On Wed, Feb 16, 2011 at 4:26 PM, Gael Varoquaux <gael.varoqu...@normalesup.org> wrote: > On Wed, Feb 16, 2011 at 04:01:59PM +0000, Michele Mattioni wrote: >> > Can you give us a bit more of info on how you are plugin your objects in >> > the viewport? That's where we can capture them to expose them as data for >> > Mayavi, and thus be able to use things such as a colorbar. > > >> I use the visual API, so basically I create all the cylinders that I >> need directly with the code shown above (the second line, basically), >> passing the coordinates and the scalar for the axis, basically >> setting, x,y,z and axis as keyword. > > OK, the actor is added to the scene directly when the visual.Cylinder > object is instanciated. > > Do you need the visual API (in other words the animation features?), > because it seems to me that we could just bypass it and do some TVTK, > which would offer us more control.
Nope, I just need to create a set of cylinders. Consider this code: https://gist.github.com/829727 The draw of the cylinder is on line 9 cyl = visual.Cylinder(pos=(coords['x0'],coords['y0'],coords['z0']), axis=(x_ax,y_ax,z_ax), radius=1, length=10) Basically that line has to go and everything has to be done in tvtk pipeline? Cheers, Michele. ------------------------------------------------------------------------------ The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE: Pinpoint memory and threading errors before they happen. Find and fix more than 250 security defects in the development cycle. Locate bottlenecks in serial and parallel code that limit performance. http://p.sf.net/sfu/intel-dev2devfeb _______________________________________________ MayaVi-users mailing list MayaVi-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mayavi-users