<p>Surface selection and depth composting also disabling anti aliasing too.</p>
<div class="gmail_quote">On Jul 31, 2014 1:05 PM, "Marcus D. Hanwell" <<a href="mailto:marcus.hanwell@kitware.com">marcus.hanwell@kitware.com</a>> wrote:<br type="attribution"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
On Thu, Jul 31, 2014 at 12:51 PM, David Thompson<br>
<<a href="mailto:david.thompson@kitware.com">david.thompson@kitware.com</a>> wrote:<br>
> Hi all,<br>
><br>
> I've noticed that some tests I recently added are failing on the OpenGL2 dashboard build:<br>
><br>
> <a href="http://open.cdash.org/viewTest.php?buildid=3430147" target="_blank">http://open.cdash.org/viewTest.php?buildid=3430147</a><br>
><br>
> apparently because antialiasing is enabled and some face normals are handled differently. (My particular test is vtkIOExodusPython-TestExodusPolyhedra.) Is there anything I need to change in the test to disable antialiasing for OpenGL2+ or will that be done as part of the testing framework as the rendering changes continue?<br>
><br>
I will look into it, you shouldn't worry too much as we need to figure<br>
out how to minimize some of this. Some of the lighting will be<br>
slightly different, but we should still be able to disable<br>
multisampling. Thanks for pointing it out.<br>
<br>
Marcus<br>
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