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],
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;
if (!mSlicerManager) {
}
// Refresh overlays
- mOverlayActors[slicer]->UpdateSlice(slicer, slices, force);
+ if (mIsVisible) {
+ mOverlayActors[slicer]->UpdateSlice(slicer, slices, force);
+ }
+ //mSlicerManager->GetSlicer(slicer)->Render();
}
//------------------------------------------------------------------------------