Just tried it, and with slight modifications, it works beautifully :D (well, 
after a couple of QC crashes, but once it's stable it seems fine!)

I can now zip around my raytracer using huge distances instead of having to be 
very, very careful ;)

Thanks for that one George!

Chris


On 18 Feb 2011, at 02:05, George Toledo 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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