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Use polygon offsett to avoid flickering with mesh lines
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@@ -43,6 +43,8 @@
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#include "RivSourceInfo.h"
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#include "cvfRenderState_FF.h"
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#include "cafProgressInfo.h"
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#include "cvfRenderStatePolygonOffset.h"
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#include "cvfRenderStateBlending.h"
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@@ -329,6 +331,7 @@ void RivGridPartMgr::updateCellResultColor(size_t timeStepIndex, RimResultSlot*
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cvf::ref<cvf::Effect> colorArrayEffect = new cvf::Effect;
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cvf::ref<cvf::RenderStateMaterial_FF> mat = new cvf::RenderStateMaterial_FF(cvf::Color3::BLUE);
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mat->setAlpha(m_opacityLevel);
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mat->enableColorMaterial(true);
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colorArrayEffect->setRenderState(mat.p());
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@@ -336,6 +339,20 @@ void RivGridPartMgr::updateCellResultColor(size_t timeStepIndex, RimResultSlot*
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lighting->enableTwoSided(true);
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colorArrayEffect->setRenderState(lighting.p());
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// Simple transparency
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if (m_opacityLevel < 1.0f)
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{
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cvf::ref<cvf::RenderStateBlending> blender = new cvf::RenderStateBlending;
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blender->configureTransparencyBlending();
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colorArrayEffect->setRenderState(blender.p());
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}
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caf::PolygonOffset polygonOffset = caf::PO_1;
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cvf::ref<cvf::RenderStatePolygonOffset> polyOffset = caf::EffectGenerator::createAndConfigurePolygonOffsetRenderState(polygonOffset);
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colorArrayEffect->setRenderState(polyOffset.p());
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m_surfaceFaces->setPriority(100);
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m_surfaceFaces->setEffect(colorArrayEffect.p());
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}
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else
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