Hi Nil,

There are two cases where the crosshair is not in the center of voxels and I am not entirely sure which scenario you have described:

As soon as you have an image with a rotation in your datamanager, it is not possible to stay exactly in the middle of voxels because the image will be resampled in order to be "sliceable".

The other case is, that you open at least two images with different spacings. mitk has to pick a spacing for the world geometry, so that you can navigate through all images without skipping some of the slices. If this is what you meant, then you can modify the calculation of the "world-spacing" in this method:
mitk::DataStorage::ComputeBoundingGeometry3D(

Did this answer your questions? If not, please describe the objects in your datastorage (rotation, spacing).

Regards
Christoph

On 03/05/2015 06:24 PM, Nil Goyette wrote:
Hi all,

When we open an image with no affine transformation (identity matrix), the crosshair is always right in the middle of a voxel, like in [1]. Moreover, I see that MITK tries to "accomodate" us when we open an image with an affine transformation [2]. I understand that this is a feature; it's probably the right thing to do :)

However, this feature become troublesome for us with an image with no transformation, except for a spacing of, lets say, (1.8, 1.8, 1.8). The transformation matrix would be:
1.8 0.0 0.0
0.0 1.8 0.0
0.0 0.0 1.8
This is the kind of cases where we really prefer the crosshair to always be in the center of a voxel. In fact, it's not just a preference, it clashes with one of our feature :)

So, here are two questions:
- Is it currently possible to do it in MITK? Enabling something in the renderer or in some obscure place? - If not, can someone tell me how I could do such a thing? I'm not asking for the code! Just a starting point would be nice.

[1] http://i.imgur.com/hwpHzRs.png
[2] http://i.imgur.com/NOSCIpe.png

--
Logo Imeka <http://imeka.ca/>     Nil Goyette, M.Sc.
www.imeka.ca <http://imeka.ca/>


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