[vtkusers] Is there a way to tell if a video card supports depth peeling?

Doug Hoppes dhoppes at mbfbioscience.com
Tue Dec 3 15:25:41 EST 2013


That's awesome!   I'm currently using the VTK 6.1 build.  I'll get the nightly version and compile that and see if the issue is resolved.

I'll let you know if the problem still exists.

Doug

From: Burlen Loring [mailto:burlen.loring at gmail.com]
Sent: Tuesday, December 03, 2013 3:23 PM
To: Aashish Chaudhary; Doug Hoppes
Cc: vtkusers at vtk.org
Subject: Re: [vtkusers] Is there a way to tell if a video card supports depth peeling?

Hi Doug,


The depthPeelingWasUsed always returns false (0).  From the documentation, it says that, for depth peeling, you really need OpenGL > 1.3.  I'm using the amd radeon 7900.
Nice card, that should support depth peeling without issue. However historically depth peeling has been disabled for ATI cards. We recently revisited the issue and were able to get dpeth peeling to work on ATI Radeon HD cards. This change is in VTK 6.1, so you'll have to upgrade and if you're already at 6.1 then it's a bug.

Burlen

On 12/2/2013 6:46 AM, Aashish Chaudhary wrote:
Please have a look here:

http://www.vtk.org/Wiki/VTK/Depth_Peeling

Specially this section:
Required OpenGL extensions

§  GL_ARB_depth_texture or OpenGL>=1.4
§  GL_ARB_shadow or OpenGL>=1.4
§  GL_EXT_shadow_funcs or OpenGL>=1.5
§  GL_ARB_vertex_shader or OpenGL>=2.0
§  GL_ARB_fragment_shader or OpenGL>=2.0
§  GL_ARB_shader_objects or OpenGL>=2.0
§  GL_ARB_occlusion_query or OpenGL>=1.5
§  GL_ARB_multitexture or OpenGL>=1.3
§  GL_ARB_texture_rectangle
§  GL_SGIS_texture_edge_clamp or GL_EXT_texture_edge_clamp or OpenGL>=1.2



On Mon, Dec 2, 2013 at 8:37 AM, Doug Hoppes <dhoppes at mbfbioscience.com<mailto:dhoppes at mbfbioscience.com>> wrote:
Hi all,

                I'm still playing with making my transparent objects look good.  It was suggested that I look at the depth peeling versus vtkdepthsortpolydata (since the depth sort isn't all that fast).  Of course, I read that the depth peeling isn't fast, either.

                From the documentation, I have implemented (where the actor is a set ofspheres)
-------
            m_pRenderWindow->SetAlphaBitPlanes(1);
            m_pRenderWindow->SetMultiSamples(0);
            m_pRenderer->GetActorRenderer()->UseDepthPeelingOn();
            m_pRenderer->GetActorRenderer()->SetMaximumNumberOfPeels(100);
            m_pRenderer->GetActorRenderer()->SetOcclusionRatio(0.1);

            vtkSmartPointer<vtkPolyDataMapper> mapper = vtkSmartPointer<vtkPolyDataMapper>::New();
            mapper->SetInputConnection(appendData->GetOutputPort());
            vtkSmartPointer<vtkActor> actor = vtkSmartPointer<vtkActor>::New();
            actor->SetMapper(mapper);
            actor->GetProperty()->SetOpacity(0.5);
            actor->GetProperty()->SetColor(1, 0, 0);
            actor->RotateX(-72); //put the object in a position where it is easy
            m_pRenderer->AddActor(actor);

int depthPeelingWasUsed = m_pRenderer->GetActorRenderer()->GetLastRenderingUsedDepthPeeling();
-------

                The depthPeelingWasUsed always returns false (0).  From the documentation, it says that, for depth peeling, you really need OpenGL > 1.3.  I'm using the amd radeon 7900.

Doug

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| Aashish Chaudhary
| R&D Engineer
| Kitware Inc.
| www.kitware.com<http://www.kitware.com>




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