got it - thanks so much for the example (and the plugin) - truly a
thing of beauty
On Aug 11, 2008, at 4:39 PM, Christopher Wright wrote:
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>
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/
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