Best way to handle z-fighting/planefighting/stitching #7872
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FennisRobert
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I think I might have found the answer myself after some trying. I apply this to all objects that I want to push "back" mapper = actor.GetMapper()
mapper.SetResolveCoincidentTopology(1)
mapper.SetRelativeCoincidentTopologyPolygonOffsetParameters(1,1) |
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Sample Code What is the problem, question, or error?
Write a short description telling me what you are doing, what you expect to happen, and what is currently happening.
Description
I am making a FEM library where I want to plot both geometries consisting of tetrahedra and surfaces on them.
I regularly have to plot surfaces on top of geometries such as copper traces on a volume (dielectric). Of course this causes a certain level of z-fighting.
I have information by which I could (in theory) decide which geometry takes priority in cases of z-fighting but I don't know how to use that to actually prevent it. My current solution just lifts up those geometries by 1um (absolute coordinates) but that only works when zoomed in close enough.
I have looked through the documentation, google, anything but couldn't find a mention of Z-fighting/Stitching/Planefighting anywhere.
What is the best approach to deal with this? I've tried messing with different settings for enable_depth_peeling. Turning it off works but then the opacity of the volumes doesn't work anymore (maybe change to some volumetric opacity?)
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