translucid trouble?
Hello list,
I'm having problems to keep a stable patch
May be i missed something?
i'm on MBP 17" ATI Radeon x1600 2Go RAM
MMJ 4.6.1/1.6.2
Here's the patch
Help with explanation would be helpfull, thanks
Hubert

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hi,
it's probably something due to depthbuffering on windows.
one workaround could be to turn off and then on depthbuffering after going
fullscreen: [fullscreen $1, depthbuffer 0,depthbuffer 1] in 'fullscreen'
message box.
other would be to bind some other key to depthbuffer on/off state to force
rebuild when needed.
hth,
nesa
Thank you Nesa,
Well key sel 32 to toggle depth_enable $1 message to gridshape does actually something but does not bring out the same translucide effect (light of the video (torus)is leacking the letter thickness).
In fullscreen mode the result of rebuilding the render scene brings the torus to front or back draw.
When in window mode, asking to rebuild the scene with depth _enable switch 0/1 makes the effect of back/front draw or translucid effect expected.
So is there something in the order of drawing scene wich is not the same in fullscreen mode than in window mode???
Tried the patch with a second monitor the same behaviour...
May be another idea Nesa?
I'm running over tutorials again and will browse again thru blend mode stuff in forum...
Thanks
Hubert
I'm still on system
MBP 17" OSX.4.8 2GoRAM HD100Go
ATI RADEON X1600
MMJ 4.6.2/1.6.2
> So is there something in the order of drawing scene wich is not the same in fullscreen mode than in window mode???
Not necessarily although the list og 3d objects will be rebuilt, so
explicit draw order might not be the same. You can use @layer
attribute to specify order.
wes
Hello,
You've had some things mixed up: depth_enable and depthbuffer are two
beasts.
depth_enable should be kept at 1 in this case, but depthbuffer should be
toggled and connected to jit.window, not the jit.gl objects.
More precise solution is what Westley suggested: @layer
Here's your last patch changed a bit: