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		<title>Cycling 74  &#187;  Topic: depth sorting / transparency / jit.multiple issue</title>
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		<link>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/feed</link>
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		<pubDate>Wed, 19 Jun 2013 12:42:29 +0000</pubDate>
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					<guid>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-32473</guid>
					<title><![CDATA[depth sorting / transparency / jit.multiple issue]]></title>
					<link>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-32473</link>
					<pubDate>Fri, 15 Jun 2007 07:34:41 +0000</pubDate>
					<dc:creator>liubo</dc:creator>

					<description>
						<![CDATA[
						<p>hi,</p>
<p>i am trying to use jit.multiple with a set of planes textured with png files with transparency. i am having what seems to be a depth sorting problem as sometimes the transparency works and sometimes not. since there are many &#8216;particles&#8217; moving around a lot, doing depth sorting myself does not look promising. </p>
<p>i am attaching a patch which needs a png texture that can be found in the attached archive. there is also a screengrab illustrating the problem. any ideas of how to go about rendering this properly would be greatly appreciated. </p>
<p>moreover, it seems that the depth sorting behavior of jitter is inconsistent, e.g. turning fsaa on and off leads to different results regarding which transparency planes are rendered properly.</p>
<p>my system is mbp core 2 duo, maxmsp 4.6.3 / jitter 1.6.3</p>
<p>thanks</p>
<p>p.s. if there are problems with the attachment, it can be downloaded at <a href="http://2rem.net/depthproblem.zip" rel="nofollow">http://2rem.net/depthproblem.zip</a><br />
&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;</p>
<p>max v2;<br />
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#P newex 272 93 48 196617 loadbang;<br />
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#B color 5;<br />
#P message 272 112 80 196617 read coral1.png;<br />
#P newex 72 437 98 196617 jit.gl.handle display;<br />
#P newex 166 296 39 196617 r first;<br />
#P newex 60 121 39 196617 s first;<br />
#P window linecount 2;<br />
#P newex 165 316 356 196617 jit.gl.gridshape display @shape cube @poly_mode 1 1 @scale 5 5 5 @position 5 5 5 @dim 40 10 @automatic 0 @depth_enable 0 @rotatexyz 90 90 0;<br />
#P window linecount 1;<br />
#P newex 291 206 71 196617 r shapeobject;<br />
#P newex 1 25 48 196617 loadbang;<br />
#P user jit.pwindow 164 63 82 62 0 1 0 0 1 0;<br />
#P newex 4 492 65 196617 s nextframe;<br />
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#P outlet 409 121 15 0;<br />
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#P user jit.pwindow 511 246 82 62 0 1 0 0 1 0;<br />
#P window linecount 0;<br />
#P newex 476 222 87 196617 jit.matrix noise3;<br />
#P button 476 167 15 0;<br />
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#P newex 476 194 122 196617 jit.noise 3 float32 100 1;<br />
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#P newex 185 392 239 196617 jit.expr 3 float32 100 1 @expr &#8220;10*(noise3.p[0]-0.0)&#8221; &#8220;10*noise3.p[1]&#8221; &#8220;10*noise3.p[2]&#8220;;<br />
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#P newex 100 161 30 196617 t b s;<br />
#P number 103 112 35 9 0 0 0 3 0 0 0 221 221 221 222 222 222 0 0 0;<br />
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#P newex 4 460 399 196617 jit.gl.render display @erase_color 0 0 0 1 @far_clip 40000 @camera 8 8 10 @axes 1;<br />
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#P hidden connect 10 0 8 0;<br />
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#P connect 7 0 6 0;<br />
#P connect 16 1 15 1;<br />
#P pop;</p>
						]]>
					</description>

					
					
				</item>

			
				<item>
					<guid>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106897</guid>
					<title><![CDATA[Re: depth sorting / transparency / jit.multiple issue]]></title>
					<link>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106897</link>
					<pubDate>Fri, 15 Jun 2007 07:48:26 +0000</pubDate>
					<dc:creator>Wesley Smith</dc:creator>

