There are a few other ways that might fix that. I’m not sure which is best for your usecase, but these are the things I’d try next:
-
vtkCubeAxesActor.SetUse2DMode(1)
. IIRC, this should render the labels in the overlay plane, which won’t be affected by the camera’s transforms. (Right now it’s rendering them as 3D geometry, so they get affected by transforms). - Go back to scaling actors (also repositioning if needed), and tell the
vtkCubeAxesActor
to use the original bounds of the actor as labels (vtkActor.GetBounds()
andvtkCubeAxesActor.Set[XYZ]AxisRange
).