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#6517 Apply fudge factor to maximum contour level in Contour maps
* This is already done to the minimum level. * Probably only a real issue for results with a [0..1] range because these results have a lot of cells with values near the top part of the interval.
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@ -976,11 +976,11 @@ void RimContourMapProjection::generateTrianglesWithVertexValues()
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std::vector<cvf::Vec3d> clippedTriangle;
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std::vector<cvf::Vec3d> clippedTriangle;
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if ( v == clippedPolygon.size() - 1 )
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if ( v == clippedPolygon.size() - 1 )
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{
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{
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clippedTriangle = {clippedPolygon[v], clippedPolygon[0], baryCenter};
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clippedTriangle = { clippedPolygon[v], clippedPolygon[0], baryCenter };
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}
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}
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else
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else
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{
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{
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clippedTriangle = {clippedPolygon[v], clippedPolygon[v + 1], baryCenter};
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clippedTriangle = { clippedPolygon[v], clippedPolygon[v + 1], baryCenter };
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}
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}
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polygonTriangles.push_back( clippedTriangle );
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polygonTriangles.push_back( clippedTriangle );
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}
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}
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@ -1106,7 +1106,10 @@ void RimContourMapProjection::generateContourPolygons()
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if ( legendConfig()->mappingMode() == RimRegularLegendConfig::MappingType::LINEAR_DISCRETE ||
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if ( legendConfig()->mappingMode() == RimRegularLegendConfig::MappingType::LINEAR_DISCRETE ||
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legendConfig()->mappingMode() == RimRegularLegendConfig::MappingType::LINEAR_CONTINUOUS )
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legendConfig()->mappingMode() == RimRegularLegendConfig::MappingType::LINEAR_CONTINUOUS )
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{
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{
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contourLevels.front() -= 0.01 * ( contourLevels.back() - contourLevels.front() );
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const int fudgeFactor = 0.01;
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// Adjust contour levels slightly to avoid weird visual artifacts due to numerical error.
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contourLevels.front() -= fudgeFactor * ( contourLevels.back() - contourLevels.front() );
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contourLevels.back() += fudgeFactor * ( contourLevels.back() - contourLevels.front() );
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}
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}
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else
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else
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{
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{
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