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: