> I remembered that bug (and also the aspect of GLSL optimization that made the > object pop off screen if the grid was offscreen but the distorted vertices > should be "on screen"), but thought this was a different problem. I never > noted that continuing to manipulate the vertex distortion didn't result in a > continuous distortion/change. It seems like shadows falling in the wrong > place is different than the Interpolate/GLSL Vertex not animating when > shadows are on, though they may be caused by the same issue.
Hmm -- sorry about that. On my MacBook (go intel?), the composition totally misrenders (and kinda looks like the wrong shadow bug mentioned previously), but on my MBP it "works" [reveals your bug], where it exhibits incorrect deformation -- actual output verts are wrong/not updated. Yay driver bugs, right? :) I find that if I manually set the input value, and stop/start the composition, the mesh changes -- in other words, the input's effectively a one-shot. Are you seeing that too? This also happens in iterators under certain circumstances with GLSL. However, a brief test shows this to be a slightly different (and thus previously unknown) issue -- can you please file a radar on that (and attach the supplied composition)? _______________________________________________ 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]

