Nicer rendering for 3D slices

This commit is contained in:
Alessandro Ranellucci 2015-01-07 20:45:50 +01:00
parent d5cab6221d
commit 9b9ed91e6e

View file

@ -874,9 +874,13 @@ sub draw_volumes {
glLineWidth(0); glLineWidth(0);
glColor3f(@{COLORS->[0]}); glColor3f(@{COLORS->[0]});
glBegin(GL_QUADS); glBegin(GL_QUADS);
glNormal3f((map $_/$line->length, @{$line->normal}), 0); # We'll use this for the middle normal when using 4 quads:
#my $xy_normal = $line->normal;
#$_xynormal->scale(1/$line->length);
glNormal3f(0,0,-1);
glVertex3f((map unscale($_), @{$line->a}), $bottom_z); glVertex3f((map unscale($_), @{$line->a}), $bottom_z);
glVertex3f((map unscale($_), @{$line->b}), $bottom_z); glVertex3f((map unscale($_), @{$line->b}), $bottom_z);
glNormal3f(0,0,1);
glVertex3f((map unscale($_), @{$line->b}), $top_z); glVertex3f((map unscale($_), @{$line->b}), $top_z);
glVertex3f((map unscale($_), @{$line->a}), $top_z); glVertex3f((map unscale($_), @{$line->a}), $top_z);
glEnd(); glEnd();