diff --git a/Documentation/Doxygen/Properties.dox b/Documentation/Doxygen/Properties.dox index aab971ad75..b9471a14ca 100644 --- a/Documentation/Doxygen/Properties.dox +++ b/Documentation/Doxygen/Properties.dox @@ -1,102 +1,105 @@ /** \page PropertiesPage The MITK Property Concept \section PropertyConcept The Concept Behind MITK Properties TODO: What information to they contain? Why use them? How to use them? What should not be stored in there? Where can they be accessed? \section ListOfIndependentProperty A List Of Module Independent Properties TODO: \subsection FileManagement File Management path - The physical path the file was loaded from name - The node name in the datamanager selected - Whether the node is selected in the datamanager \subsection GenericRenderingProperty Generic Rendering Properties color - color the surface, grey value image, whatever should be rendered in (usually white) in plane resample extent by geometry - Toggles: Resampling grid corresponds to the current world geometry. This means that the spacing of the output 2D image depends on the currently selected world geometry, and *not* on the image itself. Resampling grid corresponds to the input geometry. This means that the spacing of the output 2D image is directly derived from the associated input image, regardless of the currently selected world geometry. layer - controls what image is considered "on top" of another in case two should inhabit the same space, higher layer occludes lower layer levelwindow - contains the level window of the image LookupTable - contains lookuptable for use in coloring image opacity - alpha value of the node/image/surface reslice interpolation - Select interpolation mode (Nearest, Linear, Cubic) texture interpolation - toggle interpolation TransferFunction - contains transfer function for use in coloring image use color - Toggle whether LUT is used (off) or not (on) - Should be redone and renamed, this is counterintuitive visible - toggle node/image/surface being rendered at all \subsection SurfaceRenderingProperties Surface Rendering Properties ..Surfacerendering: back color - in 2D, color of the normals outside the surface back normal lenth (px) - in 2D, length of the normals in pixels - Missing "g"? (When decreasing it the color using the front color is shorter?) +color mode - surface - ??? draw normals 2d - Boolean: in 2D, toggles the presence of normals front color - in 2D, color of the normals inside the surface front normal lenth (px) - in 2D, length of the normals in pixels - Missing "g"? (When decreasing it the color using the back color is shorter?) invert normals - in 2D, switch front/back normals line width - in 2D, controls the thickness of the line where the surface intersects the plane (and normals) material.ambientCoefficient - in 3D ambient lighting material.diffuseCoefficient - in 3D scattering of light material.interpolation - Choose which interpolation algorithm to use for surface construction material.representation - Choose the representation to draw the mesh in (Surface, Wireframe, Point Cloud) material.specularCoefficient - in-/decrease non-scattered reflection material.specularPower - control percentage of non-scattered reflection - ??? difference to specularCoefficient? material.wireframeLineWidth - width of the wires if wireframe representation is +scalar mode - surface - ??? +scalar visibility - surface - ??? selected shader - which shader to use for surface rendering, currently the options are "fixed" and "mitkShaderLightning" \subsection VolumeRenderingProperties Volume Rendering Properties volumerendering - Boolean: Should the volume be rendered or not volumerendering configuration - Choice between Composite und MIP - ??? volumerendering.cpu.ambient - ambient lighting volumerendering.cpu.diffuse - in-/decrease light dispersion volumerendering.cpu.specular - in-/decrease non-scattered reflection volumerendering.cpu.specular.power - control percentage of non-scattered reflection - ??? difference to just specular? volumerendering.gpu.ambient - same as cpu with gpu volumerendering.gpu.diffuse - same as cpu with gpu volumerendering.gpu.reducesliceartifacts - presumably what the name suggests - ??? volumerendering.gpu.specular - same as cpu with gpu volumerendering.gpu.specular.power - same as cpu with gpu volumerendering.gpu.usetexturecompression - presumably what the name suggests - ??? volumerendering.ray.ambient - same as cpu with ray volumerendering.ray.diffuse - same as cpu with ray volumerendering.ray.specular - same as cpu with ray volumerendering.ray.specular.power - same as cpu with ray volumerendering.usegpu - Boolean: Whether to use the GPU for rendering or not volumerendering.uselod - Boolean: Whether to use the Level Of Detail mechanism or not volumerendering.usemip - Boolean: Whether to utilize maximum intensity projection volumerendering.useray - Boolean: Whether to use raycasting or not Additional comment: uselod can be active with usegpu, usemip, useray, but any of the latter can not be used with another one of them. */