Hi all,

at the moment i implement a new user interaction visualization, and my
problem is the following:

The representation is separated from the widget, and the representation
does not know anything about the renderer.

One of my options to implement a user interaction feedback is to paint a
widget in a fixed distance to the viewer's camera, but in the direction
of the 3D widget (i.e. placed upon the selected object, but with
constant size on screen).  As far as i can think of (sorry, i am a bit
new to vtk inside details) , i need the camera transformation matrix /
perspective transform at the construction time of the
vtkWidgetRepresentation... but that is not possible. Especially, given
the example of a trackball, in the constuctor of the
vtkWidgetRepresentation it *describes* the looks and the topology
information of the object, not how it is rendered at the screen. After
that setting up of the object's description, the object is handed to the
renderer with its respective transform. I want to influence this
transformation so that the object's distance to the viewer is constant.

So my questions are the following:

1) where can I hook into the rendering pipeline to influence my object
generation code / transformation adjustment at rendering time?
2) Is there something like an 3dObject::paintMe() to overload for
objects in the rendering pipeline (with access to the perspective
transforms)?
2) is there a way to paint 2D items like a circle in the cameras
viewplane, for example over the center of an object in 3D space?
3) in particular, when creating a new widget and its representation, is
there a way to mix 2D and 3D painting with mutual information access,
like getting the object center in 2d from the 3d view for overlay painting?

Regards,
Thomas

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