• Home
  • Manual
  • API Documentation
Search Results for

    Show / Hide Table of Contents
      • ABRFilterExample
      • ABRQueryExample
      • ABRSpaceConvertExample
      • BackgroundColor
      • DebugDraw
      • DisableABRLights
      • GenerateDataAndUseStyle
      • Grabbable
      • Grabber
      • HideShowMenu
      • LightEditor
      • LightEditorTile
      • PerformanceEnhancer
      • SVScreenshot
    • IVLab.ABREngine
      • ABRConfig
      • ABRConfig.Consts
      • ABRConfig.GroupToDataMatrixOverrideFields
      • ABRDataContainer
      • ABREngine
      • ABREngine.StateChangeDelegate
      • ABRInputAttribute
      • ABRInputGenre
      • ABRInputIndexerModule
      • ABRLight
      • ABRLightManager
      • ABRPlateType
      • ABRServer
      • ABRStateParser
      • AnglePrimitive
      • BooleanPrimitive
      • ColormapVisAsset
      • DataImpression
      • DataImpressionGroup
      • DataManager
      • DataPath
      • DataPath.DataPathType
      • DataPoint
      • DataRange<T>
      • DataTopology
      • Dataset
      • FilePathVisAssetFetcher
      • FloatPrimitive
      • GlyphGradient
      • GlyphVisAsset
      • GradientBlendMap
      • HttpDataLoader
      • HttpStateFileLoader
      • HttpVisAssetFetcher
      • IABRInput
      • IABRStateLoader
      • IColormapVisAsset
      • ICoordSpaceConverter
      • IDataAccessor
      • IDataImpressionRenderInfo
      • IDataLoader
      • IDataVariable<T>
      • IFloatPrimitive
      • IGlyphVisAsset
      • IHasDataset
      • IHasKeyData
      • IIntegerPrimitive
      • IKeyDataRenderInfo
      • ILineTextureVisAsset
      • IPrimitive
      • IPrimitiveGradient
      • ISurfaceTextureVisAsset
      • ITextureGradient
      • IVisAsset
      • IVisAssetFetcher
      • IVisAssetGradient<T>
      • IVolumeCoordSpaceConverter
      • IVolumeDataAccessor
      • InstancedMeshRenderer
      • InstancedSurfaceDataImpression
      • IntegerPrimitive
      • KeyData
      • LengthPrimitive
      • LineKeyData
      • LineTextureGradient
      • LineTextureVisAsset
      • MediaDataLoader
      • Notifier
      • PathStateFileLoader
      • PercentPrimitive
      • PointKeyData
      • PrimitiveGradient
      • RawABRInput
      • RawDataset
      • RawDataset.BinaryData
      • RawDataset.JsonHeader
      • RawDatasetAdapter
      • RawPrimitiveGradient
      • RawVisAssetGradient
      • RenderHints
      • ResourceStateFileLoader
      • ResourceVisAssetFetcher
      • ResourcesDataLoader
      • ScalarDataVariable
      • SerializableFloatArray
      • SerializableVectorArray
      • SimpleGlyphDataImpression
      • SimpleLineDataImpression
      • SimpleLineRenderInfo
      • SimpleSurfaceDataImpression
      • SimpleSurfaceRenderInfo
      • SimpleVolumeDataImpression
      • StateLocalVisAssetFetcher
      • SurfaceKeyData
      • SurfaceTextureGradient
      • SurfaceTextureVisAsset
      • TextStateFileLoader
      • TypeExtentions
      • UnityObjectSerializer
      • UpdateLevel
      • VectorDataVariable
      • VisAsset
      • VisAssetGradient
      • VisAssetLoader
      • VisAssetManager
      • VolumeKeyData
    • IVLab.ABREngine.Examples
      • CSVToPoints
      • CreateDataset
      • InteractiveState
      • MtStHelensData
      • MtStHelensVisDriver
    • IVLab.ABREngine.ExtensionMethods
      • DirectoryInfoExtensions
      • ScriptableObjectExtensions
    • IVLab.ABREngine.Legends
      • ABRLegend
      • ABRLegendEntry
      • ABRLegendEntry.Label
      • ABRLegendGeometry

    Class GradientBlendMap

    Collection of essential textures for making texture-based VisAsset gradients happen. The blend maps are controlled via the BlendMaps and StopMaps texture arrays.