					<description>
						<![CDATA[
						<p>There is no depth sorting in Jitter, so that&#8217;s not the issue.  What is<br />
gong on here is that your fully transparent pixels are stil writing to<br />
the depth buffer.  You can avoid this in one of 2 ways:</p>
<p>1) write a shader that calls the discard command if alpha == 0<br />
2) use the glAlphaFunc settings to tell OpenGL that alpha values of a<br />
particular range shouldn&#8217;t write to the depth buffer.</p>
<p><a href="http://developer.apple.com/documentation/Darwin/Reference/ManPages/man3/glAlphaFunc.3.html" rel="nofollow">http://developer.apple.com/documentation/Darwin/Reference/ManPages/man3/glAlphaFunc.3.html</a></p>
<p>You can manipulate the alphaFunc settings through jit.gl.sketch.</p>
<p>wes</p>
<p>On 6/15/07, liubo
<liubo @music.columbia.edu> wrote:<br />
> hi,<br />
><br />
> i am trying to use jit.multiple with a set of planes textured with png files with transparency. i am having what seems to be a depth sorting problem as sometimes the transparency works and sometimes not. since there are many &#8216;particles&#8217; moving around a lot, doing depth sorting myself does not look promising.<br />
><br />
> i am attaching a patch which needs a png texture that can be found in the attached archive. there is also a screengrab illustrating the problem. any ideas of how to go about rendering this properly would be greatly appreciated.<br />
><br />
> moreover, it seems that the depth sorting behavior of jitter is inconsistent, e.g. turning fsaa on and off leads to different results regarding which transparency planes are rendered properly.<br />
><br />
> my system is mbp core 2 duo, maxmsp 4.6.3 / jitter 1.6.3<br />
><br />
> thanks<br />
><br />
> p.s. if there are problems with the attachment, it can be downloaded at <a href="http://2rem.net/depthproblem.zip" rel="nofollow">http://2rem.net/depthproblem.zip</a><br />
> &#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;<br />
><br />
> max v2;<br />
> #N vpatcher 489 132 1262 716;<br />
> #P origin 35 -31;<br />
> #P window setfont &#8220;Sans Serif&#8221; 9.;<br />
> #P message 72 418 34 196617 reset;<br />
> #P toggle 179 423 15 0;<br />
> #P message 179 440 44 196617 fsaa $1;<br />
> #P newex 272 93 48 196617 loadbang;<br />
> #P newex 272 129 158 196617 jit.gl.texture display @name fish;<br />
> #B color 5;<br />
> #P message 272 112 80 196617 read coral1.png;<br />
> #P newex 72 437 98 196617 jit.gl.handle display;<br />
> #P newex 166 296 39 196617 r first;<br />
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> #P window linecount 2;<br />
> #P newex 165 316 356 196617 jit.gl.gridshape display @shape cube @poly_mode 1 1 @scale 5 5 5 @position 5 5 5 @dim 40 10 @automatic 0 @depth_enable 0 @rotatexyz 90 90 0;<br />
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> #P connect 31 0 0 0;<br />
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> #P fasten 23 0 11 0 296 225 170 225;<br />
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> #P connect 32 0 31 0;<br />
> #P fasten 13 0 14 0 170 200 188 200;<br />
> #P connect 19 0 18 0;<br />
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><br />
><br />
><br />
><br />
></liubo></p>
						]]>
					</description>

					
					
				</item>

			
				<item>
					<guid>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106898</guid>
					<title><![CDATA[Re: depth sorting / transparency / jit.multiple issue]]></title>
					<link>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106898</link>
					<pubDate>Fri, 15 Jun 2007 08:08:57 +0000</pubDate>
					<dc:creator>liubo</dc:creator>

					<description>
						<![CDATA[
						<p>thanks for the quick response. i&#8217;d prefer if i can do it with sketch. looking at the apple ref you sent, seems like i need to make a call like glAlphaFunc(GL_GREATER,0.1) to jit.gl.sketch. how would that translate to jitter?</p>
<p>after sending </p>
<p>glenable alpha_test</p>
<p>(which is documented in the help file for sketch)<br />
i tried sending these messages with no luck:</p>
<p>glalphafunc greater 0.2<br />
glalphafunc gl_greater 0.2<br />
glalphafunc 4 0.2</p>
<p>&#8230; what am i missing?</p>
						]]>
					</description>

					
					
				</item>

			
				<item>
					<guid>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106899</guid>
					<title><![CDATA[Re: depth sorting / transparency / jit.multiple issue]]></title>
					<link>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106899</link>
					<pubDate>Mon, 18 Jun 2007 20:37:51 +0000</pubDate>
					<dc:creator>secco</dc:creator>

					<description>
						<![CDATA[
						<p>hi liubo,</p>
<p>I have the same problem. Did you find the solution?</p>
<p>Thanks<br />
secco</p>
						]]>
					</description>

					
					
