#include "vvInteractorStyleNavigator.h"
#include "vvLandmarks.h"
#include "vvMesh.h"
-#include "vvImageMapToWLColors.h"
#include "vvBlendImageActor.h"
#include <vtkImageActor.h>
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
-double vvSlicerManager::GetColorWindow()
+double vvSlicerManager::GetColorWindow() const
{
if (mSlicers.size())
return mSlicers[0]->GetColorWindow();
//----------------------------------------------------------------------------
-double vvSlicerManager::GetColorLevel()
+double vvSlicerManager::GetColorLevel() const
{
if (mSlicers.size())
return mSlicers[0]->GetColorLevel();
invLUT->SetSaturationRange(1,1);
invLUT->SetHueRange(double((mOverlayColor+180)%360)/360,double((mOverlayColor+180)%360)/360);
invLUT->Build();
- dynamic_cast<vvImageMapToWLColors*>(mSlicers[i]->GetWindowLevel())
- ->SetWindowLevelMode(true);
mSlicers[i]->GetWindowLevel()->SetLookupTable(supLUT);
mSlicers[i]->GetOverlayMapper()->SetLookupTable(invLUT);
invLUT->Delete();
supLUT->Delete();
} else if (mSlicers[i]->GetOverlay()) {
- //dynamic_cast<vvImageMapToWLColors*>(mSlicers[i]->GetWindowLevel())
- //->SetWindowLevelMode(false);
mSlicers[i]->GetWindowLevel()->SetLookupTable(LUT);
} else {
mSlicers[i]->GetWindowLevel()->SetLookupTable(LUT);