ENH: skip compute bounds in vtk
1) RemoveCuller 2) Disable VBO Shift&Scale check Also use `setUpMapper` (previously setActorMapper) more consistently.
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- Base/Rendering/RenderDelegate/imstkVTKCubeRenderDelegate.cpp 2 additions, 1 deletionBase/Rendering/RenderDelegate/imstkVTKCubeRenderDelegate.cpp
- Base/Rendering/RenderDelegate/imstkVTKLineMeshRenderDelegate.cpp 2 additions, 8 deletions...ndering/RenderDelegate/imstkVTKLineMeshRenderDelegate.cpp
- Base/Rendering/RenderDelegate/imstkVTKPlaneRenderDelegate.cpp 2 additions, 1 deletion.../Rendering/RenderDelegate/imstkVTKPlaneRenderDelegate.cpp
- Base/Rendering/RenderDelegate/imstkVTKRenderDelegate.cpp 14 additions, 8 deletionsBase/Rendering/RenderDelegate/imstkVTKRenderDelegate.cpp
- Base/Rendering/RenderDelegate/imstkVTKRenderDelegate.h 14 additions, 5 deletionsBase/Rendering/RenderDelegate/imstkVTKRenderDelegate.h
- Base/Rendering/RenderDelegate/imstkVTKSphereRenderDelegate.cpp 2 additions, 1 deletion...Rendering/RenderDelegate/imstkVTKSphereRenderDelegate.cpp
- Base/Rendering/RenderDelegate/imstkVTKSurfaceMeshRenderDelegate.cpp 8 additions, 14 deletions...ring/RenderDelegate/imstkVTKSurfaceMeshRenderDelegate.cpp
- Base/Rendering/imstkVTKRenderer.cpp 8 additions, 0 deletionsBase/Rendering/imstkVTKRenderer.cpp
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