1. 03 Nov, 2016 1 commit
  2. 02 Nov, 2016 1 commit
  3. 01 Nov, 2016 1 commit
    • Ken Martin's avatar
      Remove ES2 support for VTK 8.0 · 0f750114
      Ken Martin authored
      ES2 is causing headaches and code mess and is
      getting old. Remove for 8.0 so we can focus on
      more modern APIs. Most Apple and Adroid devices
      from the past 4 years support ES3.
  4. 23 Sep, 2016 1 commit
    • Kitware Robot's avatar
      Reindent using the reindentation script. · f830ff47
      Kitware Robot authored
      This commit reindents the code with the following utility:
      This utility changes the positions of the braces so that they are no
      longer indented relative to the code block they reside in.
      The bash command line used was the following:
      for d in Charts Common Deprecated Domains Examples Filters GUISupport \
               Geovis IO Imaging Infovis Interaction Parallel Rendering \
               Testing Views Web Wrapping; do
        for e in cxx cxx.in txx txx.in hxx hxx.in h h.in c c.in; do
          find "${d}" -name "*.${e}" -exec \
            python Utilities/Maintenance/vtk_reindent_code.py {} +
  5. 20 Sep, 2016 2 commits
    • David C. Lonie's avatar
      Add a vtkFXAAOptions class for storing FXAA config. · c3f96385
      David C. Lonie authored
      This will simplify the API for vtkRenderer, vtkSynchronizedRenderer, etc.
    • David C. Lonie's avatar
      Add an FXAA implementation. · fc9878ef
      David C. Lonie authored
      FXAA is an antialiasing technique that is applied in a post-processing
      pass. This implementation:
      - Is a single-pass fragment shader.
      - Detects edges.
      - Searches for edge endpoints.
      - Interpolates colors along the edge to give a smooth, antialiased
        color gradient.
      - Detects and corrects sub-pixel antialiasing.
  6. 15 Aug, 2016 1 commit
  7. 24 Jun, 2016 1 commit
  8. 01 Jun, 2016 1 commit
  9. 02 May, 2016 1 commit
  10. 26 Apr, 2016 2 commits
  11. 18 Apr, 2016 2 commits
  12. 11 Apr, 2016 1 commit
    • David C. Lonie's avatar
      Add vtkDualDepthPeelingPass. · 19d945f7
      David C. Lonie authored
      This implements a new depth peeling algorithm that peels layers of
      fragments from both the front and back of the translucent geometry at
      This also introduces vtkOpenGLRenderPass, which provides a virtual API
      that allows custom shader code replacements without the need to edit
      all mappers.
      The older vtkDepthPeelingPass has been updated to use the new
      vtkOpenGLRenderPass API, and is left in VTK as a fallback for drivers
      that lack support for the dual peeling features (floating point textures
      in particular).
  13. 24 Mar, 2016 1 commit
  14. 23 Mar, 2016 1 commit
    • Dave DeMarle's avatar
      Allow backend agnostic render passes. · de7ea53b
      Dave DeMarle authored
      Promoting RenderPass and thus FrameBufferObject and RenderState to
      Rendering Core allows other modules to define RenderPasses that are
      are independent of RenderingBackend choice.
  15. 22 Mar, 2016 1 commit
  16. 18 Mar, 2016 1 commit
  17. 17 Mar, 2016 1 commit
  18. 08 Mar, 2016 1 commit
  19. 18 Feb, 2016 1 commit
  20. 17 Feb, 2016 1 commit
    • Ken Martin's avatar
      remove glFlush calls · e473e02b
      Ken Martin authored
      These calls should not be needed but pollute the code
      and the profiling results and potentially slow down execution
  21. 29 Jan, 2016 1 commit
  22. 28 Jan, 2016 2 commits
  23. 20 Nov, 2015 1 commit
  24. 20 Oct, 2015 1 commit
    • Ken Martin's avatar
      A fix for picking combined with depth peeling · 8af6e111
      Ken Martin authored
      A fix for picking combined with depth peeling and some cleanup.
      Picking (not using a hardware picker) was not clearing the
      LastRenderingUsedDepth peelign flag and that was causing issues.
      Switched to that that flag is not sued but instead the information
      objects are used.
      (cherry picked from commit 7e23fd65)
  25. 28 Sep, 2015 1 commit
    • Ken Martin's avatar
      A fix for picking combined with depth peeling · 7e23fd65
      Ken Martin authored
      A fix for picking combined with depth peeling and some cleanup.
      Picking (not using a hardware picker) was not clearing the
      LastRenderingUsedDepth peelign flag and that was causing issues.
      Switched to that that flag is not sued but instead the information
      objects are used.
