{
if (coordinateMask & 0x1)
{
- buffer[bufferOffset] = (float)(x[i] * scale[0] + translation[0]);
+ double xi = x[i];
+ if (logMask & 0x1)
+ {
+ xi = DecompositionUtils::getLog10Value(x[i]);
+ }
+ buffer[bufferOffset] = (float)(xi * scale[0] + translation[0]);
}
if (coordinateMask & 0x2)
{
- buffer[bufferOffset +1] = (float)(y[i] * scale[1] + translation[1]);
+ double yi = y[i];
+ if (logMask & 0x2)
+ {
+ yi = DecompositionUtils::getLog10Value(y[i]);
+ }
+ buffer[bufferOffset + 1] = (float)(yi * scale[1] + translation[1]);
}
if (coordinateMask & 0x4)
{
- buffer[bufferOffset +2] = (float)(z[i] * scale[2] + translation[2]);
+ double zi = z[i];
+ if (logMask & 0x4)
+ {
+ zi = DecompositionUtils::getLog10Value(z[i]);
+ }
+ buffer[bufferOffset + 2] = (float)(zi * scale[2] + translation[2]);
}
if (elementsSize == 4 && (coordinateMask & 0x8))
{
- buffer[bufferOffset +3] = 1.0;
+ buffer[bufferOffset + 3] = 1.0;
}
bufferOffset += 4;
color = DecompositionUtils::getAbsoluteValue(color);
fillConstantColorsTextureCoordinates(buffer, bufferLength, colormap, colormapSize,
- color, numGons, numVerticesPerGon);
+ color, numGons, numVerticesPerGon);
}
else
{
fillDataColorsTextureCoordinates(buffer, bufferLength, colormap, colormapSize,
- colors, colorFlag, perVertex, dataMapping, numGons, numVerticesPerGon);
+ colors, colorFlag, perVertex, dataMapping, numGons, numVerticesPerGon);
}
}
void Fac3DDecomposer::fillNormalizedZColorsTextureCoordinates(float* buffer, int bufferLength, double* colormap, int colormapSize,
- double* z, int numGons, int numVerticesPerGon)
+ double* z, int numGons, int numVerticesPerGon)
{
double zavg = 0.;
double zMin = 0.;
}
void Fac3DDecomposer::fillConstantColorsTextureCoordinates(float* buffer, int bufferLength, double* colormap, int colormapSize,
- double colorValue, int numGons, int numVerticesPerGon)
+ double colorValue, int numGons, int numVerticesPerGon)
{
int bufferOffset = 0;
}
void Fac3DDecomposer::fillDataColorsTextureCoordinates(float* buffer, int bufferLength, double* colormap, int colormapSize,
- double* colors, int colorFlag, int perVertex, int dataMapping, int numGons, int numVerticesPerGon)
+ double* colors, int colorFlag, int perVertex, int dataMapping, int numGons, int numVerticesPerGon)
{
double colMin = 0.;
double colRange = 0.;
}
void Fac3DDecomposer::computeMinMaxValues(double* values, int numValues, int numGons, int numVerticesPerGon, int minMaxComputation,
- double* valueMin, double* valueMax)
+ double* valueMin, double* valueMax)
{
double maxDouble = DecompositionUtils::getMaxDoubleValue();
double tmpValueMin = maxDouble;
double value = 0.;
int numIterations = 0;
-
+
if (minMaxComputation != ALL_VALUES)
{
numIterations = numGons;