				</item>

			
				<item>
					<guid>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106900</guid>
					<title><![CDATA[Re: depth sorting / transparency / jit.multiple issue]]></title>
					<link>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106900</link>
					<pubDate>Mon, 18 Jun 2007 23:08:41 +0000</pubDate>
					<dc:creator>Wesley Smith</dc:creator>

					<description>
						<![CDATA[
						<p>You probably didn&#8217;t enable alpha testing.  It&#8217;s a pain, but with<br />
OpenGL docs, you really have to read carefully.  For alpha testing to<br />
occur, you have to call glEnable(GL_ALPHA_TEST)</p>
<p>
Here&#8217;s a demo patch:</p>
<p>#P window setfont &#8220;Sans Serif&#8221; 9.;<br />
#P window linecount 2;<br />
#P message 342 335 290 196617 reset , glbindtexture mov 0 , glenable<br />
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vplane 1 , glunbindtexture mov 0;<br />
#P window linecount 1;<br />
#P newex 342 375 191 196617 jit.gl.sketch test @layer 1 @depth_enable 1;<br />
#P window setfont &#8220;Sans Serif&#8221; 9.;<br />
#P newex 175 299 133 9109513 jit.gl.texture test @name mov;<br />
#P window setfont &#8220;Sans Serif&#8221; 9.;<br />
#P newex 57 429 405 196617 jit.gl.gridshape test @shape torus @color 1<br />
0 0 1 @lighting_enable 1 @layer 0 @position 0 0 -2;<br />
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#P window setfont &#8220;Sans Serif&#8221; 9.;<br />
#P newex 175 275 53 9109513 jit.pack;<br />
#P newex 175 248 96 9109513 jit.op @op > @val 20;<br />
#P window setfont &#8220;Sans Serif&#8221; 9.;<br />
#P newex 175 222 66 196617 jit.unpack;<br />
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#P flonum 374 142 35 9 0 0 0 139 0 0 0 221 221 221 222 222 222 0 0 0;<br />
#P message 374 163 42 9109513 rate $1;<br />
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#P message 308 163 27 9109513 stop;<br />
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#P toggle 175 142 15 0;<br />
#P newex 175 162 45 9109513 metro 33;<br />
#P message 338 163 31 9109513 clear;<br />
#P newex 175 196 103 9109513 jit.qt.movie 320 240;<br />
#B color 5;<br />
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					<guid>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106901</guid>
					<title><![CDATA[Re: depth sorting / transparency / jit.multiple issue]]></title>
					<link>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106901</link>
					<pubDate>Tue, 19 Jun 2007 03:20:12 +0000</pubDate>
					<dc:creator>liubo</dc:creator>

					<description>
						<![CDATA[
						<p>thanks wes, this really helps. i guess my problem was that to be able to use glalphafunc i need to pass my objects through jit.gl.sketch (but wouldn&#8217;t that slow me down if i am using multiple or many particles)?</p>
<p>is there a way to set glalphafunc globally (i.e. send the message to jit.gl.render)?</p>
<p>&#8230;or would you recommend lua (which rocks btw)?</p>
<p>secco, to solve my problem i ended up not using glalphafunc (though i think it&#8217;s a better solution). i ended up  messing around with blend modes and in one case turning on fsaa did what i wanted. <br />
the patch is big and ugly but if interested, it&#8217;s here</p>
<p><a href="http://2rem.net/code/fishes.zip" rel="nofollow">http://2rem.net/code/fishes.zip</a></p>
						]]>
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				<item>
					<guid>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106902</guid>
					<title><![CDATA[Re: depth sorting / transparency / jit.multiple issue]]></title>
					<link>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106902</link>
					<pubDate>Tue, 19 Jun 2007 03:27:06 +0000</pubDate>
					<dc:creator>Wesley Smith</dc:creator>

