I'm seconding this - I've experienced the same problem when using
either alpha channels in textures or separate masks for sprite objects
in a 3D environment.
Environment: Dual-Core Intel Xeon, QC3.0, Mac OS X 10.5 (9A581), ATI
Radeon X1900 XT.
On 14 Nov 2007, at 00:54, Ricardo Silva wrote:
Hello: It seems like the Depth Testing inside QC3.0 is now broken.
I believe all the sides inside a cube in QC 2.x could have
transparency and were able to figure out what was in front or behind
the sides of the cube in a given moment in time. Attached is a QC
comp showing the problem.
Can this be fixed?
RS
++
<DepthTesting.qtz>
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