[vtkusers] mesh properties from a camera view
marco
piccima at gmail.com
Tue Aug 13 21:39:49 EDT 2013
Thanks David,
for my purpose I can still use the visible surface, but is a limit be
constraint at the resolution although it's fast and easy to implement.
Marco
On 08/13/2013 09:16 PM, David E DeMarle wrote:
> Visible surface selection is pixel based and can not pick more than
> one cell/point per pixel.
>
> Frustum selection is geometry based and will pick all points/cells
> behind the screen region regardless of view resolution, but it can not
> determine what cells/points are visible and what are not.
>
>
>
>
> David E DeMarle
> Kitware, Inc.
> R&D Engineer
> 21 Corporate Drive
> Clifton Park, NY 12065-8662
> Phone: 518-881-4909
>
>
> On Tue, Aug 13, 2013 at 2:40 PM, marco <piccima at gmail.com
> <mailto:piccima at gmail.com>> wrote:
>
> Hi David,
> Thank you for your help.
> I have some strange behavior of the selection.
> If I use a large mesh:
> 55280 points.
> 13820 cells.
> hitting the s button gives me:
> Selection has 289 nodes.
> There are 0 points in the selection.
> There are 0 cells in the selection.
> and not selected part is red.......
> But if I zoom and enlarge the window I get:
> Selection has 1 nodes.
> There are 764 points in the selection.
> There are 191 cells in the selection.
>
> It happens the same if I zoom out the sphere
> What is happening?
>
>
> On 08/13/2013 07:12 AM, David Doria wrote:
>
> On Mon, Aug 12, 2013 at 11:45 PM, marco <piccima at gmail.com
> <mailto:piccima at gmail.com>> wrote:
>
> Thank you very much David,
> this is a good example, I need to study it , but I think I
> can make it work for my needs.
>
> In this example has been used the
> vtkInteractorStyleTrackballCameraMarco,
> can I use just the camera position and the object position?
>
> Marco
>
> You just have to pass the vtkHardwareSelector the renderer - the
> interactor style is just used to trigger the event to happen
> when the
> 's' key is pressed. You can trigger it however you want.
>
> David
>
>
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