Hi Ingmar,

thanks for the info. I studied the rendermapper (again :) ) and i am
still not sure what if it is what i need.

I try to be more specific:
What i am aiming at is revamping the trackball interacion in the 3d
view. At the same time i want to modify the trackballs representation to
give a more intuitive feedback while transformning geometry. While
doeing this, i draw three 3d circles (in different colours) around the
object (which needs the 3d contect otherwise occlusion won't be handled
correctly) and on the other hand i want the circles to be constant size
to the viewer, ie. they should not scale with the distance to the
obserevr camera. Third, i want to place a 4th circle in the view plane
of teh active camera (so, 2D), with a radius a little bigger than the
other three circles.

I am not sure till now ( for drawing the reprsentation ) where to hook
into the pipeling to dra 3d and 2d interdependent on each other at the
same time...

As far as i understood ill now, the mappers abstract a certain
(topology) type of geometry to the respective hardware implementtion
underneath (mapperGL, etc..).

I hope that clarifies a bit what i try to get working :)

Regards,
Thomas

On 10.02.2011 11:16, Wegner Ingmar wrote:
> Hi Thomas,
> I don't understand what you are about to do, 
> but are mappers what you are asking for? 
> (http://docs.mitk.org/nightly-qt4/classmitk_1_1Mapper.html)
> See sequence diagram on http://docs.mitk.org/nightly-qt4/Rendering.html
> A mapper takes care of drawing one special kind of data. If you create your 
> own data you also need a special mapper. And if you want something to be 
> differently drawn, you can write a modified mapper.
> Maybe a look into the mapper classes helps.
> 
> Best Regards,
> Ingmar
> 
> 

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