#include <GL/gl.h>
#endif
+// Use workaround for rendering transparent object over MESA
+#defing USE_WORKAROUND_FOR_MESA
+
namespace SVTK
{
int convertAction( const int accelAction )
myKeyFreeInteractorStyle->AddObserver(SVTK::OperationFinished,
myEventCallbackCommand.GetPointer(), 0.0);
+#ifdef USE_WORKAROUND_FOR_MESA
+ char *mesavar = getenv("SALOME_USE_MESA");
+ if (mesavar)
+ getRenderer()->SetUseDepthPeeling(1);
+#endif //USE_WORKAROUND_FOR_MESA
getRenderer()->SetBackgroundAlpha(1.0);
myInteractor->getRenderWindow()->SetMultiSamples(0);