If points are rendered as spheres instead of disks, the problem should mostly go away:
pointActor->GetProperty()->RenderPointsAsSpheresOn();
Likewise, for rendering lines, there is RenderLinesAsTubesOn()
.
If points are rendered as spheres instead of disks, the problem should mostly go away:
pointActor->GetProperty()->RenderPointsAsSpheresOn();
Likewise, for rendering lines, there is RenderLinesAsTubesOn()
.