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TODOs: -Pass the type of vertex attributes to each mesh of the TinyGL lib. Or Manually create the buffers and attach them to the mesh later; -Make the use of a transfer function optional (pass a uniform parameter to the shader). This can be used to render a dataset when no TF is selected; -Make a topological visualizer. Find the coordinates of the contour tree vertices and plot them; -Parametrize the Create*DTex and Upload*DTex functions to have just one Create and one Upload function. IDEAS: -Calcular os centróides das regiões definidas pelos vértices e unir os ramos simplificados com os centróides mais próximos. Possivelmente vou ter que implementar algum algoritmo de closest-pair. -Muito trabalhoso, melhor unir os ramos que estiverem ligados ao mesmo saddle point. QUESTIONS: -Use a 2D transfer function + vertex-branch map or a preaplied alpha dataset? -Use an alpha dataset coupled with a color transfer function. Change the transfer function metadata, since I won't have more multi dimensiontal TFs anymore. -Use the knl::Dataset for the alpha datasets. -Parametrize the Create*DTex and Upload*DTex functions to have just one Create and one Upload function. -Use OpenCL to cast the rays? -Bolt? Compatibility AMD/NVIDIA?
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