  26. 21 Jul, 2015 1 commit
  27. 26 Jun, 2015 1 commit
  28. 24 Jun, 2015 1 commit
    • Ken Martin's avatar
      Some fixes for PV ColorOpacityTableEditing · 60df241e
      Ken Martin authored
      This patch fixes some issues realed to texture
      mapping with multiple textures. This was showing up
      when depthpeeling was being used at the same time as
      scalar coloring by texturem where the texture was
      changing often.
  29. 01 Jun, 2015 1 commit
    • Ken Martin's avatar
      More cleanups · f1535309
      Ken Martin authored
      vtkgl::CellBO renamed vtkOpenGLHelper
      vtkgl::substitute moved to vtkShaderProgram::Substitute
      Creation of vtkOpenGLIndexBufferObject
      Creation of vtkOpenGLVertexBufferObject
      Move methods that were in vtkglVBOHelper into new classes
      Move IndexCount from CellBO to vtkOpenGLIndexBufferObject
  30. 13 Dec, 2014 1 commit
    • Ken Martin's avatar
      Fix some release graphics resource issues · 5c1c4b19
      Ken Martin authored
      ParaView IceT does a WindowRemap when using tile display. That
      means everythgin has to work with a new window/context so it
      identifies a bunch of release graphics resource issues. This
      patch fixes a bunch of them. Mostly minor changes the one
      large change is to make ReleaseGraphicsResources in Renderer
      public like it is for every other class. This is the way it
      should be and the original protected method was a mistake from
      way way back.  Making it public save us from doing the
      hack that we have been using to free up resources in the
      renderer since we could nto call the protected method.
      Change-Id: If31406fa9425417d240311aac110c82409637163
  31. 04 Nov, 2014 1 commit
  32. 31 Oct, 2014 1 commit
    • Ken Martin's avatar
      Add in depth peeling pass and a couple other passes · 925f5066
      Ken Martin authored
      Convert depth peeling render pass to the OpenGL2 backend.
      Also add a new class that encapsulates the basic rendering
      steps that VTK uses.
      Modify the renderer to use the depth peeling pass instead of
      having two copies of the code lying around. Removed the depth
      peeling code from Mapper2D as it is no longer needed now that we
      have CopyToFrameBuffer working. That is a lighter weight way to
      get a quad up on the screen. Plus that keeps the depth peeling
      code more localized as it should be. Clean up a lot of depth
      peeling code that was in the renderer and now there are cleaner
      ways of doing it (passing information keys).
      Change-Id: I8d0a53bb25920bd30eade49ed12126b9b44be358
  33. 24 Oct, 2014 1 commit
  34. 15 Oct, 2014 1 commit
    • Ken Martin's avatar
      A first cut at a CompositePolyDataMapper2 · c75f3f6f
      Ken Martin authored
      So this is a very different use case from what we have done so far.
      In many ways this is the lots of independent actors case with the
      exception that they are not fully independent. There were a number
      of CPU botlenecks hindering this classes performance:
        stl maps and strings
        recomputing shaders/uniforms
        GetInput/SetInput (touching the pipeline is bad)
        Default Culler
      There are a couple open issues with this change. I'm
      not thrilled with the CurrentInput approach in PolyDataMapper
      but SetInput and GetInput really are expensive. Second there is
      an issue if a bunch of datasets share a single
      large pointset. Right now we duplicate the pointset VBO for each
      dataset. Will need a VBO cache at some point to allow actors/etc
      to share a pointset or have the VBO building only populate the
      VBO with the points actually used by the cells (or both).
      This patch also contains a minor fix to the VAO missing an
      initialization for ForceEmulation.
      Change-Id: If2cf9531a26838b0fd8d47dafd1dcff6d4133c4b
  35. 27 Sep, 2014 1 commit
    • Ken Martin's avatar
      Fix otherPrint and TestEmptyInput tests · f5a7a1a8
      Ken Martin authored
      There were a lot of abstract classes defined in Rendering/Core or
      Rendering/Volume that the OpenGL2 backend has not implemented yet.
      This causes a crach whenever such a class is instantiated as is
      done by some of the tests. The fix is to either remove or provide
      implementations for these classes. For the volme code this patch adds
      a VolumeOpenGL2 directory which will be where the new/converted
      volume rendering implementations will go.
      The other big piece is the painters. As we are not/can not support that API
      the classes were moved to OpenGL. The excpetion is the PainterDeviceAdapter
      which is part of RenderWindow. When building with OpenGL2 that class is
      treated in RenderWindow as a plain vtkObject that does nothing.
      vtkSmartVolumeMapper is not currenty built by OpenGL2 but could be if we
      are willing to add a bunch of ifdefs. The basic approach is there already
      in the class, just need to add a bunch more if we want to have that in the
      short term prior to the new GPU mapper being completed.
      This patch includes some other fixes that were required to get the tests to
      pass. Generally related to missing file properties or extra includes that
      were not needed.
      Change-Id: Id41db2d90526c109b1acb7442d99d8c2371cc396
  36. 10 Sep, 2014 1 commit