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interp_texture3D
Synopsis
show an arbitrarily oriented and shaped texture mapped sample of a 3D uniform field
Input Port
Parameters
Output Port
Description
interp_texture3D creates a texture mapped picture of the surface of any mesh where it intersects a 3D uniform field. The sampling object can be moved through the volume in any direction. Output is generated every time the sampling object moves.
interp_texture3D differs from cut_texture3D in the following ways:
It can texture map any object, not just a slicing plane. This sampling object can be moved in any direction with its Transformation Editor panel, not just orthogonal to the X axis.
It only displays the texture mapped sampling object, not the exterior surfaces of the volume.
Texture mapping is much faster than the sampling techniques used by the slice modules, particularly for large datasets. The point sampling done by the texture mapping technique is always done at the resolution of the data; thus differences in data values within a small area are not obscured as they can be with slice.
Input
The sampling object. This is generated by one of the Geometry objects such as Plane or Box. The sampling object should come with its own Transformation panel that controls object rotation, translation, and scale, as well as controls to specify its size when it is connected to the default user interface object in the application in which the macro is instanced.
A port to connect to a user interface object that contains the macro's widgets. By default, it is connected to the default user interface object in the application in which the macro is instanced. (This default connection is not drawn.)
Parameters
Output Port
The output field contains a new mesh object that is the texture mapped slice. It has the same type as the input mesh. It has a new Node_Data containing the texture mapping u, v, w values.
Example
interp_texture3D creates its picture of the volume data using 3D texture mapping. In this method, the boundary of the volume has three values, u, v, w, associated with each of its vertices. Where the slice planes intersect this volume, u, v, w values are computed for the vertices of the resulting solid. These values are attached to the vertices of the output object. Viewers use the u, v, w information to create the texture-mapped rendering.
Example
Libraries.Examples.Vizualization.Interp_Texture3D
v/dv_examp/intrptxt.vFile
See also related modules
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