Block-rendering based slicing#13
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Note: added both this and #12 to the 0.3.0 milestone because I think both approaches are good and I'm pretty sure there's nothing conflicting in the changes in both PRs. I think #12 is good primarily if you already know what/where you want to slice... while I think the approach in this PR allows a better way to slice interactively. |
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chrishavlin
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Hey @matthewturk I was running your example locally now that tests are back to passing.... and I think I broke it while merging/rebasing with main...
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Yup I think so.
…On Tue, Oct 25, 2022, 1:35 PM Chris Havlin ***@***.***> wrote:
***@***.**** commented on this pull request.
Hey @matthewturk <https://github.com/matthewturk> I was running your
example locally now that tests are back to passing.... and I think I broke
it while merging/rebasing with main...
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In yt_idv/shaders/shaderlist.yaml
<#13 (comment)>:
> + slice:
+ description: Slice
+ first_vertex: grid_position
+ first_geometry: grid_expand
+ first_fragment: slice_sample
+ second_vertex: passthrough
+ second_fragment: apply_colormap
This is likely my fault from all the merging/rebasing.... but I *think*
this should be up in the normal block_rendering and not the
octree_block_rendering? Is that right?
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Ok, I'm still getting an error after moving the |
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ok, now it's just up in |
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k, think I figured it out... Here's the diff of the commit I just pushed: That make sense, @matthewturk ? I'm going to try adding a menu option for the slicing coordinates... |



This is a slightly different implementation than #12 -- and it brings with it downsides and upsides.
As of issuing the pull request, the sampling isn't precisely working, but I think that's probably not too bad to fix. This uses the full "block rendering" machinery to work. The downside to this is that it takes a lot longer to get the data up -- since we're putting the whole dataset (or whatever subset we're sending) on the GPU before rendering. #12 does this with a much more memory-conservative approach -- and one that can be used to supply arbitrary image data.
There're things to improve in this, but it seems like it might be a worthwhile, additional approach.