Does it make sense, in any way, that the Sprite render patch doesn't honor anti-aliasing settings when in a GLSL environment, or is this a bug? Inspecting the Mandlebrot composition from the Developer Tools clearly shows this. If one places the sprite in "Over" mode, and switches anti-aliasing on, the Sprite doesn't "get smaller" and appear with anti-aliased edges, the way it does when outside of the GLSL environment.
If one has multisampling enabled in the Hidden Prefs, please turn that off first, for the best illustration, though this problem is still apparent even with Multisampling enabled. Please see attachment. Best, George Toledo
GLSL-Sprite Antialiasing Test.qtz
Description: Binary data
_______________________________________________ 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]

