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Commit d7bd4ec1 authored by Bill Lorensen's avatar Bill Lorensen
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ENH: Documentation formatting

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......@@ -20,24 +20,33 @@ The surface selected is the parametric random hills surface. The problem with
the random hills surface is that most of the gaussian curvatures will lie in the range -1 to 0.2 (say) with a few large values say 20 to 40 at the peaks of the hills. Thus we need to manually allocate the color banding, this is done in the function MakeCustomBands(). The ranges selected in this function were determined by generating a frequency table for 20 bands and seeing where the values lie in the table. Then from this the distribution of the bands was made to best show the nature of the surface. The edges of the random hills surface have large irregular values so these are clipped.
The process is as follows:
1. Use an enum to select your surface generating elevations and curvatures and clipping as needed.
2. Use vtkColorSeries to make an indexed lookup table.
3. Then we use the number of colors in the lookup table and the scalar range of the surface to create a list/vector of bands. If need be we generate manual bands.
4. This list is then used to define the labels for the scalar bar using the midpoints of the ranges in the bands as the labels.
5. Once this is done, we annotate the lookup table and then create a reversed lookup table. This will be used by the scalar bar actor.
6. The maximum values in the ranges in the bands are used to set the bands in the banded contour filter.
7. Glyphs are then created for the normals.
8. Then everything is put together for the rendering in the usual actor/mapper pipeline. The reversed lookup table is used by the scalar bar actor so that the maximum value is at the top if the actor is placed in its default orientation/position.
9. The function Display() pulls together all the components and returns a vtkRenderWindowInteractor so that you can interact with the image.
1. Use an enum to select your surface generating elevations and curvatures and clipping as needed.
2. Use vtkColorSeries to make an indexed lookup table.
3. Then we use the number of colors in the lookup table and the scalar range of the surface to create a list/vector of bands. If need be we generate manual bands.
4. This list is then used to define the labels for the scalar bar using the midpoints of the ranges in the bands as the labels.
5. Once this is done, we annotate the lookup table and then create a reversed lookup table. This will be used by the scalar bar actor.
6. The maximum values in the ranges in the bands are used to set the bands in the banded contour filter.
7. Glyphs are then created for the normals.
8. Then everything is put together for the rendering in the usual actor/mapper pipeline. The reversed lookup table is used by the scalar bar actor so that the maximum value is at the top if the actor is placed in its default orientation/position.
9. The function Display() pulls together all the components and returns a vtkRenderWindowInteractor so that you can interact with the image.
Feel free to experiment with different color schemes and/or the other
sources from the parametric function group or the torus etc.
For versions of VTK older than VTK 8.0:
In the function `MakeParametricHills()` you may have to set `ClockwiseOrderingOff()` when using vtkParametricRandomHills as a source,
this ensures that the normals face in the expected direction, the default is `ClockwiseOrderingOn()`.
As an alternative, in `MakeGlyphs()`, you can set reverseNormals to True thereby invoking vtkReverseSense to achieve the same effect.
In the function `MakeParametricHills()` you may have to set `ClockwiseOrderingOff()` when using vtkParametricRandomHills as a source,
this ensures that the normals face in the expected direction, the default is `ClockwiseOrderingOn()`.
As an alternative, in `MakeGlyphs()`, you can set reverseNormals to True thereby invoking vtkReverseSense to achieve the same effect.
You will usually need to adjust the parameters for maskPts,
arrow and glyph for a nice appearance.
......
......@@ -17,24 +17,33 @@ function. This allows us to specify multiple surface types and, in this code,
to use an enum to pick the one we want.
The process is as follows:
1. Use an enum to select your surface.
2. Use vtkColorSeries to make an indexed lookup table.
3. Then we use the number of colors in the lookup table and the scalar range of the surface to create a list/vector of bands.
4. This list is then used to define the labels for the scalar bar using the midpoints of the ranges in the bands as the labels.
5. Once this is done, we annotate the lookup table and then create a reversed lookup table. This will be used by the scalar bar actor.
