I'm not sure if it will work for your shader, but if you use open cl to make the grid, and put in the shader environment, it can work in scenarios where the glsl grid doesn't work.
In this qtz, I have the same standard vertex noise shader working on the glsl grid, and the cl mesh grid - the cl mesh grid renders even though the origin is offscreen, whereas the glsl grid doesn't. You may want to investigate making a grid plugin patch of the resolution you need... it seems like that works (vague memory, might be wrong). On Thu, Feb 17, 2011 at 8:34 PM, Chris Wood <pson...@gmail.com> wrote: > (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 > > > > > > > > _______________________________________________ > Do not post admin requests to the list. They will be ignored. > Quartzcomposer-dev mailing list (Quartzcomposer-dev@lists.apple.com) > Help/Unsubscribe/Update your Subscription: > > http://lists.apple.com/mailman/options/quartzcomposer-dev/gtoledo3%40gmail.com > > This email sent to gtole...@gmail.com > -- George Toledo gtole...@gmail.com www.georgetoledo.com The information contained in this E-mail and any attachments may be confidential. If you have received this E-mail in error, please notify us immediately by telephone or return E-mail. You should not use or disclose the contents of this E-mail or any of the attachments for any purpose or to any persons.
offscreen glsl.qtz
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