Ternary: Use shader based per vertex coloring effect

This commit is contained in:
Magne Sjaastad
2014-04-11 13:08:05 +02:00
parent b958d01540
commit 03ab3d0a34
2 changed files with 58 additions and 27 deletions

View File

@@ -29,6 +29,7 @@ namespace cvf
class ModelBasicList;
class Transform;
class Part;
class Effect;
}
class RimResultSlot;
@@ -80,15 +81,15 @@ public:
void updateCellColor(cvf::Color4f color);
void updateCellResultColor(size_t timeStepIndex, RimResultSlot* cellResultSlot);
void updateCellEdgeResultColor(size_t timeStepIndex, RimResultSlot* cellResultSlot,
RimCellEdgeResultSlot* cellEdgeResultSlot);
void appendPartsToModel(cvf::ModelBasicList* model);
private:
void generatePartGeometry(cvf::StructGridGeometryGenerator& geoBuilder, bool faultGeometry);
void generatePartGeometry(cvf::StructGridGeometryGenerator& geoBuilder, bool faultGeometry);
cvf::ref<cvf::Effect> createPerVertexColoringEffect();
private:
size_t m_gridIdx;