Perform Projected Tetrahedra Rendering in Float Buffer
This issue was created automatically from an original Mantis Issue. Further discussion may take place here.
The current Projected Tetrahedra renderer uses whatever color buffer is in the render window, which is typically 8 bits per color channel. This is not enough precision for the blending operations. Where the extensions are available, the PT renderer should be able to create a floating point buffer and do the rendering there.