3 Reve::QuadSet* reve_quad_test(Float_t x=0, Float_t y=0, Float_t z=0)
7 gStyle->SetPalette(1, 0);
9 Reve::QuadSet* q = new Reve::QuadSet("Pepe");
10 q->Reset(Reve::QuadSet::QT_RectangleXY, kFALSE, 32);
11 for (Int_t i=0; i<100; ++i) {
12 q->AddQuad(r.Uniform(-10, 10), r.Uniform(-10, 10), r.Uniform(-10, 10),
13 r.Uniform(0.2, 1), r.Uniform(0.2, 1));
14 q->QuadValue(r.Uniform(0, 130));
18 Reve::ZTrans& t = q->RefHMTrans();
21 gReve->AddRenderElement(q);
27 Reve::QuadSet* reve_quad_test_circ()
31 gStyle->SetPalette(1, 0);
33 Reve::QuadSet* q = new Reve::QuadSet("Pepe");
34 q->Reset(Reve::QuadSet::QT_RectangleXY, kFALSE, 32);
36 Float_t R = 10, dW = 1, dH = .5;
37 for (Int_t i=0; i<12; ++i) {
38 Float_t x = R * TMath::Cos(TMath::TwoPi()*i/12);
39 Float_t y = R * TMath::Sin(TMath::TwoPi()*i/12);
40 q->AddQuad(x-dW, y-dH, r.Uniform(-1, 1), 2*dW, 2*dH);
41 q->QuadValue(r.Uniform(0, 130));
45 Reve::ZTrans& t = q->RefHMTrans();
48 gReve->AddRenderElement(q);