    Inheritance
    object
    GradientBlendMap
    Namespace: IVLab.ABREngine
    Assembly: IVLab.ABREngine.Runtime.dll
    Syntax
    public class GradientBlendMap

    Constructors

    | Improve this Doc View Source

    GradientBlendMap(List<Texture2D>, List<float>, List<float>)

    Collection of essential textures for making texture-based VisAsset gradients happen. The blend maps are controlled via the BlendMaps and StopMaps texture arrays.

    Declaration
    public GradientBlendMap(List<Texture2D> textures, List<float> stops, List<float> blendWidths)
    Parameters
    Type Name Description
    List<Texture2D> textures
    List<float> stops
    List<float> blendWidths
    | Improve this Doc View Source

    GradientBlendMap(List<Texture2D>, List<float>, float)

    Collection of essential textures for making texture-based VisAsset gradients happen. The blend maps are controlled via the BlendMaps and StopMaps texture arrays.

    Declaration
    public GradientBlendMap(List<Texture2D> textures, List<float> stops, float blendWidth)
    Parameters
    Type Name Description
    List<Texture2D> textures
    List<float> stops
    float blendWidth
    | Improve this Doc View Source

    GradientBlendMap(Texture2D)

    Collection of essential textures for making texture-based VisAsset gradients happen. The blend maps are controlled via the BlendMaps and StopMaps texture arrays.

    Declaration
    public GradientBlendMap(Texture2D texture)
    Parameters
    Type Name Description
    Texture2D texture

    Fields

    | Improve this Doc View Source

    MaxSupportedTextures

    Maximum number of supported textures in a texture gradient

    Declaration
    public const int MaxSupportedTextures = 16
    Field Value
    Type Description
    int

    Properties

    | Improve this Doc View Source

    AspectRatios

    Array of aspect ratios (width / height) of each texture

    Declaration
    public float[] AspectRatios { get; }
    Property Value
    Type Description
    float[]
    | Improve this Doc View Source

    BlendMaps

    Red/Green/Blue/Alpha texture that describes the blending between Stops. For a gradient with 3 elements, this texture will look red on the left, green in the middle, and blue on the right. For a gradient with 12 elements, this texture will have 3 rows with red, green, blue, and alpha. The transition blend is defined by blendWidth. For a gradient with 5 elements, the BlendMap looks something like this:

    Declaration
    public Texture2D BlendMaps { get; }
    Property Value
    Type Description
    Texture2D
    | Improve this Doc View Source

    HeightWidthAspectRatios

    Array of aspect ratios (height / width) of each texture

    Declaration
    public float[] HeightWidthAspectRatios { get; }
    Property Value
    Type Description
    float[]
    | Improve this Doc View Source

    StopMaps

    Red/green/blue/alpha texture that describes how far along in the current stop we are, matching up with BlendMap. For a gradient with 3 elements, this texture will look like 3 black-to-white colormaps smooshed together. For a gradient with 5 elements, the StopMap looks something like this:

    Declaration
    public Texture2D StopMaps { get; }
    Property Value
    Type Description
    Texture2D
    | Improve this Doc View Source

    Textures

    The actual combined texture that contains all visassets, stacked together vertically. For a gradient with 5 line texture elements, it might look something like this:

    Declaration
    public Texture2D Textures { get; }
    Property Value
    Type Description
    Texture2D
    • Improve this Doc
    • View Source
    In This Article
    Back to top Interactive Visualization Lab
    Copyright 2023, Regents of the University of Minnesota, All Rights Reserved