translucid trouble?


    Dec 09 2006 | 1:01 pm
    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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    • Dec 10 2006 | 10:54 pm
      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
    • Dec 11 2006 | 2:21 am
      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
    • Dec 11 2006 | 2:25 am
      > 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
    • Dec 11 2006 | 2:44 am
    • Dec 11 2006 | 9:06 am
      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: