Yes, you got the problem right away. So this is what you said, I use an iter
to choose back face and front face culling.
Now It works. Thanks!

On Thu, Sep 2, 2010 at 17:57, Christopher Wright <
[email protected]> wrote:

> > I got a problem difficult to solve myself. I have a roulette and when
> turning I am using a motion blur, the roulette is tourning and is showing
> front and back faces in same area, so I use write and read depth but I got a
> problem with this configuration when using a motion blur. don't know if this
> an alpha problem. I attached a file with some notes.
>
>
> It's impossible to have a setup like this work correctly in QuartzComposer
> -- when the front sprites are drawn first, they will write to the depth
> buffer, so when the sprites behind them are rendered, they'll fail the depth
> test and you'll effectively "see through" them.  The way to solve this is to
> always draw stuff in the back first (depth sorting), but even that struggles
> when you have mutually overlapping geometry.
>
> see also: http://www.opengl.org/wiki/Transparency_Sorting
>
> You could render this in 2 stages -- use 2 iterators to draw the cylinder
> twice, once with front-face culling (to draw the back sides, which will
> always be farther away) and then once with back-face culling (to draw the
> white front sides, which will always be closer).  That'll be more expensive,
> but it should work for a setup like this.
>
> (I hope that's the problem you were seeing -- the composition didn't
> restore properly on my end because of the plugins in use.  You really
> shouldn't use the Kineme GL Clear Depth patch, since the built-in clear
> patch can be configured to clear only the depth buffer;  check the inspector
> panel settings.  I should have done that before writing it :).
>
> --
> Christopher Wright
> [email protected]
>
>
>
>

Attachment: depth with apha Face Trick.qtz
Description: Binary data

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