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OrderIndependentTranslucentPass ​

Methods ​

createCopyShader ​

Build the shader program that resolves the two accumulation buffers onto a screen-aligned quad.

ArgumentTypeRequiredDescription
viewNodevtkOpenGLRenderWindowYesThe render window view node.

createFramebuffer ​

Allocate the offscreen framebuffer the translucent geometry accumulates into, along with its RGBA, R and depth attachments.

ArgumentTypeRequiredDescription
viewNodevtkOpenGLRenderWindowYesThe render window view node.

createVBO ​

Build the vertex array object binding the quad vertex buffer to the copy shader.

ArgumentTypeRequiredDescription
viewNodevtkOpenGLRenderWindowYesThe render window view node.

createVertexBuffer ​

Build the vertex buffer of the screen-aligned quad the resolved color is drawn to.

extend ​

Method used to decorate a given object (publicAPI+model) with vtkOpenGLOrderIndependentTranslucentPass characteristics.

ArgumentTypeRequiredDescription
publicAPIYesobject on which methods will be bounds (public)
modelYesobject on which data structure will be bounds (protected)
initialValuesIOrderIndependentTranslucentPassInitialValuesNo(default: {})

getFramebuffer ​

Get the framebuffer the translucent geometry accumulates into, or null before the first traversal.

getShaderReplacement ​

Get the shader replacement that turns a mapper's fragment output into the weighted-blended accumulation this pass resolves, or null when the context lacks the float color buffer support the pass needs.

newInstance ​

Method used to create a new instance of vtkOpenGLOrderIndependentTranslucentPass.

ArgumentTypeRequiredDescription
initialValuesIOrderIndependentTranslucentPassInitialValuesNofor pre-setting some of its content

releaseGraphicsResources ​

Release the framebuffer, its textures, the copy shader and its vertex array object.

ArgumentTypeRequiredDescription
viewNodevtkOpenGLRenderWindowYesThe render window view node.

traverse ​

Render the translucent actors of a renderer with order-independent transparency, then resolve the accumulation buffers onto the current framebuffer. Falls back to plain alpha blending when the context has no float color buffer extension or a hardware selector is active.

ArgumentTypeRequiredDescription
viewNodevtkOpenGLRenderWindowYesThe render window view node.
renNodevtkViewNodeYesThe renderer view node to traverse.
forwardPassvtkForwardPassYesThe forward pass driving this pass.