[Ves] Bug in computeDisplayToWorld (on iOS)?
Thomas H
th6741311 at gmail.com
Sun Jun 16 17:33:08 EDT 2013
Hi all,
I believe there is a bug in the computeDisplayToWorld method of
vesRenderer. To me it appears as if rotation is not taken into account
properly. If I do the following in VTK, the sphere remains at the same
position on display after rolling by 90 degrees:
vtkActor *aSphere = vtkActor::New();
double world[4];
vtkInteractorObserver::ComputeDisplayToWorld(renderer, 204.408, 199.874,
0.660146, world);
aSphere->SetPosition(world[0], world[1], world[2]);
renderer->GetActiveCamera()->Roll(90);
vtkInteractorObserver::ComputeDisplayToWorld(renderer, 204.408, 199.874,
0.660146, world);
aSphere->SetPosition(world[0], world[1], world[2]);
The sphere remaining at the same place is the behavior I would expect. If,
however, I do the same in ves (on iOS), the sphere does not remain at the
same place, but appears to be rotated by 180 degrees.
Any chance this is a bug? I have trouble explaining this issue differently.
I'd be happy to post more code (in particular ves code), but I am a bit
cluess what to post (other than the entire project).
Best,
Thomas
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