6. The maximum values in the ranges in the bands are used to set the bands in the banded contour filter.
7. Glyphs are then created for the normals.
8. Then everything is put together for the rendering in the usual actor/mapper pipeline. The reversed lookup table is used by the scalar bar actor so that the maximum value is at the top if the actor is placed in its default orientation/position.
9. The function Display() pulls together all the components and returns a vtkRenderWindowInteractor so that you can interact with the image.
1. Use an enum to select your surface.
2. Use vtkColorSeries to make an indexed lookup table.
3. Then we use the number of colors in the lookup table and the scalar range of the surface to create a list/vector of bands.
4. This list is then used to define the labels for the scalar bar using the midpoints of the ranges in the bands as the labels.
5. Once this is done, we annotate the lookup table and then create a reversed lookup table. This will be used by the scalar bar actor.
6. The maximum values in the ranges in the bands are used to set the bands in the banded contour filter.
7. Glyphs are then created for the normals.
8. Then everything is put together for the rendering in the usual actor/mapper pipeline. The reversed lookup table is used by the scalar bar actor so that the maximum value is at the top if the actor is placed in its default orientation/position.
9. The function Display() pulls together all the components and returns a vtkRenderWindowInteractor so that you can interact with the image.
Feel free to experiment with different color schemes and/or the other
sources from the parametric function group or a cone etc.
For versions of VTK older than VTK 8.0:
In the function `MakeParametricHills()` you may have to set `ClockwiseOrderingOff()` when using vtkParametricRandomHills as a source,
this ensures that the normals face in the expected direction, the default is `ClockwiseOrderingOn()`.
As an alternative, in `MakeGlyphs()`, you can set reverseNormals to True thereby invoking vtkReverseSense to achieve the same effect.
In the function `MakeParametricHills()` you may have to set `ClockwiseOrderingOff()` when using vtkParametricRandomHills as a source,
this ensures that the normals face in the expected direction, the default is `ClockwiseOrderingOn()`.
As an alternative, in `MakeGlyphs()`, you can set reverseNormals to True thereby invoking vtkReverseSense to achieve the same effect.
You will usually need to adjust the parameters for maskPts,
arrow and glyph for a nice appearance.
......
......@@ -20,24 +20,33 @@ The surface selected is the parametric random hills surface. The problem with
the random hills surface is that most of the gaussian curvatures will lie in the range -1 to 0.2 (say) with a few large values say 20 to 40 at the peaks of the hills. Thus we need to manually allocate the color banding, this is done in the function MakeCustomBands(). The ranges selected in this function were determined by generating a frequency table for 20 bands and seeing where the values lie in the table. Then from this the distribution of the bands was made to best show the nature of the surface. The edges of the random hills surface have large irregular values so these are clipped.
The process is as follows:
1 Use an enum to select your surface generating elevations and curvatures and clipping is needed.
2. Use vtkColorSeries to make an indexed lookup table.
3. Then we use the number of colors in the lookup table and the scalar range of the surface to create a list/vector of bands. If need be we generate manual bands.
4. This list is then used to define the labels for the scalar bar using the midpoints of the ranges in the bands as the labels.
5. Once this is done, we annotate the lookup table and then create a reversed lookup table. This will be used by the scalar bar actor.
6. The maximum values in the ranges in the bands are used to set the bands in the banded contour filter.
7. Glyphs are then created for the normals.
8. Then everything is put together for the rendering in the usual actor/mapper pipeline. The reversed lookup table is used by the scalar bar actor so that the maximum value is at the top if the actor is placed in its default orientation/position.
9. The function Display() pulls together all the components and returns a vtkRenderWindowInteractor so that you can interact with the image.
1. Use an enum to select your surface generating elevations and curvatures and clipping is needed.
2. Use vtkColorSeries to make an indexed lookup table.
3. Then we use the number of colors in the lookup table and the scalar range of the surface to create a list/vector of bands. If need be we generate manual bands.
4. This list is then used to define the labels for the scalar bar using the midpoints of the ranges in the bands as the labels.
5. Once this is done, we annotate the lookup table and then create a reversed lookup table. This will be used by the scalar bar actor.
