The rendering of edges on polydata was changed to a shader-based approach, resulting in much faster performance. It does have a few drawbacks, and I think you found one of them - if the polygonal face isn’t rendered in a particular view, then the edges aren’t rendered, either.
There are two things you can try (sorry, these were originally ParaView changes):
- Set
actor->GetProperty()->SetRenderLinesAsTubes(1)
- It adds some depth to the edges, and may help. - Use the
vtkExtractEdges
filter on your geometry, and display the original as “surface” and the extracted edges. You’ll have to play with the display params, and possibly use thevtkMapper::SetResolveCoincidentTopologyLineOffsetParameters(XX, YY);
to avoid depth fighting.
HTH,
Aron