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Use texture based ternary visualization
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@@ -32,7 +32,7 @@ public:
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/// Requires two of the arguments to be present
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void setTernaryResultAccessors(RigResultAccessor* soil, RigResultAccessor* sgas, RigResultAccessor* swat);
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/// Returns [SOil, SWat] regardless of which one of the three is missing. if Soil or SWat is missing, it is calculated
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/// Returns [SOIL, SGAS] regardless of which one of the three is missing. if Soil or SWat is missing, it is calculated
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/// based on the two others
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virtual cvf::Vec2d cellScalar(size_t gridLocalCellIndex) const;
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virtual cvf::Vec2d cellFaceScalar(size_t gridLocalCellIndex, cvf::StructGridInterface::FaceType faceId) const;
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