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Utkarsh Ayachit authored
When using scalar coloring, if vtkScalarsToColorsPainter decided to use a texture for mapping the scalars to colors, we ended up with the surface color bleeding through the texture. This commit ensures that such bleeding is avoided. We don't simply use glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE), since that results in the diffuse highlights being lost. By enabling GL_COLOR_MATERIAL and calling glColor3f(1,1,1), we follow the same lighting/coloring path as we would when not using the texture for scalar coloring. Change-Id: I9c4db15dd0db699d5d045fa7ae27696d18828988
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