bugGNU Octave - Bugs: bug #62067, Implementation of edgealpha for...

 
 

bug #62067: Implementation of edgealpha for Surface

Submitter:  Razdvizh <razdvizh>
Submitted:  Wed 16 Feb 2022 10:09:44 PM UTC
   
 
Category:  Plotting with OpenGL Severity:  1 - Wish
Priority:  3 - Low Item Group:  Feature Request
Status:  None Assigned to:  None
Originator Name:  Open/Closed:  * Open
Release:  * dev Release: 
Operating System:  * Any Fixed Release:  None
Planned Release:  None
* Mandatory Fields

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Tue 27 Dec 2022 09:33:01 PM UTC, comment #4: 

After looking through this post below, I did a feasibility trial on patch as a work around of mesh/surface.  

https://octave.discourse.group/t/transparent-surface-with-patch/2943/2

Patch function is a potential work around, not a solution.  The correct solution is to make facealpha work within mesh and surface. 

The facealpha property of patch function works properly.  Therefore if one can convert the mesh/surface data into polygons and generate a single patch for all polygons, the facealpha of the surface can be controlled/emulated through one single patch function handle. 

My trial has about 500 patches of rectangles to emulate a tube.  The performance is quite good. There is no delay in rotation/pan and alpha changes.

Liang Tang <lt1234>
Tue 27 Dec 2022 01:31:25 PM UTC, comment #3: 

Octave is an open source volunteer project. If you are interested in this feature, you are welcome to contribute.

Markus Mützel <mmuetzel>
Group administrator
Tue 27 Dec 2022 12:04:28 PM UTC, comment #2: 

The missing of facealpha or alpha feature has about a dozen of associated bug reports in the past 8-10 years.  So it is not few individuals who experienced this issue. For problem related to physical volume, facealpha controls the presentation of the outcomes of analyses. So it is an important piece of a project.       

For mesh, "hidden off" works out very well for me.  But mesh sometime looks really messy. 

For any shaded objects, there is no work around.  Please consider to implement this feature and lift the priority from low.  Thanks.

Liang Tang <lt1234>
Thu 24 Feb 2022 09:25:43 AM UTC, comment #1: 

That would be a nice feature. But unfortunately, that's easier said than done. See also bug #57980.

Rendering transparent wireframes would probably only make sense if we had back-to-front sorting.

Markus Mützel <mmuetzel>
Group administrator
Wed 16 Feb 2022 10:09:44 PM UTC, original submission:  

I would like to see this properties be implemented at least when facecolor is zero(wireframe mode)


[x y z]=cylinder;
mesh(x,y,z,"facealpha",0,"edgealpha",0.5);
#mesh(x,y,z,"edgealpha",0.5);


Razdvizh <razdvizh>

 

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Attached Files
file #52868:  ea1.png added by razdvizh (13KiB - image/png)
file #52869:  ea2.png added by razdvizh (10KiB - image/png)

 

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   bug dependencies.

Items that depend on this one: None found

 

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    Follow 8 latest changes.

    Date Changed by Updated Field Previous Value => Replaced by
    2022-02-24 mmuetzel CategoryPlotting Plotting with OpenGL
        Severity3 - Normal 1 - Wish
        Priority5 - Normal 3 - Low
        Release5.2.0 dev
        Operating SystemGNU/Linux Any
        Dependencies- Depends on bugs #57980
    2022-02-16 razdvizh Attached File- Added ea2.png, #52869
    2022-02-16 razdvizh Attached File- Added ea1.png, #52868

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