for(unsigned int i= 0; i<mOverlayActors.size(); i++)
mOverlayActors[i]->ShowActors();
}
- Update(); // No Render
+ //Update(); // No Render
}
//------------------------------------------------------------------------------
mImageContour[i]->ShowActors();
}
}
- Update(); // No Render
+ //Update(); // No Render
}
//------------------------------------------------------------------------------
mOverlayActors.push_back(vvBinaryImageOverlayActor::New());
// BG or FG
- if (m_modeBG) {
- mOverlayActors[i]->SetImage(mROI->GetImage(), mROI->GetBackgroundValueLabelImage());
- }
- else {
- mOverlayActors[i]->SetImage(mROI->GetImage(), mROI->GetForegroundValueLabelImage(), false);
- }
+ if (m_modeBG)
+ mOverlayActors[i]->SetImage(mROI->GetImage(), mROI->GetBackgroundValueLabelImage());
+ else
+ mOverlayActors[i]->SetImage(mROI->GetImage(), mROI->GetForegroundValueLabelImage(), false);
+
mOverlayActors[i]->SetColor(mROI->GetDisplayColor()[0],
//------------------------------------------------------------------------------
void vvROIActor::UpdateSlice(int slicer, int slices, int force)
-{
+{
if (!mROI->GetImage()) return;
if ((!mIsVisible) && (!mIsContourVisible)) return;
if (!mSlicerManager) {
if (mIsVisible) {
mOverlayActors[slicer]->UpdateSlice(slicer, slices, force);
}
- mSlicerManager->GetSlicer(slicer)->Render();
+ //mSlicerManager->GetSlicer(slicer)->Render();
}
//------------------------------------------------------------------------------