Commit 33d469ae authored by Cory Quammen's avatar Cory Quammen

Explain additional miscellaneous display properties

parent 2e71fb6b
......@@ -747,17 +747,29 @@ the data itself, you should use the \ui{Transform} filter.
\includegraphics[width=0.5\linewidth]{Images/RenderViewDisplayPropertiesMiscellaneousGroup.png}
\end{center}
Properties under the \ui{Miscellaneous} group include \ui{Pickable}. Uncheck this if
you want the dataset to be ignored when making selections. If the dataset has a texture coordinates array, you can
apply a texture to the dataset surface using the \ui{Texture} combo-box. Choose
\ui{Load} to load a texture or apply a previously loaded texture listed in the
combo-box. If your dataset doesn't have texture coordinates, you can create them
by applying one of \ui{Texture Map to Cylinder}, \ui{Texture Map to Sphere}, or
\ui{Texture Map To Plane} filters. The \ui{Nonlinear Subdivision Level} is used when
rendering datasets with higher-order elements. Use this to set the subdivision
level for triangulating higher order elements. The higher the value, the smoother the
edges. This comes at the cost of more triangles and, hence, potentially, increased rendering
time. \fixme{add sample image.}
Properties under the \ui{Miscellaneous} group include \ui{Pickable}. Uncheck
this if you want the dataset to be ignored when making selections. If the
dataset has a texture coordinates array, you can apply a texture to the dataset
surface using the \ui{Texture} combo-box. Choose \ui{Load} to load a texture or
apply a previously loaded texture listed in the combo-box. If your dataset
doesn't have texture coordinates, you can create them by applying one of
\ui{Texture Map to Cylinder}, \ui{Texture Map to Sphere}, or \ui{Texture Map To
Plane} filters. The \ui{Triangulate} option is useful for rendering objects with
non-convex polygons. It comes with some additional processing cost for
converting polygons to triangles, so it should be used only when necessary. The
\ui{Nonlinear Subdivision Level} is used when rendering datasets with higher-
order elements. Use this to set the subdivision level for triangulating higher
order elements. The higher the value, the smoother the edges. This comes at the
cost of more triangles and, hence, potentially, increased rendering time.
\fixme{add sample image.} The \ui{Block Colors Distinct Values} sets the number
of unique colors to use when coloring multi-block datasets by block ID. Finally,
\ui{Use Data Partitions} controls whether data is redistributed when it is
rendered translucently. When off (default value), data is repartitioned by the
compositing algorithm prior to rendering. This is typically an expensive
operation that slows down rendering. When this option is off, the existing data
partitions are used, and the cost of data restribution is avoided. However, if
the partitions are not sortable in back-to-front order, rendering artifacts may
occur.
\begin{center}
\includegraphics[width=0.5\linewidth]{Images/RenderViewDisplayPropertiesVolumeRenderingGroup.png}
......
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