Conversation
for more information, see https://pre-commit.ci
|
|
||
|
|
||
| class BlockRendering(SceneComponent): | ||
| class BlockRendering(SceneComponent, Isolayers): |
There was a problem hiding this comment.
@matthewturk any opinio on using a multi-inheritence structure here? was the most convenient way i saw to add the isolayer functionalty to the block rendering while allowing future re-use with octree blocks.
There was a problem hiding this comment.
(which is why we had initially added it to the base component I think)
There was a problem hiding this comment.
hmm, good point. I guess I'm OK with it, but I also wonder if this should just be either a different shader (which I guess would open up multiple issues with having new uniforms that are conditionally modified) or a different component referencing the same data object.
There was a problem hiding this comment.
I think a different component is actually a great idea. And we could have a "add isolayer" button similar to the button for adding a grid outline. And it would allow viewing both isolayers and a volume rendering at once (though I'm not sure this would work right away... Offhand I don't remember how the different components are blended, might be some depth buffer issues...).
|
@pre-commit.ci autofix |
| box_width = traitlets.CFloat(0.1) | ||
| sample_factor = traitlets.CFloat(1.0) | ||
| transfer_function = traitlets.Instance(TransferFunctionTexture) | ||
| tf_min = traitlets.CFloat(0.0) | ||
| tf_max = traitlets.CFloat(1.0) | ||
| tf_log = traitlets.Bool(True) |
There was a problem hiding this comment.
not positive that all these are needed -- copied over from the block component, need to check whether they're needed by the shader.
Some updates to the isolayer functionality:
Close #138