					<description>
						<![CDATA[
						<p>Indeed, if you don&#8217;t mind going that diretion, jit.gl.lua will make<br />
things easier and cleaner because you need some low-level OpenGL<br />
control to do what you want.</p>
<p>wes</p>
<p>On 6/18/07, liubo
<liubo @music.columbia.edu> wrote:<br />
><br />
> thanks wes, this really helps. i guess my problem was that to be able to use glalphafunc i need to pass my objects through jit.gl.sketch (but wouldn&#8217;t that slow me down if i am using multiple or many particles)?<br />
><br />
> is there a way to set glalphafunc globally (i.e. send the message to jit.gl.render)?<br />
><br />
> &#8230;or would you recommend lua (which rocks btw)?<br />
><br />
> secco, to solve my problem i ended up not using glalphafunc (though i think it&#8217;s a better solution). i ended up  messing around with blend modes and in one case turning on fsaa did what i wanted.<br />
> the patch is big and ugly but if interested, it&#8217;s here<br />
><br />
> <a href="http://2rem.net/code/fishes.zip" rel="nofollow">http://2rem.net/code/fishes.zip</a><br />
></liubo></p>
						]]>
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				<item>
					<guid>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106903</guid>
					<title><![CDATA[Re: depth sorting / transparency / jit.multiple issue]]></title>
					<link>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106903</link>
					<pubDate>Tue, 19 Jun 2007 03:32:23 +0000</pubDate>
					<dc:creator>liubo</dc:creator>

					<description>
						<![CDATA[
						<p>mmm, learning curve&#8230;</p>
<p>thanks again, while i got you on the line, hope i&#8217;m not abusing your time and kindness&#8230; any chance you could repost the lua example that has mass matrix assignment &#8211; it&#8217;s referenced in this forum but i can&#8217;t see/find the lua code</p>
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					<guid>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106904</guid>
					<title><![CDATA[Re: depth sorting / transparency / jit.multiple issue]]></title>
					<link>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106904</link>
					<pubDate>Tue, 19 Jun 2007 03:46:23 +0000</pubDate>
					<dc:creator>Wesley Smith</dc:creator>

					<description>
						<![CDATA[
						<p>What do you mean mass matrix?  do you mean luaODE?  I neglected to add<br />
the dBodyGetMass function to the library.  I can add that pretty soon.</p>
<p>wes</p>
						]]>
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				<item>
					<guid>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106905</guid>
					<title><![CDATA[Re: depth sorting / transparency / jit.multiple issue]]></title>
					<link>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106905</link>
					<pubDate>Tue, 19 Jun 2007 03:54:41 +0000</pubDate>
					<dc:creator>liubo</dc:creator>

					<description>
						<![CDATA[
						<p>yes, that&#8217;s the one, in this thread:</p>
<p><a href="http://www.cycling74.com/forums/index.php?t=msg&#038;goto=105648" rel="nofollow">http://www.cycling74.com/forums/index.php?t=msg&#038;goto=105648</a></p>
<p>you refer to a pendulum patch, which i assumed had dBodySetMass.. yes, mass would be nice,  any news on the luaODE front are always exciting&#8230; looking forward</p>
						]]>
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				<item>
					<guid>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106906</guid>
					<title><![CDATA[Re: depth sorting / transparency / jit.multiple issue]]></title>
					<link>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106906</link>
					<pubDate>Tue, 19 Jun 2007 09:50:35 +0000</pubDate>
					<dc:creator>secco</dc:creator>

					<description>
						<![CDATA[
						<p>hi folks,</p>
<p>somehow I don&#8217;t understand what&#8217;s going on there in my patch.<br />
Is there any good resource I could read for better understanding how jitter manages depth and/or alpha.<br />
I have just three videoplanes one upon the other with some small distance between them.<br />
All of them have images loaded which contain alpha. One has a combination of live video and some images combined by a shader with  jit.gl.slab.<br />
Now this patch sometimes works correctly and sometimes not. And it&#8217;s not reproducible.<br />
Such as when I toggle border on or off for the jit.window or when I toggle around with depth enable/disable of the videoplanes or sometimes when I just reedit any argument of a videoplane without even changing the value.<br />
I tried with jit.gl.sketch but it doesen&#8217;t work. mainly because I don&#8217;t know what it does because I can&#8217;t find infos about attributes like @layer in the online documentation at <a href="http://cycling74.com/documentation/group-GL" rel="nofollow">http://cycling74.com/documentation/group-GL</a> or<br />
<a href="http://cycling74.com/documentation/jit.gl.sketch" rel="nofollow">http://cycling74.com/documentation/jit.gl.sketch</a><br />
Is there a more current documentation somewhere?</p>
<p>What exactly do these jit.gl.sketch messages do for instance?:<br />
reset, glbindtexture mov 0, glenable alpha_test, glalphafunc greater 0, glcolor 1 1 1 1, drawobject vplane 1, glunbindtexture mov 0</p>
<p>And how could I use it in my case?</p>
<p>thanks<br />
secco</p>
						]]>
					</description>

					
					
