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

Burlen Loring burlen.loring at gmail.com
Tue Dec 3 16:50:59 EST 2013


If you still have the issue do me a favor and send in the output of
ctest -R LoadOpenGL --verbose
run from you're build dir.

Thanks
Burlen

On 12/3/2013 12:25 PM, Doug Hoppes wrote:
>
> 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);
>
>     intdepthPeelingWasUsed=
>     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>
>
>
>
>
>     _______________________________________________
>
>     Powered bywww.kitware.com  <http://www.kitware.com>
>
>       
>
>     Visit other Kitware open-source projects athttp://www.kitware.com/opensource/opensource.html
>
>       
>
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>
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>
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