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Re: depth testing: none of them seems to be correct?



Alright, hopefully this does what you want it to do. It's a bit complicated, but I think it's a really good solution.

Also, could someone turn the Runtime portion of the javascript in this example into two working for loop? Everytime I try, I am unable to accomplish this task, and it would make the code a lot cleaner. The portion that could be turned into two for loops is as follows:

/* RUNTIME */
if (depthArray[0]==sortArray[0]) { rgb0[0]=1 }
if (depthArray[0]==sortArray[1]) { rgb0[1]=1 }
if (depthArray[0]==sortArray[2]) { rgb0[2]=1 }

if (depthArray[1]==sortArray[0]) { rgb1[0]=1 }
if (depthArray[1]==sortArray[1]) { rgb1[1]=1 }
if (depthArray[1]==sortArray[2]) { rgb1[2]=1 }

if (depthArray[2]==sortArray[0]) { rgb2[0]=1 }
if (depthArray[2]==sortArray[1]) { rgb2[1]=1 }
if (depthArray[2]==sortArray[2]) { rgb2[2]=1 }

outputs[0]=rgb0[0];
outputs[1]=rgb0[1];
outputs[2]=rgb0[2];
outputs[3]=rgb1[0];
outputs[4]=rgb1[1];
outputs[5]=rgb1[2];
outputs[6]=rgb2[0];
outputs[7]=rgb2[1];
outputs[8]=rgb2[2];

Hope this one helps!

Attachment: alpha fix.qtz
Description: application/quartzcomposer


Namaste,
Karan
Karan "The Architect" Lyons: Web Design & Development at Geek Ramblings | Student | Omnigeek
contact | email: email@hidden| cell: 857-544-9527 | skype: taoofkaran | aim: taoofkaran



On Jul 13, 2007, at 1:25 PM, Alex Drinkwater wrote:

Ho Karen,

it's still not right. If you move the blue sprite so it's behind the green one (do the , you get the glitch Roger is talking about.

I'd say it's definitely a bug (can't see how it could be a feature, anyway).

Very annoying....


alx




On 13 Jul 2007, at 18:01, Karan Lyons wrote:

Does this seem right?
<depth test possible fix.qtz>
Namaste,
Karan

On Jul 13, 2007, at 12:09 PM, Roger Bolton wrote:


On 13 Jul 2007, at 17:03, Alex Drinkwater wrote:

Could you try applying the alpha mask before piping the image into the Sprite node?
You might have to write a little CIKernel to do it, mind.

same same no difference. heres a new version of the comp which first multiplies an image by
the alpha then puts it on the sprite.


still has the same problem with incorrect alpha blending of the middle sprite.

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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>)
 >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>)
 >Re: 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: Alex Drinkwater <email@hidden>)



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