There are two problems. The first one is that the coloured rectangles are not exactly where I want (this I think is solved with smaller squres) The second is the doubt I ask your help
Looking for the code and the values of the variable res3DPlane (normalized) I would expect that the colored rectangles would be symmetrical as a vertical rectangle . If you look the figure , in the edges they are inclined ( like not completely coloured)
Question1) What to do correct this? What is the purpose of the second part of TexCoords that I am putting as zero here?
Question 2) I think it is now possible to trace isolines using TGLTerrain (new demo by Paul Pavel Vassiliev in recent post) . So I will try to the same using TGLTerrain.
Nevertheless, is it possible to include the isolines in TGLfreeform ?
with ResultsMesh do
begin
Z[I,J,K]:= constant; // fixed value
for I:= 1 to NumPTX do
begin
for J:= 1 to NumPTY do
begin
Vertices.Add( X[I,J,K], Y[I,J,K] , Z[I,J,K] );
TexCoords.Add(res3DPlane[I,J,K],0) ;
end;
end;
with ResultsMesh do
begin
Z[I,J,K]:= constant; // fixed value
for I:= 1 to NumPTX do
begin
for J:= 1 to NumPTY do
begin
Vertices.Add( X[I,J,K], Y[I,J,K] , Z[I,J,K] );
TexCoords.Add(res3DPlane[I,J,K],0) ;
end;
end;
Quads:=TFGVertexIndexList.CreateOwned(ResultsMesh.FaceGroups);
Quads.Mode:=fgmmQuads;
for I:= 1 to NumPTX-1 do
begin
for J:= 1 to NumPTY-1 do
begin
MMT:= (I-1)*NumPTY + J -1 ;
Quads.VertexIndices.Add( MMT , MMT +1 ) ;
Quads.VertexIndices.Add( MMT +NumPTY +1 , MMT +NumPTY ) ;
end;
end;
end;
In the post related to the temperatures mapping I still cannot understand why the mapping is inclined (see figure attached) The code is above
Possibly the reason is some setting for the texture that I do not know how to do
The code is above
Please try to help me
I am using the code below to draw the values of a variable (temperatures) in a plane using a GLfreeform . The result is in this link here http://www.cognitor.com.br/RectangleMissingPart.png
NumPTX, numPTY and Z[I,J,K] are constant values.
There are two problems. The first one is that the coloured rectangles are not exactly where I want (this I think is solved with smaller squres) The second is the doubt I ask your help
Looking for the code and the values of the variable res3DPlane (normalized) I would expect that the colored rectangles would be symmetrical as a vertical rectangle . If you look the figure , in the edges they are inclined ( like not completely coloured)
Question1) What to do correct this? What is the purpose of the second part of TexCoords that I am putting as zero here?
Question 2) I think it is now possible to trace isolines using TGLTerrain (new demo by Paul Pavel Vassiliev in recent post) . So I will try to the same using TGLTerrain.
Nevertheless, is it possible to include the isolines in TGLfreeform ?
Thank you in advance
CODE
PlaneXY.MeshObjects.clear ;
ResultsMesh:= TMeshObject.CreateOwned (PlaneXY.MeshObjects) ;
ResultsMesh.Mode:=momFaceGroups ;
with ResultsMesh do
begin
Z[I,J,K]:= constant; // fixed value
for I:= 1 to NumPTX do
begin
for J:= 1 to NumPTY do
begin
Vertices.Add( X[I,J,K], Y[I,J,K] , Z[I,J,K] );
TexCoords.Add(res3DPlane[I,J,K],0) ;
end;
end;
Correcting the truncated code above
PlaneXY.MeshObjects.clear ;
ResultsMesh:= TMeshObject.CreateOwned (PlaneXY.MeshObjects) ;
ResultsMesh.Mode:=momFaceGroups ;
with ResultsMesh do
begin
Z[I,J,K]:= constant; // fixed value
for I:= 1 to NumPTX do
begin
for J:= 1 to NumPTY do
begin
Vertices.Add( X[I,J,K], Y[I,J,K] , Z[I,J,K] );
TexCoords.Add(res3DPlane[I,J,K],0) ;
end;
end;
Quads:=TFGVertexIndexList.CreateOwned(ResultsMesh.FaceGroups);
Quads.Mode:=fgmmQuads;
for I:= 1 to NumPTX-1 do
begin
for J:= 1 to NumPTY-1 do
begin
MMT:= (I-1)*NumPTY + J -1 ;
Quads.VertexIndices.Add( MMT , MMT +1 ) ;
Quads.VertexIndices.Add( MMT +NumPTY +1 , MMT +NumPTY ) ;
end;
end;
end;
PlaneXY.StructureChanged
The contourlines of the other post will fit here also
In the post related to the temperatures mapping I still cannot understand why the mapping is inclined (see figure attached) The code is above
Possibly the reason is some setting for the texture that I do not know how to do
The code is above
Please try to help me