1. 18 Dec, 2014 1 commit
  2. 31 Oct, 2014 1 commit
    • Ken Martin's avatar
      Add in depth peeling pass and a couple other passes · 925f5066
      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
      925f5066