[vtkusers] Subdivided surface with non-subdivided edges (z fighting)
ken.martin at kitware.com
Tue Aug 23 12:56:11 EDT 2016
If you could use VTK 7+ Your approach 3 would be the best way to do it. Be
In calls like that the two parameters should have the same sign for best
Using an old version of VTK I think you can do option 3 but with the
play with the -2.0 and -10.0 to get the best results.
On Mon, Aug 22, 2016 at 5:54 PM, Greg Schussman <greg.schussman at gmail.com>
> Hi, again.
> I got the following advice directly from Jason:
> I’ve gotten decent results using approach 3 as described below (although
>> in VTK 7) with the following options:
> As far as I can tell, SetResolveCoincidentTopologyLineOffsetParameters is
> not available before vtk-7. I tried building vtk-7, but that turned out to
> be problematic...
> The root of that problem is that I have to support an industry that still
> commonly uses RHEL5 machines, which means I'm stuck with the GCC-4.1.2 that
> comes with RHEL5. But vtk-7 requires at least GCC-4.2. I looked around a
> bit online, and didn't see a technical reason why vtk-7 *had* to have
> gcc-4.2, so I disabled the two tests and built it with gcc-4.1, with no
> compile/link errors.
> Sadly, at runtime, I got a complaint about the mesa version, and a
> segfault. I tried building the requested version of mesa, but that turned
> out to be problematic. I had gotten a previous version to work by rewriting
> small parts of mesa's install scripts to not use the python ternary
> operator. But the requested version had a lot of other problems and some
> new dependencies.
> So approach 3 is out. Does anyone see a way to make approach 1 (vtk edge
> flags), or approach 2 ("surface with edges", but without the surface), or
> something else work?
> My original problem is to show "surface with edges" where the "edges" are
> from an original set of geometry, but the "surface" consists of subdivided
> geometry. For example, if the original geometry was just one triangle,
> I'd introduce 4 new vertices (one for the triangle center, and 1 for each
> edge midpoint). The subdivided geometry would be 3 quads using those
> vertices. So I need both the original edges and thet new texture mapped
> quads (without z fighting).
> Thanks in advance for any help.
> On Mon, Aug 15, 2016 at 5:29 PM, Greg Schussman <greg.schussman at gmail.com>
>> I am trying to do a variation on "surface with edges". I subdivide the
>> surface polygons and put new scalar values at the vertices of the
>> sub-polygons. This is working just fine. However, I want to show "surface
>> with edges", but I want the original edges, not the subdivided ones.
>> I've tried several approaches, without success.
>> Approach 1:
>> I recall OpenGL having an edge flag that did the kind of thing I'm after:
>> as I'd issue glVertex calls between a glBegin and a glEnd, I could also set
>> the edge flag for whether the edge was to be visible.
>> Searching around in VTK, I see that VtkDataSetAttributes has EDGEFLAG as
>> one of its AttributeTypes. I'm afraid I don't understand, because my use
>> of attributes has been scalar or vector values associated with points, but
>> the edge flag wouldn't be associated with points, but rather with, well,
>> edges. I haven't been able to find an example that uses this, so I'm
>> questioning whether it's even the same thing.
>> Approach 2:
>> I have the original polygons (from before the subdivision). I Figured I
>> could just draw "surface with edges" for those, but set their opacity to 0,
>> and leave the edge opacity at 1. It appears that the cell opacity applies
>> to both the cell and the edges, and I don't see a way to set them
>> independently. Although edge visibility can be toggled, I don't see a way
>> to toggle the surface visibility while leaving edges visible.
>> Approach 3:
>> I extracted the edges from the original polygons, and tried drawing them
>> together with the subdivided polygons (where the subdivided polygon edge
>> visibility is off). This is resulted in what I was after, except there's z
>> fighting between the original edges and the subdivided surfaces. I read
>> about the various ResoveCoincidentTopology options, but those appear to be
>> for a polygon with it's own edges, not a polygon with some other edges. I
>> played with them anyway, just in case, but didn't see anything promising.
>> So... Am I barking up the wrong trees? How should I show one set of
>> edges on top of another set of polygons? I'm using python 2.6, talking to
>> Thanks in advance for any help.
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