}
Update(true);
- mImageContour.clear();
- mOverlayActors.clear();
+ //mImageContour.clear();
+ //mOverlayActors.clear();
}
//------------------------------------------------------------------------------
mOverlayActors[i]->SetDepth(mDepth);
}
connect(mSlicerManager,SIGNAL(UpdateSlice(int,int)),this,SLOT(UpdateSlice(int, int)));
- //connect(mSlicerManager,SIGNAL(UpdateTSlice(int,int)),this,SLOT(UpdateSlice(int, int)));
+ connect(mSlicerManager,SIGNAL(UpdateTSlice(int,int,int)),this,SLOT(UpdateSlice(int, int, int)));
connect(mSlicerManager, SIGNAL(AVerticalSliderHasChanged(int, int)), SLOT(UpdateSlice(int, int)));
}
}
//------------------------------------------------------------------------------
-void vvROIActor::UpdateSlice(int slicer, int slices, bool force)
+void vvROIActor::UpdateSlice(int slicer, int slices, int force)
{
if (!mROI->GetImage()) return;
if ((!mIsVisible) && (!mIsContourVisible)) return;
// Refresh overlays
mOverlayActors[slicer]->UpdateSlice(slicer, slices, force);
+ mSlicerManager->GetSlicer(slicer)->Render();
}
//------------------------------------------------------------------------------