[vtkusers] clipping a grid inside a complex structure

David.Pont at ForestResearch.co.nz David.Pont at ForestResearch.co.nz
Mon Feb 9 15:24:51 EST 2004


Stefan,
   I would suggest finding the 'correct' way to use the stencil buffer
inside vtk. Might take a bit of digging around inside vtk... At best you
might get away with mixing OpenGL calls with vtk but I suspect you need a
specialised vtkRender (etc). With the size of your problem this is probably
your only hope for best speed.
I have a vtk class that clips polydata with polydata, but it is not fast
even for 100's of polygons. You are welcome to try it but I think you are
better using your OpenGL knowledge.

  regards
     Dave Pont



                                                                                                               
                      "Stefan Klemm"                                                                           
                      <Biele at quantentun        To:       "vtkusers at vtk.org" <vtkusers at vtk.org>                 
                      nel.de>                  cc:                                                             
                      Sent by:                 Subject:  [vtkusers] clipping a grid inside a complex structure 
                      vtkusers-admin at vt                                                                        
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                      07/02/2004 06:25                                                                         
                                                                                                               
                                                                                                               




Hi,

I'm working on a java application with a ship swimming in a water surface
(both are of vtkPolyData).
My problem is that (when the deck of the ship is removed) you can see the
water instead of the floor of the ship.

Is there a way of clipping exactly that part of the water surface that lies
in the ship body?

The problem is that the ship consists of some thousand quadrilaterals and
both water and ship are animated over time. Therefore I need some kind of
implicit function to describe the ship volume which can be transformed
later.
I have tried to build an according implicit function using boolean
operations but did not succeed.

I have managed the problem well using JOGL and the OpenGL stencil buffer.
Could it be a reasonalbe solution to edit the C++ files in order to access
the stencil buffer?

Any ideas are appreciated

Stefan

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