I downloaded it to take a look - in my case the punch-through alpha is
being generated using the Mask Image input of a sprite renderer - and
I don't seem to see any obvious effects when adjusting the Depth
Buffer Alpha Threshold control (no matter where I place it) ... would
it be expected to work in the case of sprite mask alpha ?
On Aug 11, 2008, at 2:22 PM, Memo Akten wrote:
Thats perfect thanks christopher!
Is this an official API plugin? can I use loadPlugInAtPath to load
the plugin from my bundle if I want to distribute an app? Actually I
was going to make a few screensavers and itunes visualizers and just
distribute the QTZ... so I guess I can't do that now... is it
straightforward to wrap QTZ into apps to be used as screensavers or
visualizers?
If I want to distribute an screensaver or
On 11 Aug 2008, at 18:46, Christopher Wright wrote:
I have recently encountered this problem myself and so I am also
very interested in suggestions/solutions for handling this situation
On Aug 11, 2008, at 1:07 PM, Memo Akten wrote:
Hi All, there was a similar question recently regarding this
problem, but my situation is slightly different...
I have an iterator patch with a bunch of sprites moving around in
3D. The sprites have punch-through alpha (1bit) and as always I
am having sorting issues.
Enabling the depth buffer causes transparent areas of the sprite
in front to block the sprites in the back (which is wrong), and
disabling the depth buffer causes the sprites in the back to be
drawn on top of the sprites in the front if they are drawn later
(also wrong). Z sorting the sprites seems a bit complex as they
are moving all over the place in 3D.
Our Depth Buffer Alpha Threshold patch in our GLTools plugin solves
exactly this problem. -- http://kineme.net/QuartzComposerPatches/GLTools/0.4
--
[ christopher wright ]
[EMAIL PROTECTED]
http://kineme.net/
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