Fix viewport when copying RGBA texture when IceT and EDL are used.
While pushing the RGBA texture to the framebuffer, the viewport was incorrect. In the screenshot below, both GL_TEXTURE0
and GL_COLOR_ATTACHMENT0
should be identical, but the viewport was set to be much larger than the actual framebuffer due to [ParaView magic].
This especially caused issues when compositing, as the depth buffer was pushed correctly and thus didn't match the color buffer:
This also adds the glInsertDebugMessage
stuff (aka ANNOTATE_STREAMS
) to a centralized location, vtkOpenGLRenderUtilities::MarkDebugEvent(const std::string&)
.
Edited by Allison Vacanti