Hi,

I am experiencing a strange problem and I am wondering if it is somehow 
related to MITK. I have 42 vtkPolyData objects in my scene and for each 
of these objects, I call the same function to colorize them, always 
using the same color LUT. In this function, a vtkLookupTable is 
generated (by a call to another class) and the generated LUT is passed 
to MITK:

mitk::LookupTable::Pointer lutpath = mitk::LookupTable::New();

_lookUpTabs->buildLutBlueToYellow(); // build the LUT

lutPath->SetVtkLookupTable(_lookUpTabs->getLutBlueToYellow());

nodepath->SetProperty ( "LookupTable", new mitk::LookupTableProperty ( 
lutpath.GetPointer() ) );

This works well. However, by looking at my code, I thought it would be 
pretty inefficient to build the LUT every 42 times, since it is always 
the same. Hence, "buildLutBlueToYellow()" now first tests for a flag, 
that states if the LUT has already been created. If not, it just creates 
it once and sets the flag to TRUE.

The problem I encounter though is a drastic change in rendering 
performance. I do not achieve interactive frame rates anymore?????????

What I observed is, that if I take out the line 
lutPath->SetVtkLookupTable(_lookUpTabs->getLutBlueToYellow());
the rendering speed becomes normal again. That is what lead me to the 
thought that the problem might be MITK-related. By doing so, of course, 
my LUT is not used anymore but the standard RGB color scale.

I deeply appreciate any thoughts on that.

Thanks,
Steffen





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