6. The maximum values in the ranges in the bands are used to set the bands in the banded contour filter.
7. Glyphs are then created for the normals.
8. Then everything is put together for the rendering in the usual actor/mapper pipeline. The reversed lookup table is used by the scalar bar actor so that the maximum value is at the top if the actor is placed in its default orientation/position.
9. The function Display() pulls together all the components and returns a vtkRenderWindowInteractor so that you can interact with the image.
Feel free to experiment with different color schemes and/or the other
sources from the parametric function group or the torus etc.
or versions of VTK older than VTK 8.0:
In the function `MakeParametricHills()` you may have to set `ClockwiseOrderingOff()` when using vtkParametricRandomHills as a source,
this ensures that the normals face in the expected direction, the default is `ClockwiseOrderingOn()`.
As an alternative, in `MakeGlyphs()`, you can set reverseNormals to True thereby invoking vtkReverseSense to achieve the same effect.
In the function `MakeParametricHills()` you may have to set `ClockwiseOrderingOff()` when using vtkParametricRandomHills as a source,
this ensures that the normals face in the expected direction, the default is `ClockwiseOrderingOn()`.
As an alternative, in `MakeGlyphs()`, you can set reverseNormals to True thereby invoking vtkReverseSense to achieve the same effect.
You will usually need to adjust the parameters for maskPts,
arrow and glyph for a nice appearance.
......
......@@ -18,24 +18,31 @@ to use the name of the surface to pick the one we want.
The process is as follows:
1. Use an enum to select your surface.
2. Use vtkColorSeries to make an indexed lookup table.
3. Then we use the number of colors in the lookup table and the scalar range of the surface to create a list/vector of bands.
4. This list is then used to define the labels for the scalar bar using the midpoints of the ranges in the bands as the labels.
5. Once this is done, we annotate the lookup table and then create a reversed lookup table. This will be used by the scalar bar actor.
6. The maximum values in the ranges in the bands are used to set the bands in the banded contour filter.
7. Glyphs are then created for the normals.
8. Then everything is put together for the rendering in the usual actor/mapper pipeline. The reversed lookup table is used by the scalar bar actor so that the maximum value is at the top if the actor is placed in its default orientation/position.
9. The function Display() pulls together all the components and returns a vtkRenderWindowInteractor so that you can interact with the image.
1. Use an enum to select your surface.
2. Use vtkColorSeries to make an indexed lookup table.
3. Then we use the number of colors in the lookup table and the scalar range of the surface to create a list/vector of bands.
4. This list is then used to define the labels for the scalar bar using the midpoints of the ranges in the bands as the labels.
5. Once this is done, we annotate the lookup table and then create a reversed lookup table. This will be used by the scalar bar actor.
6. The maximum values in the ranges in the bands are used to set the bands in the banded contour filter.
7. Glyphs are then created for the normals.
8. Then everything is put together for the rendering in the usual actor/mapper pipeline. The reversed lookup table is used by the scalar bar actor so that the maximum value is at the top if the actor is placed in its default orientation/position.
9. The function Display() pulls together all the components and returns a vtkRenderWindowInteractor so that you can interact with the image.
Feel free to experiment with different color schemes and/or the other
sources from the parametric function group or a cone etc.
For versions of VTK older than VTK 8.0:
In the function `MakeParametricHills()` you may have to set `ClockwiseOrderingOff()` when using vtkParametricRandomHills as a source,
this ensures that the normals face in the expected direction, the default is `ClockwiseOrderingOn()`.
As an alternative, in `MakeGlyphs()`, you can set reverseNormals to True thereby invoking vtkReverseSense to achieve the same effect.
In the function `MakeParametricHills()` you may have to set `ClockwiseOrderingOff()` when using vtkParametricRandomHills as a source, this ensures that the normals face in the expected direction, the default is `ClockwiseOrderingOn()`.
As an alternative, in `MakeGlyphs()`, you can set reverseNormals to True thereby invoking vtkReverseSense to achieve the same effect.
You will usually need to adjust the parameters for maskPts,
arrow and glyph for a nice appearance.
......
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