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 >> > >> > >> > >> >> _______________________________________________ >> 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. > >
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