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Bill, David,<br>
<br>
Thanks! <br>
Changing the frame rate reduces the number of polygons and I can see a
real difference.<br>
<br>
I am trying to render more than 10 000 meshes made of few thousands
polygons. These meshes (objects) are all different and can not be
merged into a single one. <br>
I have tried using vtkQuadricLODActor in my application (even with a
extremely large frame rate), but it is really slow and it is almost
impossible to rotate...<br>
<br>
I guess I'll give a try vtkLODActor and vtkLODProp3D.<br>
<br>
Am I going the right way? What would you recommend?<br>
<br>
Arnaud<br>
<br>
On 02/06/2010 08:17 AM, David Doria wrote:
<blockquote
cite="mid:c19fcadc1002060517k2d76892enea9db1443c7c760@mail.gmail.com"
type="cite">
<div>On Fri, Feb 5, 2010 at 11:36 PM, Bill Lorensen <span dir="ltr"><<a
moz-do-not-send="true" href="mailto:bill.lorensen@gmail.com">bill.lorensen@gmail.com</a>></span>
wrote:</div>
<div>
<div class="gmail_quote">
<blockquote class="gmail_quote"
style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">I
looked at the source of QuadricLODActor. It controls the number of<br>
divisions. Even if you override the divisions in the LOD filter, it<br>
changes them to what it thinks they should be. It Apparently this is<br>
not a bug. It is a design decision. There is an algorithm in the code<br>
to pick the number of divisions based on the desried frame rate.<br>
<br>
On Fri, Feb 5, 2010 at 12:47 PM, Arnaud GELAS<br>
<div>
<div class="h5"><<a moz-do-not-send="true"
href="mailto:arnaud_gelas@hms.harvard.edu">arnaud_gelas@hms.harvard.edu</a>>
wrote:<br>
> Bill,<br>
><br>
> I have just tried, but I can not see any difference...<br>
><br>
> Arnaud<br>
><br>
> On 02/05/2010 08:32 AM, Bill Lorensen wrote:<br>
>><br>
>> Arnaud,<br>
>><br>
>> There is AutoAdjustNumberOfDivisions which defualt to On. Try
to apply<br>
>> AutoAdjustNumberOfDivisionsOff()<br>
>><br>
>> Bill<br>
>><br>
>> On Thu, Feb 4, 2010 at 4:55 PM, Arnaud GELAS<br>
>> <<a moz-do-not-send="true"
href="mailto:arnaud_gelas@hms.harvard.edu">arnaud_gelas@hms.harvard.edu</a>>
wrote:<br>
>><br>
>>><br>
>>> Hi guys,<br>
>>><br>
>>> It seems that the number of divisions used by the
clustering method is<br>
>>> set<br>
>>> to a default value, and can not be modified.<br>
>>> Is it a normal behaviour?<br>
>>><br>
>>> I attach one example, that I was going to submit on the
wiki, where you<br>
>>> can<br>
>>> (theoretically) change the number of divisions for the
clustering method,<br>
>>> but I can't see any difference...<br>
>>><br>
>>> Arnaud<br>
</div>
<div class="h5"><br>
</div>
</div>
</blockquote>
<div><br>
</div>
<div>I tried to set the framerate extremely high, but still the
sphere still appears smooth:</div>
<div><a moz-do-not-send="true"
href="http://www.vtk.org/Wiki/VTK/Examples/Visualization/QuadricLODActor">http://www.vtk.org/Wiki/VTK/Examples/Visualization/QuadricLODActor</a>
<div><br>
</div>
<div>Arnaud, even before we try to change the number of divisions -
can you see a difference (smooth sphere vs not smooth sphere) when you
vary the frame rate from say 15 to 1e20 ?</div>
<div><br clear="all">
Thanks,<br>
<br>
</div>
</div>
<div>David</div>
</div>
</div>
</blockquote>
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