| quadmesh | R Documentation | 
Convert an object to a mesh3d quadrangle mesh,
with methods for raster::raster() and matrix.
dquadmesh( x, z = x, na.rm = FALSE, ..., texture = NULL, texture_filename = NULL ) ## Default S3 method: dquadmesh( x, z = x, na.rm = FALSE, ..., texture = NULL, texture_filename = NULL ) quadmesh( x, z = x, na.rm = FALSE, ..., texture = NULL, texture_filename = NULL, maxcell = 50000 ) ## S3 method for class 'SpatRaster' quadmesh( x, z = x, na.rm = FALSE, ..., texture = NULL, texture_filename = NULL, maxcell = 50000 ) ## S3 method for class 'BasicRaster' quadmesh( x, z = x, na.rm = FALSE, ..., texture = NULL, texture_filename = NULL, maxcell = 50000 ) ## S3 method for class 'matrix' quadmesh( x, z = x, na.rm = FALSE, ..., texture = NULL, texture_filename = NULL, maxcell = 50000 )
| x | raster object for mesh structure | 
| z | raster object for height values | 
| na.rm | remove quads where missing values? | 
| ... | ignored | 
| texture | optional input RGB raster, 3-layers | 
| texture_filename | optional input file path for PNG texture | 
| maxcell | default number of raster or terra cells to plot, with a default lowish-number - set to  | 
quadmesh() generates the cell-based interpretation of a raster (AREA) but applies a continuous
interpretation of the values of the cells to each quad corner. dquadmesh splits the mesh and
applies a discrete interpretation directly. Loosely, the quadmesh is a continuous surface and the dquadmesh
is free-floating cells, but it's a little more complicated and depends on the options applied. (The interpolation)
applied in the quadmesh case is not entirely consistent.
The output is described as a mesh because it is a dense representation of a continuous shape, in this case plane-filling quadrilaterals defined by index of four of the available vertices.
The z argument defaults to the input x argument, though may be set to NULL, a constant
numeric value, or another raster. If the coordinate system of z and x don't match the z values
are queried by reprojection.
Any raster RGB object (3-layers, ranging in 0-255) may be used as
a texture on the resulting mesh3d object. If texture is a palette raster it will be
auto-expanded to RGB.
It is not possible to provide rgl with an object of data for texture, it must be a PNG file and so
the in-memory texture argument is written out to PNG file (with a message). The location of the file
may be set explicitly with texture_filename.  Currently it's not possible to not use the texture object
in-memory.
mesh3d
library(raster) data(volcano) r <- setExtent(raster(volcano), extent(0, 100, 0, 200)) qm <- quadmesh(r)
Add the following code to your website.
For more information on customizing the embed code, read Embedding Snippets.