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<h1 class="declaration">procedure sbsurf</h1>
<p>
This subroutine plots an iso-surface through a unit-cell of density. All (x,y,z) values are taken to be given in world coordinates. The z-component of the eye-poisition should be positive and that of all the lattice-vertices should be negative; the viewing-screen is fixed at z=0.
<br><br><b><font size=+2>Syntax</font></b><br>
sbsurf EYE,LATICE,DENS,N1,N2,N3,DSURF,IC1,IC2,LIGHT,LSHINE
<br><br><b><font size=+2>Arguments</font></b><br>
<table CELLSPACING=0 CELLPADDING=0 WIDTH="100%">
<tr VALIGN=TOP><td nowrap>ARGUMENT </td>
<td> TYPE I/O DIMENSION DESCRIPTION</td></tr>
<tr VALIGN=TOP><td nowrap>EYE: </td>
<td> R*4 I 3 (x,y,z) coordinate of eye-position.</td></tr>
<tr VALIGN=TOP><td nowrap>LATICE: </td>
<td> R*4 I 3 x 4 (x,y,z) coordinates of the origin</td></tr>
<tr VALIGN=TOP><td nowrap> </td>
<td> and the a, b & C lattice-vertices.</td></tr>
<tr VALIGN=TOP><td nowrap>DENS: </td>
<td> R*4 I (N1+1) The density at regular points within</td></tr>
<tr VALIGN=TOP><td nowrap> </td>
<td> x (N2+1) the unit cell, wrapped around so</td></tr>
<tr VALIGN=TOP><td nowrap> </td>
<td> x (N3+1) that DENS(0,J,K)=DENS(N1,J,K) etc..</td></tr>
<tr VALIGN=TOP><td nowrap>N1,N2,N3: </td>
<td> I*4 I - The dimensions of the unit-cell grid.</td></tr>
<tr VALIGN=TOP><td nowrap>DSURF: </td>
<td> R*4 I - Density for the iso-surface.</td></tr>
<tr VALIGN=TOP><td nowrap>IC1,IC2: </td>
<td> I*4 I - Lowest & highest colour-index to be</td></tr>
<tr VALIGN=TOP><td nowrap> </td>
<td> used for the shading.</td></tr>
<tr VALIGN=TOP><td nowrap>LIGHT: </td>
<td> R*4 I 3 (x,y,z) direction of flood-light.</td></tr>
<tr VALIGN=TOP><td nowrap>LSHINE: </td>
<td> L*1 I - Shiny surface if TRUE, else diffuse.</td></tr>
</table>
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Copyright © Thomas Ott ---- DPUSER - The Next Generation 3.3 (Rev. )
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