Interesting, I'll give this a go, see if it works. The grid resolution is
1x1, so speed should be no issue. No need to write a plugin ;)

I've posted up what I'm up to here:
http://kineme.net/forum/Applications/Compositions/RaytracingraymarchinginQC(no
.qtz until it's fixed up more, but there's a video showing what I'm
doing with my single polygon :)

Chris


On 18 February 2011 02:05, George Toledo <gtole...@gmail.com> wrote:

> 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
>> >
>> >
>> >
>>
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>
> --
> George Toledo
> gtole...@gmail.com
> www.georgetoledo.com
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