Resectogram aspect ratio size #191
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Here I use the viewport only for the position of the 2D plane. I don't quite understand why we should use the viewport for adjusting the size of the Resectogram, cause anyway we still need to fake a 2D surface with whatever dimension to render. My solution now is to use the u/v ratio directly inside the shader so the size change will calculate in GPU. Also, I think the aspect ratio is only a temporal solution to give users a feeling that when they modify the resection surface, the 2D Resectogram would change accordingly. But in the end, we still need to find a way to do parametrically surface flattening inside GPU or in CPU if the algorithm is fast enough. |
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We should find out what are reasonable options to modify the size and aspect ratio of the resectogram. Ideas:
@RuoyanMeng, @olevs, @gatangen, @dalbenzioG
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