I have a case where I'm trying to composite 2 anti-aliased planes within a lighting environment patch (sample comp attached) and I'm seeing the specular light seem to shine on pixels that have been made transparent by the AA... I don't see it if I turn down the specular or if I disabled the setting on the lighting patch called "Compute Specular Color Separately" but then I lose the shiny specular look I'm after... any suggestions of a solution within QC ? Thanks.
Do real antialiasing (the sprite antialiasing fakes it by dropping the alpha around the edges, which cause artifacts like this) using Render In Image + supersampling, or write a GLSL shader that discards transparent fragments. (not recommended, as that's a lot of work, and doesn't really give soft, antialiased edges).
Otherwise, that's how standard opengl lighting works -- separately summed specular highlights get added to whatever the texture color is, so transparent + fractional white is fractional white.
-- [ 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]

