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Re: Depth testing



Can anyone explain the difference between the three depth testing options available on renderers such as Sphere and Cube? (None, Read/ Write, Read-only)

Quartz Composer simply exposes the OpenGL depth buffer settings (you will need to google to find more info on that). Put simply, a depth buffer is a "depth representation" of the 3D scene and is used to compute visibility and intersection of 3D objects in the scene.


There are three possible ways to use a depth buffer when it comes to rendering an object in the scene:
* None: depth testing is disabled - the object is simply drawn on top of everything
* Read-Only: depth testing is enabled - the object, when drawn, is tested against the depth buffer, and parts of it that are invisible, because behind objects previously drawn with depth buffer in read / write mode, are discarded.
* Read / Write: same as above, except the contents of the depth buffer is updated to take into account the visible parts of the object



________________________________________________________ Pierre-Olivier Latour email@hidden Quartz Composer Architect Graphics & Imaging Team

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 >Depth testing (From: Simon Whitaker <email@hidden>)



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