Skip to content

Performance optimization for vtkDepthPeelingPass.

Rather than destroy/recreate TranslucentZTexture each frame and transfer a 0.f filled buffer from system --> GPU memory, reuse the texture and render a glClearBuffer call into it.

Benchmarks show a 10% (38 --> 42 FPS) improvement on release builds, and a 21% (33 --> 40 FPS) improvement on debugging builds.

Merge request reports