surflm

3-D shaded surface with lighting on map axes

Syntax

surflm(lat,lon,Z)
surflm(latlim,lonlim,Z)
surflm(...,s)
surflm(...,s,k)
h = surflm(...)

Description

surflm(lat,lon,Z) and surflm(latlim,lonlim,Z) are the same as surfm(...) except that they highlight the surface with a light source. The default light source (45 degrees counterclockwise from the current view) and reflectance constants are the same as in surfl.

surflm(...,s) and surflm(...,s,k) use a light source vector, s, and a vector of reflectance constants, k. For more information on s and k, see the help for surfl.

h = surflm(...) returns a handle to the surface object.

Examples

Project a 3-D shaded surface with lighting on the current map axes. Note that in the following example, the graticule is the size of topo (180 x 360) and is rendered in 3-D, so it might take a while. It is also memory intensive:

figure('Color','white')
load topo
axesm miller
axis off; framem on; gridm on;
[lat,lon] = meshgrat(topo,topolegend);
surflm(lat,lon,topo)
colormap(gray)
coast = load('coast');
plotm(coast.lat,coast.long,max(topo(:)),...
		'LineWidth',1.5,'Color','yellow')

More About

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Tips

surflm is like surfm, except that it shades the monochrome map surface with a light source, and the only allowed graticule is the size of the data matrix.

See Also

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