This is probably more of a GLSL than specifically a Quartz Composer question, but maybe someone can help...
I'm new to Vertex Shaders, though I've been messing around with Fragment shaders for a while. I think I'm getting confused with coordinate systems and transform matrices. My question is this: If I have a shader that distorts the geometry of several discrete plane meshes, is it possible to treat them as if they share a common coordinate space? For example, I've used an Iterator nested inside a GLSL patch to create a number of separate GLSL Grid instances arranged as an array of thin vertical strips, spread over the x-axis, with gaps between them. I'd like to be able to bend each strip around so that collectively, they form a sphere, made up of bands, with gaps between them, somewhat like this screenshot http://machinesdontcare.files.wordpress.com/2008/01/vertexnoiseedit310108_02.jpg (but without the distortion, which I'll add later). What I currently get, though, is a number of small identical spheres, spread along the x-axis. I'm assuming this is because each grid is treated as if it has it's own coordinate system. Is there a way of using global or world coordinates, so that their geometries are transformed collectively, rather than individually? Sorry this is a really basic question, but as I said, I'm new to Vertex Shaders. Cheers, alx http://machinesdontcare.wordpress.com ___________________________________________________________ Support the World Aids Awareness campaign this month with Yahoo! For Good http://uk.promotions.yahoo.com/forgood/ _______________________________________________ Do not post admin requests to the list. They will be ignored. Quartzcomposer-dev mailing list ([email protected]) Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/quartzcomposer-dev/archive%40mail-archive.com This email sent to [EMAIL PROTECTED]