				</item>

			
				<item>
					<guid>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106907</guid>
					<title><![CDATA[Re: depth sorting / transparency / jit.multiple issue]]></title>
					<link>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106907</link>
					<pubDate>Tue, 19 Jun 2007 15:40:12 +0000</pubDate>
					<dc:creator>Wesley Smith</dc:creator>

					<description>
						<![CDATA[
						<p>Sound like you need to use @layer.  Whenever you modifuy jit.window or<br />
jit.gl.render in certain ways, the context gets rebuilt causing the<br />
jit.gl. objects to re-register, potentially reordering themselves.  If<br />
you use @layer, you are guaranteed order.  Layers work by drawing from<br />
lowest to highest, so if you had each videoplane in layers 1, 2, 3<br />
then you would get them drawn i that order.</p>
<p>wes</p>
<p>On 6/19/07, secco <secondbox @gmx.net> wrote:<br />
><br />
> hi folks,<br />
><br />
> somehow I don&#8217;t understand what&#8217;s going on there in my patch.<br />
> Is there any good resource I could read for better understanding how jitter manages depth and/or alpha.<br />
> I have just three videoplanes one upon the other with some small distance between them.<br />
> All of them have images loaded which contain alpha. One has a combination of live video and some images combined by a shader with  jit.gl.slab.<br />
> Now this patch sometimes works correctly and sometimes not. And it&#8217;s not reproducible.<br />
> Such as when I toggle border on or off for the jit.window or when I toggle around with depth enable/disable of the videoplanes or sometimes when I just reedit any argument of a videoplane without even changing the value.<br />
> I tried with jit.gl.sketch but it doesen&#8217;t work. mainly because I don&#8217;t know what it does because I can&#8217;t find infos about attributes like @layer in the online documentation at <a href="http://cycling74.com/documentation/group-GL" rel="nofollow">http://cycling74.com/documentation/group-GL</a> or<br />
> <a href="http://cycling74.com/documentation/jit.gl.sketch" rel="nofollow">http://cycling74.com/documentation/jit.gl.sketch</a><br />
> Is there a more current documentation somewhere?<br />
><br />
> What exactly do these jit.gl.sketch messages do for instance?:<br />
> reset, glbindtexture mov 0, glenable alpha_test, glalphafunc greater 0, glcolor 1 1 1 1, drawobject vplane 1, glunbindtexture mov 0<br />
><br />
> And how could I use it in my case?<br />
><br />
> thanks<br />
> secco<br />
><br />
><br />
></secondbox></p>
						]]>
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				<item>
					<guid>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106908</guid>
					<title><![CDATA[Re: depth sorting / transparency / jit.multiple issue]]></title>
					<link>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106908</link>
					<pubDate>Sat, 23 Jun 2007 19:34:53 +0000</pubDate>
					<dc:creator>secco</dc:creator>

					<description>
						<![CDATA[
						<p>thanks wes, @layer helped. Where is that documented? And is there a good resource for understanding the correct jitter syntax of jit.gl.sketch commands?</p>
<p>secco</p>
						]]>
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				<item>
					<guid>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106909</guid>
					<title><![CDATA[Re: depth sorting / transparency / jit.multiple issue]]></title>
					<link>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106909</link>
					<pubDate>Sun, 24 Jun 2007 17:37:17 +0000</pubDate>
					<dc:creator>Rob Ramirez</dc:creator>

					<description>
						<![CDATA[
						<p>layer is documented in the Group-GL section of the jitter documentation.</p>
<p>gl-sketch commands are basically opengl commands.<br />
the opengl redbook or the nehe opengl tutorials are good places to start. other than that, the gl-sketch help file is packed full of instructional goodness.  much experimentation is required.</p>
						]]>
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				<item>
					<guid>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106910</guid>
					<title><![CDATA[Re: depth sorting / transparency / jit.multiple issue]]></title>
					<link>http://cycling74.com/forums/topic/depth-sorting-transparency-jit-multiple-issue/#post-106910</link>
					<pubDate>Sun, 24 Jun 2007 17:39:39 +0000</pubDate>
					<dc:creator>Wesley Smith</dc:creator>

					<description>
						<![CDATA[
						<p>wheck out the group-GL.html Jitter reference.  It has common OpenGL attrs.</p>
<p>wes</p>
<p>On 6/23/07, secco <secondbox @gmx.net> wrote:<br />
><br />
> thanks wes, @layer helped. Where is that documented? And is there a good resource for understanding the correct jitter syntax of jit.gl.sketch commands?<br />
><br />
> secco<br />
></secondbox></p>
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