View Issue Details [ Jump to Notes ] | [ Print ] | ||||||||
ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0007296 | VTK | (No Category) | public | 2008-07-07 08:14 | 2016-08-12 09:55 | ||||
Reporter | Julian Ibarz | ||||||||
Assigned To | Kitware Robot | ||||||||
Priority | normal | Severity | feature | Reproducibility | N/A | ||||
Status | closed | Resolution | moved | ||||||
Platform | OS | OS Version | |||||||
Product Version | |||||||||
Target Version | Fixed in Version | ||||||||
Summary | 0007296: Not erasing Z-buffer on selection rendering | ||||||||
Description | When using pick color selection, only the pickable actors are drawn. But they could be hidden by an unpickable actor in a normal rendering and the user could select an unvisible actor that is not desired in general. | ||||||||
Additional Information | A workaround is to set all the actors pickable to be sure that all the actors will be drawn on pick color rendering. But if we have a scene that contains 1000 actors and we have only 10 actors really pickable for the user we will draw 990 actors for nothing. I tried this solution but it's too slow for my purpose. A solution is to not erase the z-buffer before making a rendering selection so only really visible actors will be drawn. This permits to gain more than 1 or 2 seconds for really big scenes. I made a patch to do that. The feature is used as follows : vtkVisibleCellSelector selector = new vtkVisibleCellSelector(); selector.SetRenderer(canvas.GetRenderer()); selector.SetArea(firstPoint[0], firstPoint[1], secondPoint[0], secondPoint[1]); selector.SetRenderPasses(0, 1, 0, 0, 1, 0); canvas.lock(); canvas.GetRenderer().ClearDepthForSelectionOff(); // Do not erase the Z-buffer on selection rendering selector.Select(); canvas.unlock(); It's a very light patch not intrusive and I think it should help some projects. | ||||||||
Tags | No tags attached. | ||||||||
Project | |||||||||
Type | |||||||||
Attached Files | 01_depth.patch [^] (2,249 bytes) 2008-07-07 08:14 [Show Content] | ||||||||
Relationships | |
Relationships |
Notes | |
(0013890) dbarbier (reporter) 2008-10-16 04:36 |
This flag has been added in CVS HEAD into vtkRenderer, or more precisely an inverse flag (named PreserveDepthBuffer), it would be really nice if it could also be added to 5.2 branch. It is used by vtkHardwareSelector, and even enabled by default, this means that there is some demand for this feature ;-) Thanks |
(0036996) Kitware Robot (administrator) 2016-08-12 09:55 |
Resolving issue as `moved`. This issue tracker is no longer used. Further discussion of this issue may take place in the current VTK Issues page linked in the banner at the top of this page. |
Notes |
Issue History | |||
Date Modified | Username | Field | Change |
2008-07-07 08:14 | Julian Ibarz | New Issue | |
2008-07-07 08:14 | Julian Ibarz | File Added: 01_depth.patch | |
2008-10-16 04:36 | dbarbier | Note Added: 0013890 | |
2011-06-16 13:11 | Zack Galbreath | Category | => (No Category) |
2016-08-12 09:55 | Kitware Robot | Note Added: 0036996 | |
2016-08-12 09:55 | Kitware Robot | Status | expired => closed |
2016-08-12 09:55 | Kitware Robot | Resolution | open => moved |
2016-08-12 09:55 | Kitware Robot | Assigned To | => Kitware Robot |
Issue History |
Copyright © 2000 - 2018 MantisBT Team |