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 ?
It works with masks, provided the mask contains proper alpha information. Otherwise, you just get black pixels that aren't transparent (and thus the threshold can't pass/fail the pixels, since they're opaque).
AlphaBufferThreshold.qtz
Description: application/quartzcomposer
left-clicking enables the threshold, otherwise it's un-thresholded. Note the difference. The checkerboard is generated from the mask input.
-- [ christopher wright ] [EMAIL PROTECTED] http://kineme.net/
smime.p7s
Description: S/MIME cryptographic signature
_______________________________________________ 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]

