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On Jul 13, 2007, at 11:39 AM, Roger Bolton wrote:
On 13 Jul 2007, at 16:28, Karan Lyons wrote:
On Jul 13, 2007, at 11:07 AM, Roger Bolton wrote:
Hi there,
I have a composition which cuts up a texture with an alpha using crop and an iterator and spreads the chunks of the
texture throughout 3D space rendered on sprites.
none of the options for depth testing appears to give me the result I'd expect.
Do the squares move? If not, you could consider ignoring the depth testing and ordering each patch as a layer. How exactly are you displaying the images? Are you using a Sprite patch?
I need the entire composition to be able to be rotated 360 degrees in any axis and still draw in the correct order, so I do need
depth ordering.
yes, I use a sprite patch to draw each section of the larger texture, working out the chunk of the texture and the correct
position is done by nested iterators.
below is another pic using "read/write", you can see that each sprite draws correctly with its alpha mask against
the green background but not where two sprites are on top of each other.
is this a limitation of depth testing or a bug?
<read_write_alpha_problem.jpg>
Does the attached compositions look like what you want?
Attachment:
depth test.qtz
Description: application/quartzcomposer
Namaste, Karan
Attachment:
smime.p7s
Description: S/MIME cryptographic signature
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| References: | |
| >depth testing: none of them seems to be correct? (From: Roger Bolton <email@hidden>) | |
| >Re: depth testing: none of them seems to be correct? (From: Karan Lyons <email@hidden>) | |
| >Re: depth testing: none of them seems to be correct? (From: Roger Bolton <email@hidden>) |
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