BTW, is the depth testing on the Particle System "none" or "read only"? I've always found it irritating that it can't be set for read/ write depth testing (even though it's really antiquated anyway... don't know why I would expect depth testing).

It's actually undefined -- the patch doesn't set it explicitly, so it's whatever the context's state is. This is mostly like None mode. However, it looks like when /any/ patch is in None mode, it's actually undefined; QC sets up a reasonable default, and GL sets up reasonable defaults, but if a different app by chance had a weird GL context state going into QC, None mode could potentially be Read, Read-Write, Write-Only, Read-Only, Never, GL_GEATER (draw only when you're occluded -- that'd give a weird effect ;), or any other mode allowed by glDepthFunc, glDepthTest, and glDepthMask. I'm not sure if classifying this as a bug is being overly pedantic though....

In QC, None ends up being glDepthFunc(GL_LESS); glDisable(GL_DEPTH_TEST);, while anything else is glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); glDepthMask is set according to read-only.

Depth Testing the particle system is probably not what you want -- it doesn't depth-sort, so you'd get transparent things out of order, and it'd just look wrong. Who'd want depth-sorted particlesystems anyway? </sarcasm> (http://capped.tv/fairlight_cncd-agenda_circling_forth ) ;)

--
[ christopher wright ]
cwri...@kineme.net
http://kineme.net/

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