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Multiple-scene overlapped area rendering #25
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Thank you for explaining. I want to clarify one thing. Did you mean that when I request image from top pyramid layer, the sub block holds the image, which is composed of blue and red areas without taking into account of the overlapping issue? |
Yes, I suppose. Just to be clear - in the above example we have two subblocks (when we request the "top level pyramid", since pyramids are per scene), and when those two subblocks are composed, the "overlapping issue" is not taken into consideration. Where "taking into consideration" would mean: use the "mask-information" (if present), use the "geometric information" (from layer 0), or some other kludge one could think of (like color-keying). |
Thank you for clarification! |
Sorry, I suppose the answer is no. |
Hello,
I have a question regarding tile accessor to read multiple scene image. I have an image, sorry that I cannot share it. The tiles and scene is arranged as below figure. The red boundary is scene boundary, the blue area are the tiles and the green are tiles within overlapped area of 2 scene.
The issue I have is that
CSingleChannelTileAccessor
can render the green areas with tissue. However; when I useCSingleChannelPyramidLevelTileAccessor
to render subsampled images. The green areas become background black pixels, which are copied from background of lower right scene.I read the source code and, in the end, both classes call
Compositors::ComposeSingleChannelTiles
. I am wondering how it actually works here. How does the 2 methods determine which tile to render and why I got different results using these two classes.Thank you.
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