myOutsideDeviceActor->SetPipeLine(aPipeLine);
aPipeLine->Delete();
- myOutsideDeviceActor->GetMapper()->ScalarVisibilityOff();
-
SALOME_ExtractGeometry* anExtractGeometry = aPipeLine->GetExtractGeometryFilter();
anExtractGeometry->SetExtractBoundaryCells(true);
anExtractGeometry->SetExtractInside(true);
myExtractor->SetInput( GetInput2() );
myFieldTransform->SetInput( myExtractor->GetOutput() );
- //myPSMapper->SetQuadraticPointDistanceAttenuation( 1.0, 20.0, 0.0 );
- //myPSMapper->SetImmediateModeRendering( 1 );
myPSMapper->SetColorModeToMapScalars();
myPSMapper->ScalarVisibilityOn();
//-----------------------------------------------------------------------------
void VISU_OpenGLPointSpriteMapper::SetPointSpriteResults( bool theResults )
{
+ if( theResults )
+ this->ScalarVisibilityOn();
+ else
+ this->ScalarVisibilityOff();
+
float aResults = theResults ? 1.0 : 0.0;
//cout << "SetPointSpriteResults " << this << " " << aResults << endl;
// make sure our window is current
ren->GetRenderWindow()->MakeCurrent();
- // For vertex coloring, this sets this->Colors as side effect.
- // Color arrays are cached. If nothing has changed,
- // then the scalars do not have to be regenerted.
- this->ActorOpacity = act->GetProperty()->GetOpacity();
- this->MapScalars(this->ActorOpacity);
-
// Initializing the texture for Point Sprites
if( this->UseTextures )
this->InitTextures();
act->GetProperty()->GetMTime() > this->BuildTime ||
ren->GetRenderWindow() != this->LastWindow)
{
+ // sets this->Colors as side effect
+ this->MapScalars( act->GetProperty()->GetOpacity() );
+
if (!this->ImmediateModeRendering &&
!this->GetGlobalImmediateModeRendering())
{
if (this->ImmediateModeRendering ||
this->GetGlobalImmediateModeRendering())
{
+ this->MapScalars( act->GetProperty()->GetOpacity() );
+
// Time the actual drawing
this->Timer->StartTimer();
this->Draw(ren,act);