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> I thought that there was some general getValue(x,y,z) function in Field, > that allowed the renderer to render volume transparent of the actuall grid. > This makes it of course a bit more complex. There is such a method, evaluate(), but almost all Field rendering techniques depend on the topology of the Field sampling. For example, iso-surfaces (and iso-curves for 2-D Fields) depend on topology. > Why are there 6 texture plane sets, and not only 3. It was my impression > that the texture planes would look the same from both sides. Is it to > bypass the depth sorting problem in Java 3D or something? There need to be two for each axis (X, Y and Z) so the planes can be correctly sorted whether you are looking toward the positive or negative direction on the axis. > Resampling works, but takes away much of the resolution since most of the > elements are concetrated around one area. What about boundry extraction? Is > the easiest way to simply locate all triangles on the boundry and put them > in a Irregular2DSet? You might try providing users with interactive control of the bounds of the Linear3DSet, so they can zoom the resampling in on a small area. VisAD does not provide a method for computing boundaries, so you'll have to write one. You'd put the boundary triangles in an Irregular3DSet with manifold dimension = 2 rather than an Irregular2DSet. Finding them could be tricky. Perhaps Curtis has someting to add. Cheers, Bill ---------------------------------------------------------- Bill Hibbard, SSEC, 1225 W. Dayton St., Madison, WI 53706 hibbard@xxxxxxxxxxxxxxxxx 608-263-4427 fax: 608-263-6738 http://www.ssec.wisc.edu/~billh/vis.html
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