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David C. Lonie authored
This implements a new depth peeling algorithm that peels layers of fragments from both the front and back of the translucent geometry at once. This also introduces vtkOpenGLRenderPass, which provides a virtual API that allows custom shader code replacements without the need to edit all mappers. The older vtkDepthPeelingPass has been updated to use the new vtkOpenGLRenderPass API, and is left in VTK as a fallback for drivers that lack support for the dual peeling features (floating point textures in particular).
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