vtkDepthPeelingPass

Section: Visualization Toolkit Rendering Classes

Usage

Render the translucent polygonal geometry of a scene without sorting polygons in the view direction.

This pass expects an initialized depth buffer and color buffer. Initialized buffers means they have been cleared with farest z-value and background color/gradient/transparent color. An opaque pass may have been performed right after the initialization.

The depth peeling algorithm works by rendering the translucent polygonal geometry multiple times (once for each peel). The actually rendering of the translucent polygonal geometry is peformed by its delegate TranslucentPass. This delegate is therefore used multiple times.

Its delegate is usually set to a vtkTranslucentPass.

To create an instance of class vtkDepthPeelingPass, simply invoke its constructor as follows

  obj = vtkDepthPeelingPass

Methods

The class vtkDepthPeelingPass has several methods that can be used. They are listed below. Note that the documentation is translated automatically from the VTK sources, and may not be completely intelligible. When in doubt, consult the VTK website. In the methods listed below, obj is an instance of the vtkDepthPeelingPass class.