On 2012/09/14 10:15 AM, Benjamin Root wrote:
>
>
> On Fri, Sep 14, 2012 at 3:50 PM, Eric Firing <efir...@hawaii.edu
> <mailto:efir...@hawaii.edu>> wrote:
>
>     On 2012/09/14 9:00 AM, Benjamin Root wrote:
>      > tricontourf() might be more what you are looking for.  Another
>      > possibility is pcolor() (note that for irregularly spaced grids,
>      > pcolormesh() would not work).
>
>     Huh? I don't think there is anything pcolor can handle that pcolormesh
>     can't handle faster.  In both cases, the grids must be quadrilateral,
>     but that's all.
>
>     Eric
>
>
> Clarification: pcolormesh() must have a grid of coordinates (not
> necessarially equally spaced).
>
> As for pcolormesh() being able to handle anything that pcolor() can
> handle, I have run into situations where that was not the case.  I don't
> remember the details, though.  I think pcolorfast() operates like that
> (falling back to pcolor() as a last resort).

No, pcolorfast never falls back to pcolor.  In order of fastest to 
slowest, it tries to use image rendering, then a variant of nonuniform 
image rendering, and then a quadmesh.  It is a bit fussier about inputs 
than pcolor and pcolormesh, and does not draw lines.  pcolor and 
pcolormesh differ in the mechanism they use (pcolor uses a 
PolyCollection) and in the way masked data are handled (pcolor draws 
nothing in masked regions).

Eric


>
> Ben Root
>


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