Comments (4)
@hanslovsky got this working somewhere
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@kephale This is what I have:
https://github.com/saalfeldlab/bigcat/blob/063ad42e75d99023491ebeafcd6b1a8c224b67e9/src/main/java/bdv/bigcat/viewer/viewer3d/OrthoSlice.java
https://github.com/saalfeldlab/bigcat/blob/063ad42e75d99023491ebeafcd6b1a8c224b67e9/src/main/java/bdv/bigcat/viewer/viewer3d/OrthoSliceMesh.java
The OrthoSlice
manages updates of the OrthoSliceMesh
whenever the bdv renderer finishes or the transform changed but it should not be too hard to modify it to your use case.
OrthoSliceMesh
should be useable pretty much as is. There are some caveats:
- I am using GLTypeEnum.Byte as type for
GenericTexture
This should beGLTypeEnum.UnsignedByte
instead (scenerygraphics/scenery#102) - I was using a diffuse texture but what we want for that is a self-illuminating texture that is always visible/bright regardless of other light sources, i.e. self-illumination as in JavaFX. Probably @skalarproduktraum can chime in here and tell us if and how that is possible.
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@hanslovsky the lighting you describe is just called ambient lighting, and I originally wanted to keep it out. But after talking to you, and Kyle and others, I think it actually makes sense to have it. I'll soon put it in so you can use it, the changes required from you then will be minimal
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https://github.com/scenerygraphics/sciview/tree/ortho
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