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 > > > > > > > > _______________________________________________ > 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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