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fix eye dome lighting in parallel configuration

It seems that commit 8d985457 "use opengl state cache in paraview" unintentionally deleted this.

test procedure is: start a two rank pvserver connect to it ensure remote rendering threshold is 0 load the EDL plugin on both sides wavelet glyph filter w/ 2d, vertex change the renderview to eyedome show the glyph if it looks dark is it correct (matches single process) and it it has standard colormap it is incorrect.

fixes #18854 (closed) Backport: release

Edited by Mathieu Westphal (Kitware)

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