Man Page for vtkLODActor
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NAME

vtkLODActor - an actor that supports multiple levels of detail

SYNOPSIS


#include "/opt/vtk-c++/graphics/vtkLODActor.h"

class VTK_EXPORT vtkLODActor : public vtkActor

vtkLODActor();
~vtkLODActor();
static vtkLODActor *New() {return new vtkLODActor;};
const char *GetClassName() {return "vtkLODActor";};
void PrintSelf(ostream& os, vtkIndent indent);
virtual void Render(vtkRenderer *ren);
int GetNumberOfCloudPoints();
void SetNumberOfCloudPoints(int);

DESCRIPTION

vtkLODActor is an actor that stores multiple Levels of Detail and can automatically switch between them. It selects which level of detail to use based on how much time it has been allocated to render. Currently a very simple method of TotalTime/NumberOfActors is used. In the future this should be modified to dynamically allocate the rendering time between different actors based on their needs. There are currently three levels of detail. The top level is just the normal data. The lowest level of detail is a simple bounding box outline of the actor. The middle level of detail is a point cloud of a fixed number of points that have been randomly sampled from the Mappers input data. Point attributes are copied over to the point cloud. These two lower levels of detail are accomplished by creating instances of a vtkOutlineFilter, vtkGlyph3D, and vtkPointSource.

SEE ALSO

vtkActor vtkRenderer

SUMMARY

int GetNumberOfCloudPoints()
Set/Get the number of random points for the point cloud.

vtkLODActor()
Creates a vtkLODActor with the following defaults: origin(0,0,0) position=(0,0,0) scale=(1,1,1) visibility=1
pickable=1 dragable=1 orientation=(0,0,0). NumberOfCloudPoints is set to 150.

void Render(vtkRenderer *ren)
This causes the actor to be rendered. It, in turn, will render the actor's property and then mapper.


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