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Updating GLVis mesh vector or scalar solution without drawing a new mesh #272
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How is this different than what happens e.g. in ex10 by pushing updated fields to the same socket? |
Hello, In ex10.cpp, line 381: void visualize(ostream &os, Mesh *mesh, GridFunction *deformed_nodes, GridFunction *field, const char *field_name, bool init_vis) ..
Where the nodes of the mesh are temporarily swapped, and sent to glVis trough socket. but mesh is being resent again. I am interesting modifying mesh inside glVis programmatically, and also pass binary data, instead of ascii, to get at least 10hz update rate, for a mesh with around 65K nodes. So I would like to pass as little as possible data. Is there any reason for the underlying visualized mesh in glVis memory to be unmodifiable? Best Regards, |
Interesting 👍 Currently when the solution is updated the mesh is also sent as if it is done for the first time. See the logic in https://github.com/GLVis/glvis/blob/master/lib/threads.cpp#L760 This and https://github.com/GLVis/glvis/blob/master/lib/threads.cpp#L425 could probably be changed, e.g. by adding a new keyword, to just send the grid function and reuse the current mesh. Tzanio |
Would love to have this feature!!!! Was just wondering about the same thing. Redundant data tranfer can be easily eliminated... |
Hello,
I am about to make a plugin for glVis that listens on a different socket, and updates the mesh node positions.
My purpose is to get an animation of displacements.
I have read the code for the b button press, which is at vsvector3d.cpp and
`
void VisualizationSceneVector3d::NPressed()
{
if (drawdisp)
{
PrepareDisplacedMesh();
}
else
{
Prepare();
PrepareLines();
}
SendExposeEvent();
}
`
I am intending to make a connector, that triggers a method like NPressed above, so I can edit displace mesh, or update solution.
But before I do this, has there been any work done in similar direction?
Any ideas / reccomendations / help greatly appreciated.
Best Regards,
C.
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