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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