GL draw order differences on XP and OSX

    Jan 30 2006 | 12:27 am
    i just tried my jitter js patch (made on my Mac) on my PC. I found that the drawing order in the sketch was reversed. Is there an easy way to remedy this? I am using ortho = 2 and the "painter's algorhythm"(no z depth). Reversing the camera doesn't work.
    My mac is and ibook and I have an ATI radeon 9600 graphics card on my PC. Could this differ depending on what gfx card was used?
    my plugins -

    • Jan 30 2006 | 6:02 pm
      Everytime you save your patch, object order in the patcher is
      reversed (for the curious reader, open as text and keep saving and
      reloading to see how this is the case). This is a long time Max
      In automatic mode, patcher order makes a difference without depth
      buffering. When not using depth buffering, I would recommend turning
      automatic off and draw each object explicitly using bangs. We might
      add a "layer" attribute to* objects in a future version to
      support ordering in automatic mode independent of patcher order, but
      for the meantime the technique suggested is what you'll need to do.
    • Jan 30 2006 | 10:01 pm
      thanks for your reply joshua. I'm doing all of this in javascript so i thought that the order would be the same on both systems. Unfortunately i have to use automatic = 0 to draw multiple text labels around the screen.
    • Jan 30 2006 | 10:20 pm
      Well without seeing an example, I can't offer more feedback. I would
      like to encourage as often as possible that people present patch
      examples with steps to reproduce behavior. Otherwise, there is less
      of a chance that anyone will be able to offer insight.
    • May 19 2006 | 2:22 pm
      hi joshua,
      here is the patch:
      the file that contains the drawing code in question is
      on windows XP everything is drawn in exactly the opposite order to on OS X. I have tried reversing the camera but it didn't help.
      sorry I can't provide a smaller example file.
    • May 20 2006 | 4:26 pm
      i found that by reversing the order of the drawing commands the interface will draw correctly. I'd rather not have to make to seperate js files for mac and windows tho, i'm sure there must be an easier way.
      anyone got any ideas?
    • May 20 2006 | 5:20 pm
      I haven't had a problem drawing with OpenGL in jsui, using the same
      code on both Windows and Mac. Are you talking about jsui or js
      jitter objects?
      Probably best to post your code.
    • May 20 2006 | 10:22 pm
      >Are you talking about jsui or js jitter objects?
      - js jitter
      What is shown below draws the black circles on top of the red circles on OSX and vice-versa on XP. Also, on OSX the red circles are semi transparent, on XP they are opaque. Am I using automatic mode in the wrong way?
      I suppose I could include two different sets of drawing functions in the js but this seems a bit messy (there is a lot of drawing code).
      max v2;
      // renderorder.js
      autowatch = 1;
      // Jitter Stuff ----------------------------
      var mywindow = new JitterObject("jit.window","space");
      mywindow.depthbuffer = 0;
      mywindow.fsmenubar = 0;
      var myrender = new JitterObject("","space");
      myrender.ortho = 2;
      myrender.erase_color = [1,1,1,1];
      var mysketch = new JitterObject("","space");
      mysketch.blend_enable = 1;
      mysketch.antialias = 1;
      mysketch.automatic = 0;
      function bang()
      for (i = 0;i < 5; i++)
      //draw red circle
      //draw black inner circle
    • May 21 2006 | 12:28 am
      very nice lib you've released, thanks!
      you(we actually) were lucky with this one: the problem seems to be in
      depth_enable beeing 1 by default, so adding mysketch.depth_enable = 0 solved
      problems here.
    • May 21 2006 | 1:04 pm
      thanks nesa!