Shaders not working on vtkLODActor?

Hi,

We are attempting to improve performance by replacing vtkActor with vtkLODActor (or vtkQuadricLODActor) Our first naive attempt was to just change the actor type, The result was that level of detail worked, but the shader code associated with the actor via a vtkShaderProperty did not seem to work. I’m curious if anyone knows how this is intended to work; the shader property is part of the actor, so shouldn’t it get properly associated with the myriad mappers created by the vtkLODActor ? Or do we need to pull the mappers out of the vtkLODActor and go back to the old method of shaders via vtkMapper::AddShaderReplacement?

thanks-

Geoff

hi there. Despite the long time it’s been, well I ran into the same problem as you did, and I searched through the forum and didn’t get any clue… Did you have any ideas, thanks.

We ended up writing our own LOD system. There were/are other issues with the LODActor, namely that it seems to copy data every time it switches the representation, which kind of defeats the purpose…

1 Like

Basically create a new mapper that you assign a fine and a coarse mesh to. Put the 2 meshes in a multipiece dataset and the set the block visibility/pickability between the 2 as needed.