specifying tet vertices in world coords

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John Clyne (clyne@cyclone.scd.ucar.EDU)
Mon, 13 Dec 1999 21:04:37 -0700 (MST)


Hello,

I'm having some trouble using non-voxel coordinate spaces when
specifying tet vertices and I wonder if someone can tell me if there is
a better way to do what I'm trying to do. Basically the problem is
this: world coordinate spaces are defined arbitrarily high up in the
application and i'm stuck using whatever this coordinate system is
defined to be. By using the texture coordinate field of the indexed tet
array I can map voxels into my tet tesselation and volume render.
However, I have to explicitly define the number of samples I want in
the call to voGeometryActions::polygonize(), i.e. I have to set the
samplingPeriod argument to NULL, and when drawing brick outlines with
voGeometryActions::draw() the outlines appear to be drawn in voxel
coordinates, not world coordinates. These aren't real show stoppers,
but if there is a better way to do what I'm doing I'd like to know.

Thanks in advance!

John Clyne (clyne@ncar.ucar.edu)
National Center for Atmospheric Research
P.O. Box 3000, Boulder, Colorado 80307
(303) 497-1236 FAX (303) 497-1298


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