6.5. Color scale

The SbTVizColorScale class provides an alternative to texture mapping. It specifies a color scale to be applied to a range of elevation values. The terrain is sub-divided into slices of different colors. The number of threshold altitudes should be the number of given colors plus one.

Two additional colors can be set: the extreme colors corresponding to altitudes out of the scale range, above the maximum height and below the minimum height given.

Then two different modes are available: shown on the left, the color contouring mode maps a 1D texture onto the elevations, and makes an accurate sliced representation; shown on the right, the color shading mode sends a color per vertex, producing a smoother color appearance.

Color contouring

Figure 6.7. Color contouring

Color shading

Figure 6.8. Color shading

Example 6.4. A simple example using color scale

// Load elevation data
   SbTVizRegularGridData *data = new SbTVizRegularGridData();
                        SbVec3d(1./599., 1./599., 0.2/599.), 
                        SbVec3d(0., 0., 0.));
// Define the colors of the palette
  SbTVizColorScale *colorScale = new SbTVizColorScale;
  SbColor colors[3];
  colors[0] = SbColor(0.58f, 0.26f, 0.01f);
  colors[1] = SbColor(0.12f, 0.50f, 0.12f);
  colors[2] = SbColor(0.80f, 0.80f, 0.80f);

// Define the different altitudes for slicing the terrain
  float altitudes[4];
  altitudes[0] = 0.025f;
  altitudes[1] = 0.035f;
  altitudes[2] = 0.05f;
  altitudes[3] = 0.06f;

// Define colors when out of altitude range
  SbColor lowColor(0.f, 0.f, 1.f), highColor(1.f, 1.f, 1.f);
  colorScale->setExtremeColors(lowColor, highColor);

// Sends altitude and color arrays
  colorScale->setColors(3, colors);
  colorScale->setAltitudes(4, altitudes);

// Use shading mode for rendering

// Tells the terrain node which mapping to use
  dtmRender->mappingMode = SoTVizRender::TVIZ_COLORSCALE;