Regarding depth check reversal, I have no practical experience, but in OpenGL it’s done by using glDepthFunc(GL_GEQUAL)
instead of glDepthFunc(GL_LEQUAL)
. The latter is hard-coded into VTK.
Regarding depth check reversal, I have no practical experience, but in OpenGL it’s done by using glDepthFunc(GL_GEQUAL)
instead of glDepthFunc(GL_LEQUAL)
. The latter is hard-coded into VTK.