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RE: Problem with Display.ZAxis Using Different Colors for same Z

  • To: "Kenneth Evans, Jr." <evans@xxxxxxxxxxx>
  • Subject: RE: Problem with Display.ZAxis Using Different Colors for same Z
  • From: Bill Hibbard <billh@xxxxxxxxxxxxx>
  • Date: Tue, 27 Jun 2006 16:08:29 -0500 (CDT)
Ken,

>      That worked.  Sort of.  The plot (attached) now looks dirty and it
> *does* take a (really) long time to render.

Yeah, for your 1000 x 1000 data set you are creating and
rendering 2,000,000 triangles. The dirty look comes from
the shading applied to the surface (as I recall, we
disabled shading with texture maps).

Tom Rink suggests that rather than disabling texture
mapping, you might try:

  GraphicsModeControl mode = display.getGraphicsModeControl();
  mode.setCurvedSize(1);

Or for a compromise, try 2 or 3 instead of 1. These
will give you a texture map with finer sub-sampling
(with 1, I think there is no sub-sampling at all).

Good luck,
Bill

>      I see from the tutorial that "By disabling texture mapping we make the
> polygons have interpolated colors instead of textures. This removes the
> tesselated [sic] texture, like it was seen in the previous examples, and
> causes the smoother appearance."  However, I seem to be getting shading
> rather than interpolation.
>
> -----Original Message-----
> From: Bill Hibbard [mailto:billh@xxxxxxxxxxxxx]
> Sent: Monday, June 26, 2006 4:49 PM
> To: Kenneth Evans, Jr.
> Cc: VisAd Mailing List
> Subject: Re: Problem with Display.ZAxis Using Different Colors for same Z
>
> Hi Ken,
>
> The mismatch of Z level and color is because the default
> is to enable texture mapping, over a surface that is
> sub-sampled from the actual data (tis greatly improves
> rendering speed for large data). You can disable texture
> mapping with:
>
>   GraphicsModeControl mode = display.getGraphicsModeControl();
>   mode.setTextureEnable(false);
>
> Good luck,
> Bill
>
>

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