[vtkusers] Multiple Surfaces at same height

Michael Jackson mike.jackson at bluequartz.net
Wed Oct 1 13:45:17 EDT 2008


The ugly hack would be to clamp the water level "just above" the ocean  
floor so the z values are not exactly the same. This might help a bit  
visually...

Mike

On Oct 1, 2008, at 12:21 PM, PsyVis wrote:

>
> Hello
>
> I am trying to visualise some coastal hydrodynamical data taken from a
> mathematical model where I've got two poly data surfaces (one  
> representing
> the sea floor and the other representing the water level). At some  
> points
> the water level gets clamped to the same height as the sea floor so  
> there
> are two surfaces in the exact same space. When this is rendered it  
> leaves an
> undesirable effect (almost like tiger printing - where the renderer  
> cannot
> decide which triangles to draw on top of one another). I've tried  
> using
> seperate renderers(in the same renderwindow) and setting layers but  
> this
> doesn't work either.
>
> Thanks very much
>
> Rich
>
> Here is the code for the rendering process
>
>
>        vtkRenderWindow renWin = new vtkRenderWindow();
>        renWin = renPanel.GetRenderWindow();
>        renWin.SetNumberOfLayers(2);
>
>        vtkRenderer wlRen = new vtkRenderer();
>        wlRen = renPanel.GetRenderer();
>        wlRen.AddActor(wlActor);
>        wlRen.SetBackground(Colors.SLATE_GREY);
>        wlRen.SetLayer(0);
>
>        vtkCamera camera = wlRen.GetActiveCamera();
>        camera.Zoom(1.5);
>
>        wlRen.SetActiveCamera(camera);
>
>        vtkRenderer ren = new vtkRenderer();
>        ren = renPanel.GetRenderer();
>        ren.AddActor(bActor);
>        ren.AddActor(bbActor);
>        ren.AddActor(edgeActor);
>
>
>        ren.SetActiveCamera(camera);
>        ren.SetLayer(1);
>
>         renWin.AddRenderer(ren);
>         renWin.AddRenderer(wlRen);
>
>
>
> -- 
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