating candles.qtz>

i have two sprites rotating in space, and they're stacking nicely - one sprite is clearly in front, and shows the one behind through its transparent parts. the other one, though, is on a higher rendering layer, and doesn't show the other sprite through its transparent parts.

i imagine i'm missing something fundamental about "depth testing" and sprites, but i've played around a bit and haven't found a magic bullet yet.

any help from the more advanced would be greatly appreciated.

note: i'm running Tiger.




 charles mangin | Alpha Geek and Chief Mental Hygienist
 [EMAIL PROTECTED]
 http://mentalhygiene.com

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