<div dir="ltr">VTK thinks your surface is translucent. The logic changed in OpenGL2 and so something in your object indicates the possibility of transparency. The options include<div><br></div><div>- opacity < 1.0</div><div>- a lookup table/ color transfer function with some opacity values < 1.0</div><div>- a texture map with (< 1.0?) alpha values</div><div><br></div><div>You can force VTK to treat your object as Opaque using the ForceOpaqe option on Actor/Property one of those I think.</div><div><br></div><div><br></div></div><div class="gmail_extra"><br><div class="gmail_quote">On Fri, Jul 21, 2017 at 5:21 AM, Taron <span dir="ltr"><<a href="mailto:taron2000@gmx.de" target="_blank">taron2000@gmx.de</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Hi there,<br>
<br>
I have found a strange thing switching to the new Backend OpenGL2. When I<br>
render surfaces it seems that only one side of a face is rendered and the<br>
other is not. Front & Backface-Culling is off for those Actors.<br>
This worked perfectly fine with the old Backend. Strangely enough when I<br>
turn on Depth-Peeling in the renderer the faces are rendered correctly,<br>
although none of the actors has any transparency set to it.<br>
It is not driver related because I can reproduce this behaviour with mesa<br>
drivers as well.<br>
Everything takes place under Windows 10. It is an x64 Qt (5.9) app and im<br>
using the QVTKWidget.<br>
I also tried the QVTKOpenGLWidget, but it has the same issues.<br>
<br>
Any hints what goes wrong here?<br>
<br>
<br>
<br>
<br>
<br>
--<br>
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</blockquote></div><br><br clear="all"><div><br></div>-- <br><div class="gmail_signature" data-smartmail="gmail_signature"><div dir="ltr"><div>Ken Martin PhD<div>Distinguished Engineer<br><span style="font-size:12.8px">Kitware Inc.</span><br></div><div>28 Corporate Drive<br>Clifton Park NY 12065<br><div><br></div><div><span style="font-size:10pt;font-family:Tahoma,sans-serif">This communication,
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