[vtkusers] Opacity of vtkActor2D
Gerrick Bivins
gbivins at objectreservoir.com
Wed Jul 16 15:55:27 EDT 2008
Did you setup texture coordinates on your actor? You'll have to generate
those to use textures.
On 7/16/08 1:14 PM, "dream_noir" <kyle.charbonneau at gmail.com> wrote:
>
Thank you for your reply. Unfortunately I haven't been able to apply
> your
advice and get things to work correctly. I've looked over vtkTexture
> and
vtkTexturedActor2D class but just can't figure out how to get them to play
> a
video stream. I have access to some code that does something similar to
> what
I want and from looking it over it seems you are definitely on the
> right
track using a texture. Unfortunately the code uses pure c++/opengl and
> not
vtk classes.
Any ideas are appreciated. Thanks.
Hello,
I don¹t know
> much about the imagemapper and the image pipeline but from a GL
perspective,
> it sounds like you have
a glTexEnv problem. Sounds like your image is being
> applied with DECAL mode
(I think this is GL¹s default mode).
This basically
> means that the rgb value in your image (texture in GL speak)
is being used for
> the output fragment color an ignoring the values
of rgba on your primative.
> That said you¹ll need to change the mode to something like MODULATE so
> that
the fragment output will (basically) be the multiplication
of the
> underlying primative rgba values and the rgba values of the image
(texture) at
> each fragment.
If you can get your video source to a vtkTexture like so:
...
> texture = vtkTexture
texture.setInputConnection( video.GetOuputPort())
> texture.setBlendingMode( VTK_TEXTURE_BLENDING_MODE_MODULATE )
..
Then
> change your actor to a vtkTexturedActor2D
actor = vtkTexturedActor2D
> actor.setTexture( texture );
...
maybe that will do what you
> want.
Gerrick
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