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 ------------------------------------------------------------------------- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ _______________________________________________ mitk-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/mitk-users
