SALOME_Actor
::AddToRender(vtkRenderer* theRenderer)
{
- // these two actors have to be added first
- // for correct visualization of selection
- theRenderer->AddActor( myHighlightActor.GetPointer() );
- theRenderer->AddActor( myPreHighlightActor.GetPointer() );
-
Superclass::AddToRender(theRenderer);
myRenderer = theRenderer;
+ theRenderer->AddActor( myPreHighlightActor.GetPointer() );
+ theRenderer->AddActor( myHighlightActor.GetPointer() );
theRenderer->AddActor( myOutlineActor.GetPointer() );
theRenderer->AddActor( myNameActor.GetPointer() );
}
SALOME_Actor
::RemoveFromRender(vtkRenderer* theRenderer)
{
- theRenderer->RemoveActor( myHighlightActor.GetPointer() );
- theRenderer->RemoveActor( myPreHighlightActor.GetPointer() );
-
Superclass::RemoveFromRender(theRenderer);
+ theRenderer->RemoveActor( myPreHighlightActor.GetPointer() );
+ theRenderer->RemoveActor( myHighlightActor.GetPointer() );
theRenderer->RemoveActor( myOutlineActor.GetPointer() );
theRenderer->RemoveActor( myNameActor.GetPointer() );
}
glPushAttrib( GL_COLOR_BUFFER_BIT | GL_CURRENT_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT );
- glDepthFunc( GL_LESS );
+ glDepthFunc( GL_LEQUAL );
glEnable( GL_DEPTH_TEST );
- glEnable( GL_BLEND );
- glBlendFunc( GL_SRC_ALPHA, GL_ONE );
-
glEnable( GL_ALPHA_TEST );
glAlphaFunc( GL_GREATER, 0.0 );