Fix cell coloring for thick lines on apple silicon
- address paraview/paraview#22594 - address paraview/paraview#21832 - Thick lines were drawn by expanding a line to 2 triangles stacked on their longest side using a geometry shader. When coloring by cell scalars, this worked everywhere except on apple silicon. - There seems to be a bug related to geometry shaders in Apple's OpenGL driver that caused thick lines to not correctly pick up cell colors. - It looks like the value written to `gl_PrimitiveID` is overwritten implicitly by `EmitVertex` and incremented each time a vertex is emitted from the geometry shader. - This commit works around it by fixing the usage of `gl_PrimitiveID` in fragment shader when drawing thick lines.
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- Documentation/release/dev/fix-wide-lines-with-cell-colors.md 9 additions, 0 deletionsDocumentation/release/dev/fix-wide-lines-with-cell-colors.md
- Rendering/Core/Testing/Cxx/CMakeLists.txt 1 addition, 0 deletionsRendering/Core/Testing/Cxx/CMakeLists.txt
- Rendering/Core/Testing/Cxx/TestMixedGeometryCellScalars.cxx 103 additions, 0 deletionsRendering/Core/Testing/Cxx/TestMixedGeometryCellScalars.cxx
- Rendering/Core/Testing/Data/Baseline/TestMixedGeometryCellScalars.png.sha512 1 addition, 0 deletions...ing/Data/Baseline/TestMixedGeometryCellScalars.png.sha512
- Rendering/OpenGL2/vtkOpenGLPolyDataMapper.cxx 18 additions, 0 deletionsRendering/OpenGL2/vtkOpenGLPolyDataMapper.cxx
- Rendering/OpenGL2/vtkOpenGLRenderWindow.cxx 20 additions, 0 deletionsRendering/OpenGL2/vtkOpenGLRenderWindow.cxx
- Rendering/OpenGL2/vtkOpenGLRenderWindow.h 11 additions, 0 deletionsRendering/OpenGL2/vtkOpenGLRenderWindow.h
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