93ca69daa3
This is a very common use-case and thus VTK is on by default. As there are cases where you just need PCL for the data formats and algorithms, it can be disabled. There is another change pending to add Qt support to VTK, which will be inherited here, as I am told the (a?) standard use case for VTK is via Qt. The option is: Either just computations (headless) or the full visualization stuff.
35 lines
1.6 KiB
C++
35 lines
1.6 KiB
C++
$NetBSD: patch-apps_modeler_src_cloud__mesh__item.cpp,v 1.1 2021/05/07 11:36:29 thor Exp $
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Support VTK 9, from PR 4262
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--- apps/modeler/src/cloud_mesh_item.cpp.orig 2020-08-14 12:23:03.000000000 +0000
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+++ apps/modeler/src/cloud_mesh_item.cpp
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@@ -156,12 +156,13 @@ void
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pcl::modeler::CloudMeshItem::createChannels()
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{
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RenderWindowItem* render_window_item = dynamic_cast<RenderWindowItem*>(parent());
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- addChild(new PointsActorItem(
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- this, cloud_mesh_, render_window_item->getRenderWindow()->GetRenderWindow()));
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- addChild(new NormalsActorItem(
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- this, cloud_mesh_, render_window_item->getRenderWindow()->GetRenderWindow()));
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- addChild(new SurfaceActorItem(
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- this, cloud_mesh_, render_window_item->getRenderWindow()->GetRenderWindow()));
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+ vtkRenderWindow* win =
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+ getRenderWindowCompat(*(render_window_item->getRenderWindow()));
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+
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+ addChild(new PointsActorItem(this, cloud_mesh_, win));
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+ addChild(new NormalsActorItem(this, cloud_mesh_, win));
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+ addChild(new SurfaceActorItem(this, cloud_mesh_, win));
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+
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for (int i = 0, i_end = childCount(); i < i_end; ++i) {
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ChannelActorItem* child_item = dynamic_cast<ChannelActorItem*>(child(i));
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child_item->init();
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@@ -242,7 +243,7 @@ pcl::modeler::CloudMeshItem::updateRende
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for (int i = 0, i_end = childCount(); i < i_end; ++i) {
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ChannelActorItem* child_item = dynamic_cast<ChannelActorItem*>(child(i));
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child_item->switchRenderWindow(
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- render_window_item->getRenderWindow()->GetRenderWindow());
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+ getRenderWindowCompat(*render_window_item->getRenderWindow()));
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}
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render_window_item->getRenderWindow()->updateAxes();
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