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Ken Martin authored
Convert depth peeling render pass to the OpenGL2 backend. Also add a new class that encapsulates the basic rendering steps that VTK uses. Modify the renderer to use the depth peeling pass instead of having two copies of the code lying around. Removed the depth peeling code from Mapper2D as it is no longer needed now that we have CopyToFrameBuffer working. That is a lighter weight way to get a quad up on the screen. Plus that keeps the depth peeling code more localized as it should be. Clean up a lot of depth peeling code that was in the renderer and now there are cleaner ways of doing it (passing information keys). Change-Id: I8d0a53bb25920bd30eade49ed12126b9b44be358
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