If these artifact are independent of whether you have opacity set or not, it is probably a depth-buffering issue. What happens when you setenv GL_DEPTH_BITS 32 and relaunch your app?<br>-J<br><br><div><span class="gmail_quote">
On 11/28/07, <b class="gmail_sendername">Peter Clifton</b> <<a href="mailto:pcjc2@cam.ac.uk">pcjc2@cam.ac.uk</a>> wrote:</span><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
<br>On Wed, 2007-11-28 at 00:49 -0800, David Thompson wrote<br>> >> The rendering<br>> >> "SetOpacity(0.999)" calls to some other value, e.g. 1.5 would stop<br>> >> the<br>> >> bug manifesting.
<br>> Any value above 1.0 gets clamped to 1.0 (fully opaque) and would thus<br>> not present a problem.<br><br>What algorithm / section of code is used when rendering opaque objects<br>to ensure those nearest the camera occlude those further away?
<br><br>I'll post a sane example later today. Is python code running in Mayavi<br>Python acceptable for examples, or should I try to distill it down to<br>purer Python + VTK?<br><br>--<br>Peter Clifton<br><br>Electrical Engineering Division,
<br>Engineering Department,<br>University of Cambridge,<br>9, JJ Thomson Avenue,<br>Cambridge<br>CB3 0FA<br><br>Tel: +44 (0)7729 980173 - (No signal in the lab!)<br><br>_______________________________________________<br>This is the private VTK discussion list.
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