I've not had time to look at the composition, but I've learnt a fair bit about Z sorting in QC. Most patches do respect Z sorting, just make sure you have 'Read/Write' selected for the Z buffer for each patch you want depth enabled for. If you're rendering inside a render- in-image, make sure you have the z buffer enabled for that too or it won't work.

The other thing to be aware of is transparency - if you use say a bunch of sprites with a texture that has transparent areas, if another sprite renders behind one it will be correctly Z-sorted but won't render in the transparent areas because it's 'behind' the front sprite. I've found it's a case of one or the other but not both when it comes to transparency and Z.

Chris


On 3 Aug 2008, at 18:36, vade wrote:

it looks like this is because quartz renders based on layers, and does not do any z sorting between layers. Since you have clouds and shadows in the same iterator, they are rendered one after the other, per iteration, using the painters algorithm, (meaning, its just drawn on top of whatever was there before).

easy fix - separate out your shadows in a separate iterator and draw them first.

hard fix, figure out depth sorting in QC..

On Aug 3, 2008, at 12:22 PM, MARK HARRIS wrote:

<problem.qtz>

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