[vtkusers] display tens of thousands of cubes

Alex Southern mrapsouthern at gmail.com
Tue Feb 7 11:20:45 EST 2012


Thanks, for your speedy replies I will check them out - any ideas which 
will be most computationally efficient?

Cheers
Alex

On 2/7/2012 6:17 PM, David E DeMarle wrote:
>
> Use the glyph filter to make one actor with thousands of cubes.
>
> On Feb 7, 2012 11:12 AM, "Alex Southern" <mrapsouthern at gmail.com 
> <mailto:mrapsouthern at gmail.com>> wrote:
>
>     Hi,
>
>     I'm wondering what the best way to do this is?
>
>     Currently the cubes are defined in a dynamic array of
>     vtkCubeSources, see code below. This results in very slow interaction.
>
>     Is there a more lightweight approach to this problem? There is a
>     typical image below.
>
>     // Create a cube array.
>         int numCubes = 44582; // in practice this value could be anything
>         vtkCubeSource **cubeSource = new vtkCubeSource* [numCubes];
>         vtkPolyDataMapper **mapper = new vtkPolyDataMapper* [numCubes];
>         vtkActor **actor = new vtkActor* [numCubes];
>
>         for (int i = 0; i < ca.numCubes; i++)
>         {
>             cubeSource[i] = vtkCubeSource::New();
>             mapper[i] = vtkPolyDataMapper::New();
>             actor[i] = vtkActor::New();
>
>             cubeSource[i]->SetCenter(ca.cubeCentre[i].x ,
>     ca.cubeCentre[i].y, ca.cubeCentre[i].z);
>             cubeSource[i]->SetXLength(ca.cubeLength[i] );
>             cubeSource[i]->SetYLength(ca.cubeLength[i] );
>             cubeSource[i]->SetZLength(ca.cubeLength[i] );
>
>             mapper[i]->SetInputConnection(cubeSource[i]->GetOutputPort());
>             actor[i]->SetMapper(mapper[i]);
>             actor[i]->GetProperty()->SetColor(255,0,0);
>             actor[i]->GetProperty()->SetRepresentationToWireframe();
>
>             renderer->AddActor(actor[i]);
>
>         }
>
>
>
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