vtk.js: Priority for overlapping surfaces on different actors


Is there a way to tell which surface will be visible, if they overlap?

Imagine, for example, that a green cube is displayed using one actor, and the same cube, but in red, is displayed using another actor. Can I set that red cube has priority? Or are they displayed only in the order they were added to the renderer?

You can use topology offset. Something like redCubeMapper.SetRelativeCoincidentTopologyPolygonOffsetParameters(4,4);

Positive values push back, negative pull forward.