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Use texture based ternary visualization
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@@ -18,13 +18,14 @@
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#pragma once
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#include "RigTernaryResultAccessor2d.h"
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#include "RivTernaryResultToTextureMapper.h"
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#include "cvfBase.h"
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#include "cvfObject.h"
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#include "cvfArray.h"
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class RimResultSlot;
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class RigTernaryResultAccessor;
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class RivTernaryResultToTextureMapper;
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class RimTernaryLegendConfig;
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namespace cvf
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@@ -33,6 +34,9 @@ namespace cvf
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}
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//==================================================================================================
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///
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//==================================================================================================
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class RivTernaryTextureCoordsCreator
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{
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public:
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@@ -42,10 +46,7 @@ public:
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size_t gridIndex,
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const cvf::StructGridQuadToCellFaceMapper* quadMapper);
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void createTextureCoords(cvf::Vec2fArray* quadTextureCoords)
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{
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createTextureCoords(quadTextureCoords, m_quadMapper.p(), m_resultAccessor.p(), m_texMapper.p());
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}
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void createTextureCoords(cvf::Vec2fArray* quadTextureCoords);
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private:
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static void createTextureCoords(cvf::Vec2fArray* quadTextureCoords,
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@@ -53,6 +54,7 @@ private:
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const RigTernaryResultAccessor* resultAccessor,
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const RivTernaryResultToTextureMapper* texMapper);
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private:
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cvf::cref<cvf::StructGridQuadToCellFaceMapper> m_quadMapper;
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cvf::ref<RigTernaryResultAccessor> m_resultAccessor;
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cvf::ref<RivTernaryResultToTextureMapper> m_texMapper;
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