(forgot the 'reply all' button once again..)

Bugger. Oh well, thanks for the answer at least :)

I've "fixed" it for now by simply shifting everything forward on Z and ensuring 
it stays forward. No major problem, but it adds a touch more confusion to an 
already confusing setup. All this to render a single quad :)

Now, I'm going to hit the 'render' button on quartz crystal, and come back in 
the morning. If I don't come back to a smoldering mac I'll post the video up on 
kineme. Comp will have to wait until it's a bit more optimised (I have to run 
at 160x120 on this box for decent speed!)

Chris


On 18 Feb 2011, at 00:56, Christopher Wright wrote:

>> This might seem an odd one, but..  I have a GLSL grid that gets pushed 
>> around in 3d with a 3d Transform. Sometimes it goes offscreen, sometimes 
>> behind the camera. When that happens, it doesn't seem to get rendered. 
>> Problem is, it *must* be rendered for other parts of my setup to work. 
> 
> known problem ("useless" radar link omitted for peanut gallery suppression ;)
> 
>> Is QC discarding these off-screen objects for performance reasons? If so, is 
>> there any way to stop it doing that?
> 
> In short, no.  QC incorrectly assumes that GLSL won't perturb the vertices, 
> so if the untransformed vertices fall off the screen it mistakenly believes 
> that it cannot possibly be on-screen, and doesn't render it.
> 
> One thing you could perhaps entertain is keeping the grid "centered" (As far 
> as QC is concerned so it's never incorrectly clipped) and manually do the 
> transformation in the vertex shader.  This might be more complicated, but 
> hopefully possible (?).
> 
> --
> Christopher Wright
> christopher_wri...@apple.com
> 
> 
> 

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