[Ves] Bug in computeDisplayToWorld (on iOS)?

Aashish Chaudhary aashish.chaudhary at kitware.com
Sun Jun 16 22:01:09 EDT 2013


Hi Thomas,

A quick look at the code does not tell me something obvious. However, the
implementation is bit different than what I recently did for another
project. You can look at the ves library tests and update it with your code
and then send it to us?

We will have a look at it soon.

- Aashish



On Sun, Jun 16, 2013 at 5:43 PM, Pat Marion <pat.marion at kitware.com> wrote:

> Hi Thomas,
>
> Can you write a small example program that demonstrates the issue?
>
> Pat
>
>
> On Sun, Jun 16, 2013 at 5:33 PM, Thomas H <th6741311 at gmail.com> wrote:
>
>> 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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>>
>>
>
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>


-- 
| Aashish Chaudhary
| R&D Engineer
| Kitware Inc.
| www.kitware.com
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