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Mesh Surfaces Appear White When FillMode = Uniform

Posted By Lance Levendowski 8 Years Ago
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Lance Levendowski
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NMeshSurfaceSeries chart objects appear white when NMeshSurfaceSeries.FillMode is toggled from ZoneTexture to Uniform.

Do the following to reproduce the issue:
1. Run …\Nevron .NET Vision 2016.1 for VS2008\Examples\Chart\WinForm\VB.NET\Nevron.Examples.Chart.WinForm.VS2010.sln
2. Navigate to “VB.NET Examples – All Examples – Chart Gallery – Mesh Surface – General”
3. In the “Fill Mode” dropdown select “Uniform”.  Notice that the color of the surface is YellowGreen.
4. In the “Fill Mode” dropdown select “Zone Texture”.
5. In the “Fill Mode” dropdown select “Uniform”.  Notice that the color of the surface is White.

I did some testing and the Color property of the NColorFillStyle that is associated with NMeshSurfaceSeries.FillStyle does not change (i.e., NMeshSurfaceSeries.FillStyle.Color = YellowGreen even though the surface appears white in the chart).

Is there any way to avoid this behavior?

Nevron Support
Posted 8 Years Ago
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Hi Lance,

This bug will be fixed in the upcoming SP.


Best Regards,
Nevron Support Team



Lance Levendowski
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Build 16.5.9.12 fixed the issue that caused chart objects to appear white, but now there is a new issue.

If NMeshSurfaceSeries.FillMode is set to ZoneTexture in build 16.5.9.12 then surface charts do not appear to have any shininess.  This issue does not exist in build 16.4.15.12.

Do the following to reproduce the issue:
1. Run …\Nevron .NET Vision 2016.1 for VS2008\Examples\Chart\WinForm\VB.NET\Nevron.Examples.Chart.WinForm.VS2010.sln
2. Navigate to “VB.NET Examples – All Examples – Chart Gallery – Mesh Surface – General”
3. Toggle the “Fill Mode” dropdown between "Zone" and “Zone Texture”.

The effect is much more noticeable if you use NChart.LightModel.SetPredefinedLightModel(Nevron.GraphicsCore.PredefinedLightModel.MetallicLustre).

Please let me know if you have trouble reproducing the new issue and I'll provide a sample.


Nevron Support
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Hi Lance,

We've checked the applied material style and it is the same in both cases. It must be due to the different way in which OpenGL calculates colors when color is specified per vertex and when it is taken from a mapped texture (which is the case in zone texture).


Best Regards,
Nevron Support Team



Lance Levendowski
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I no longer observe the shininess issue when NMeshSurfaceSeries.FillMode is set to ZoneTexture in build 16.5.16.12 so that issue seems to have been fixed with the most recent build.




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