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OpenGL - 3D - plot from a set of points
Actually, there is a set of points, for example:
x | y | z |
---|---|---|
0.8316467632710912 | 3.9125904029352112 | 4.2460486461065035e+009 |
1.1025494232680673 | 3.8450467837532551 | 4.2460486461065035e+009 |
1.6269465723033014 | 3.6541818305703586 | 4.2460486461065035e+009 |
... | ... | ... |
0.8370776849271087 | -11.9707686031180580 | 4.2380933897388258e+009 |
-0.0000000000024552 | -12.0000000000000000 | 4.2359237743658228e+009 |
-0.8370776849320072 | -11.9707686031177150 | 4.2337541589928198e+009 |
... | ... | ... |
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So what exactly is your problem, what do you want to get?
A snag in Qt's 3D plotting tools? Look at this qwtplot3d.sourceforge.net/
Whether it is necessary to sort\interpolate\approximate or not, you already decide based on your task, what you need to get, on what interval, maybe the sequence of points is important to you?.. Or are your points rather unevenly scattered and you lack "smoothness"?
If smoothing is not needed, then you can triangulate and build "as is".
And you can also interpolate data with B-splines in order to move from an uneven grid to a uniform one, and then build the simplest triangulation (by triples of neighboring pixels, this is done elementarily). But only building B-splines on a non-uniform grid is by no means a trivial task.
I recommend all the same elementary: triangulation + construction. In any case, triangulation is indispensable (because you still have to sort the data first).
If the task is not educational, you can, for example, use mathGL in order not to fence bicycles. And if it is generally disposable, then gnuplot will do.
IMHO Qt is not the best solution in this case. Despite the fact that I love him terribly and work a lot on him, we don’t know how to draw graphics. QWT is shitty, native is difficult.
If I were you, until the Qt developers do the normal "scientific drawings", I would use another tool.
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