[vtkusers] Fuzzy cuboid wireframe?

Jeff Lee jlee1549 at gmail.com
Tue Oct 28 09:18:22 EDT 2014


you probably want to make sure you get an opengl context that supports
antialiasing, used to be renWin->SetMultiSamples(1) prior to first render
so that you get the right context.

On Tue, Oct 28, 2014 at 7:54 AM, David Cole via vtkusers <vtkusers at vtk.org>
wrote:

> Thanks for the ideas. We're just looking for a way to make a sharp outline
> a little less "the focus of the scene" than it appears to be with the plain
> old line rendering. We were thinking blurry or diffuse.
>
> We'll give some of these a try.
>
> D
>
>
> On Tue, Oct 28, 2014 at 12:16 AM, David Gobbi <david.gobbi at gmail.com>
> wrote:
>
>> On Mon, Oct 27, 2014 at 12:28 PM, David Cole via vtkusers <
>> vtkusers at vtk.org> wrote:
>>
>>> It's easy to add an actor that displays a cuboid with a wireframe
>>> representation.
>>>
>>> Is it easy to make that wireframe look "fuzzy" instead of a sharp line?
>>>
>>
>> You mean fuzzy as in furry, or fuzzy as in blurry?  Or jittery?
>>
>> If you want jittery, here's how you can add jitter to any VTK polydata:
>>
>> Use a random point source e.g. vtkPointSource as the input to vtkGlyph3D,
>> and use your polydata as the glyph.  The output will be jittered polydata.
>>
>> You might be able to make it look fuzzy by tessellating it and then
>> rendering
>> it as points.  For example: tessellate the frame, and then use it as the
>> input
>> to vtkGlyph3D while using random points from vtkPointSource as the glyph.
>>
>>  - David
>>
>>
>>
>>
>>
>>
>>
>>
>
>
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