Fraxinus  2023.01.05-dev+develop.0da12
An IGT application
Mesh Properties

Mesh Properties

Info

Displays mesh information.

  • Uid: Unique id for the mesh
  • Name: Displayed name
  • Parent Frame: Parent if connected in a frame tree. The mesh will keep its relative position to the parent when registrations are preformed.

The table contain info about various VTK parameters.

  • Import Transform from Parent: Replace data transform with that of the parent data.
  • Generate Normals: Generate surface normals and add to model. This usually gives a smoother appearance.

Properties

Set visualization properties of the mesh.

Ambient, Diffuse, Specular and Specular Power can be used to change how the mesh responds to lighting.

Transparent meshes

Backface and Frontface culling can be used for making transparent meshes work. With backface culling on, only the outside walls are drawn. With frontface culling on, only the inside walls are drawn and navigation inside the mesh is possible.

Some GPUs supports depth peeling which sorts mesh elements by depth on each render. This can prevent some random cases of unwanted and weird 3D effects. However, the render speed might be slow if the mesh contains many elements. It can be turned on in Preferences -> Performance.

Texture

Set texture on the mesh by selecting a previously imported 2D image (File -> Import Data).

Texture shape controls the geometric shape of the texture. This can only be selected from predefined shapes.

The texture is defined on a sheet ranging from 0 to 1 in two dimensions (x and y). Use Position to position the texture on this sheet. Scale >1 shrinks the texture to be smaller than the sheet. Use Repeat to paint only one texture or to repeat it over the available sheet.

The colours of the texture image are added on top of the colours of the mesh. The mesh colour should be set to white to get the exact colours of the image.

Experimentation is needed to fit a texture to a mesh and it might not be possible to get a good fit for all meshes.

Clippers

Choose which clippers should be applied to the mesh. Use imvert to clip from the other side.

Glyphs

Glyph visualization. (TBD.)