[vtkusers] surface+points representation

Bill Chivas noo134 at googlemail.com
Tue Apr 13 03:41:22 EDT 2010


Thanks Eric!
I've tried vtkGlyph3D so far and it works fine.
The other classes are also useful, but not for me, as i have an unstructured
grid.

Regards,
Bill

2010/4/12 Eric E. Monson <emonson at cs.duke.edu>

> Hey Bill,
>
> Someone else will have to chime in about the memory consumption. I think,
> though, that if you want both a surface and a "points" representation to be
> displayed simultaneously, then there's no way around creating both mappings
> of that data to the render window.
>
> If you set the representation to points (through the actor property, as in
> your other email) it will render each of the points as an OpenGL vertex. I'm
> not sure exactly where that part of the code is -- somewhere in the
> Rendering directory.
>
> If you want to glyph each of the points with a vertex, you can either use
> the vtkVertexGlyphFilter, or use the vtkGlyphSource2D along with the
> vtkGlyph3D filter. There are examples of how to do this in the Tests linked
> from the Doxygen docs:
>
> http://www.vtk.org/doc/nightly/html/classvtkVertexGlyphFilter.html
> http://www.vtk.org/doc/nightly/html/classvtkGlyphSource2D.html
> http://www.vtk.org/doc/nightly/html/classvtkGlyph3D.html
>
> Again, someone else will have to step in if you need more details of the
> actual OpenGL (or Mesa, etc) rendering.
>
> Hope this helps,
> -Eric
>
>
> On Apr 12, 2010, at 8:15 AM, Bill Chivas wrote:
>
> ok, but a second actor means double memory consumption, right?
>
> About the glyph points: I need to show the points not only on the surface
> but also in the inner side of the mesh (it consists of pyramids).
>
> 2010/4/12 Eric E. Monson <emonson at cs.duke.edu>
>
>> Hey Bill,
>>
>> I don't think there's a "both in one" representation -- Just use the same
>> pipeline but terminate it with two mappers and two actors. (Okay, I can't
>> remember if you really need two mappers, or not, if you're going to use the
>> same lookup table, etc...) You can set the representations separately for
>> each. Or you can display the surface directly, then also glyph the points
>> with whatever shape you like and do a separate mapper and actor for the
>> glyphed points. In either case, then you just add both of the actors to the
>> renderer, and voila!
>>
>> Talk to you later,
>> -Eric
>>
>> ------------------------------------------------------
>> Eric E Monson
>> Duke Visualization Technology Group
>>
>>
>> On Apr 12, 2010, at 6:00 AM, Bill Chivas wrote:
>>
>> > Hi all,
>> >
>> > is there a way to combine surface and points representation?
>> > I want to show the points too on the mesh...
>> >
>> > Thanks,
>> > Bill
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