I'm now trying to use the Kineme GL Depth Buffer Alpha Threshold patch to try to avoid a problem I was having compositing 2 planes (Sprite renderers) in 3D space. I was getting a sort of bleed through near the edges depending on which plane was in the foreground... Putting it in the Depth Buffer Alpha Threshold patch and setting a high Threshold value seems to avoid that problem but then I lose the edge smoothing effects of the anti-aliasing I have enabled on the Sprite renderers. I understand why this is happening and I'm trying to figure out another strategy so that I can have both smooth anti-aliased edges and avoid the alpha/depth problem. Any suggestions ?

If you open the attached comp and move the threshold value back and forth from zero to .99 you can see what I'm talking about.

Attachment: Untitled.qtz
Description: application/quartzcomposer




Thanks.
______

kingLu

On Aug 11, 2008, at 5:07 PM, kingLuma wrote:
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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