Hi!
I´m trying to write a filter with multiple inputs, in my case I need two
datasets as input to this filter. In order to achieve that, I have the
following routine in my code:
int vtkTauFilter::FillInputInformation(int port, vtkInformation* info)
{
info -
void vtkBlahFilter::SetDataSet1Connection(vtkAlgorithmOutput* algOutput)
{
this-SetInputConnection(0, algOutput);
}
void vtkBlahFilter::SetDataSet2Connection(vtkAlgorithmOutput* algOutput)
{
this-SetInputConnection(0, algOutput);
}
Burlen's code looks right, but I believe the
Hi all,
I'm writing a reader for a dataset which has boundary faces (tri and quads)
as well as volume cells (tets etc..).
In would like to use a CompositeDataSet as a container, so that I can easily
extract boundary faces which are groupesd in named zones (for ex: upper_surf
lower_surf etc...).
Yes, I have. But it doesn't work.
On Fri, Feb 20, 2009 at 6:56 AM, Utkarsh Ayachit
utkarsh.ayac...@kitware.com wrote:
Have you tried just removing the property
LockSampleDistanceToInputSpacing from the XML?
Utkarsh
On Thu, Feb 19, 2009 at 5:26 PM, Biao She sheb...@gmail.com wrote:
You can share the points by simply creating one vtkPoints object and then
passing those points to all the unstructured grids in your data object. Then
all the blocks will be sharing that data.
Note, however, that ParaView will not actually check that. Thus it will
probably incorrectly count
If all of the grids that are used in the vtkMultiBlockDataSet derive from
vtkPointSet, you can use the same vtkPoints for each of the grids. They
should also have the same vtkPointData as a result so that data is not
duplicated.
Andy
On Fri, Feb 20, 2009 at 2:23 PM, Jacques Papper
In that case simply remove the command attribute from the
LockSampleDistanceToInputSpacing property. That way ParaView will
not try to call that method on the vtkOpenGLVolumeTextureMapper3D
class.
Utkarsh
On Fri, Feb 20, 2009 at 2:25 PM, Biao She sheb...@gmail.com wrote:
Yes, I have. But it
I have a polydata (vtp) with a bunch of triangles. I want to smooth the
mesh. I tried the subdivide filter, but it produces absolutely ridiculous
triangles. So I thought this meant the connectivity information was wrong?
So I tried the TriangleStrips filter and then the subdivide filter, but now