//------------------------------------------------------------------------------
void vvImageContour::Update(double value) {
- std::cout << "vvImageContour::Update " << value << std::endl;
if (!mSlicer) return;
if (mPreviousValue == value) {
if (mPreviousSlice == mSlicer->GetSlice()) {
if (mPreviousTSlice == mSlicer->GetTSlice()) {
if (mPreviousOrientation == ComputeCurrentOrientation()) {
- std::cout << "Nothing to do" << std::endl;
return; // Nothing to do
}
}
UpdateWithFastCacheMode();
}
- // mSlicer->Render(); //DS ---> REMOVE ??
+ //mSlicer->Render(); //DS ---> REMOVE ??
mPreviousTSlice = mSlicer->GetTSlice();
mPreviousSlice = mSlicer->GetSlice();
//------------------------------------------------------------------------------
void vvImageContour::UpdateWithPreserveMemoryMode() {
// Only change actor visibility if tslice change
- int mPreviousTslice = mTSlice;
+ mPreviousTslice = mTSlice;
mTSlice = mSlicer->GetTSlice();
vtkMarchingSquares * mSquares = mSquaresList[mTSlice];
int orientation = ComputeCurrentOrientation();
UpdateActor(mSquaresActor, mapper, mSquares, mClipper, mValue, orientation, mSlice);
- //mSquaresActorList[mTSlice]->VisibilityOn();
if (mPreviousTslice != mTSlice) {
if (mPreviousTslice != -1) mSquaresActorList[mPreviousTslice]->VisibilityOff();
}
+
+ mSlicer->Render();
}
//------------------------------------------------------------------------------
vtkMarchingSquares * squares,
vtkImageClip * clipper,
double threshold, int orientation, int slice) {
- std::cout << "vvImageContour::UpdateActor" << std::endl;
// Set parameter for the MarchigSquare
squares->SetValue(0, threshold);
} else {
extent2 = extent;
+ actor->VisibilityOn();
}
clipper->SetOutputWholeExtent(extent2[0],extent2[1],extent2[2],
extent2[3],extent2[4],extent2[5]);
+ //std::cout << mTSlice << " " << mSlice << " " << extent2[0] << " " << extent2[1] << " " << extent2[2] << " " << extent2[3] << " " << extent2[4] << " " << extent2[5] << std::endl;
+
if (mHiddenImageIsUsed) delete extent2;
// Move the actor to be visible
// }
mapper->Update();
- actor->VisibilityOn();
+
+
+
}
//------------------------------------------------------------------------------