Replace hard transparent/opaque edge cutoff with a weighted alpha
derived from the bilinear corner weights. Pixels at the boundary fade
proportionally to how much of their area falls within the defined
region, eliminating the hard staircase artefact.
Scale texture up 4x and bilinearly interpolate between adjacent vertex
values to eliminate block artefacts. Pixels adjacent to any undefined
(infinity) vertex are rendered transparent.
Extract and clean up prototype from contour-map-01 branch:
- RivContourMapProjectionPartMgr: add appendProjectionAsTexturedQuad(),
createSingleTexturedQuadPart(), createXYPlaneQuadGeoWithTexCoords(),
and createTexture() — renders the map as a single GPU-textured quad
with transparency (alpha=0) for undefined/infinity cells
- RimContourMapProjection: add m_showTextureImage (default true) and
m_showTrianglesWithColor (default false) PDM fields; guard triangle
mesh generation when showTrianglesWithColor() is false
- RimEclipseContourMapView, RimGeoMechContourMapView: branch
appendContourMapProjectionToModel() to use texture or triangle path
based on the new flags; Statistics view inherits Eclipse path
Prototype dead code (debug file save, SurfaceEffectGenerator fallback,
redundant createImage()) not carried forward.
* Make sure clang-tidy action use .clang-tidy config file
Use add-paths to instruct create-pull-request to a sub folder to avoid diff from Qt and vcpkg
* Use empty() in macro to avoid clang-tidy warning
* Add NOLINT to CAF_ASSERT
* Add NOLINT to cvfAssert
* Place copy of contour map in correct collection
* Allow linking of contour maps
* Improve handling of contour views and 3D views
* Guard nullptr
* Guard assert seen on Linux
* Zoom all on contour map when unlinked to reset zoom
If a contour map is linked to a 3D view, the view can get distorted. Call ZoomAll to reset to sensible defaults.
* Remove default rainbow legend