void
VISU_MeshAct
-::SetShrinkFactor(float theValue)
+::SetShrinkFactor(vtkFloatingPointType theValue)
{
Superclass::SetShrinkFactor(theValue);
//----------------------------------------------------------------------------
void
VISU_MeshAct
-::SetOpacity(float theValue)
+::SetOpacity(vtkFloatingPointType theValue)
{
GetSurfaceProperty()->SetOpacity(theValue);
}
-float
+vtkFloatingPointType
VISU_MeshAct
::GetOpacity()
{
//----------------------------------------------------------------------------
void
VISU_MeshAct
-::SetLineWidth(float theLineWidth)
+::SetLineWidth(vtkFloatingPointType theLineWidth)
{
GetEdgeProperty()->SetLineWidth(theLineWidth);
}
-float
+vtkFloatingPointType
VISU_MeshAct::GetLineWidth()
{
return GetEdgeProperty()->GetLineWidth();
using namespace SVTK::Representation;
switch(GetRepresentation()){
case Points :
+ myNodeActor->SetAllocatedRenderTime(this->AllocatedRenderTime,ren);
myNodeActor->RenderOpaqueGeometry(ren);
break;
case Wireframe :
case Insideframe :
+ myEdgeActor->SetAllocatedRenderTime(this->AllocatedRenderTime,ren);
myEdgeActor->RenderOpaqueGeometry(ren);
break;
case Surface :
+ mySurfaceActor->SetAllocatedRenderTime(this->AllocatedRenderTime,ren);
mySurfaceActor->RenderOpaqueGeometry(ren);
break;
case Surfaceframe :
+ mySurfaceActor->SetAllocatedRenderTime(this->AllocatedRenderTime/2.0,ren);
mySurfaceActor->RenderOpaqueGeometry(ren);
+
+ myEdgeActor->SetAllocatedRenderTime(this->AllocatedRenderTime/2.0,ren);
myEdgeActor->RenderOpaqueGeometry(ren);
break;
}
using namespace SVTK::Representation;
switch(GetRepresentation()){
case Points :
+ myNodeActor->SetAllocatedRenderTime(this->AllocatedRenderTime,ren);
myNodeActor->RenderTranslucentGeometry(ren);
break;
case Wireframe :
case Insideframe :
+ myEdgeActor->SetAllocatedRenderTime(this->AllocatedRenderTime,ren);
myEdgeActor->RenderTranslucentGeometry(ren);
break;
case Surface :
+ mySurfaceActor->SetAllocatedRenderTime(this->AllocatedRenderTime,ren);
mySurfaceActor->RenderTranslucentGeometry(ren);
break;
case Surfaceframe :
+ mySurfaceActor->SetAllocatedRenderTime(this->AllocatedRenderTime,ren);
mySurfaceActor->RenderTranslucentGeometry(ren);
+
+ myEdgeActor->SetAllocatedRenderTime(this->AllocatedRenderTime/2.0,ren);
myEdgeActor->RenderTranslucentGeometry(ren);
break;
}