1. 15 Sep, 2015 1 commit
    • Ken Martin's avatar
      Add eye dome lighting into VTK · 6671660f
      Ken Martin authored
      Add eye dome lighting into VTK. This appears to work but there
      are some sections of code that look like they may be left over
      from some earlier attempts. I did fix a couple issues so YMMV.
  2. 13 Sep, 2015 2 commits
  3. 11 Sep, 2015 2 commits
    • Ken Martin's avatar
      Add method to set the triangle scale · 2fda9d28
      Ken Martin authored
      Add a method where the user can set the triangle imposter scale
      to a value different from the default 3.0.  This is useful when
      you are using your own shader code and it needs more or less
    • Ken Martin's avatar
      Better assert for test · 37df0bd2
      Ken Martin authored
      Better assert for test
  4. 10 Sep, 2015 2 commits
  5. 09 Sep, 2015 1 commit
    • Ken Martin's avatar
      Fixes related to surface with edges · 67c0a8a8
      Ken Martin authored
      This topic fixes an issue where when surface with edges was on
      the shaders were rebuilding every time when they did not need to
      because the light complexity was shared between all the shaders.
      Also when draw edges was on scalar coloring was still happening
      wen it shoudl not have been.
  6. 08 Sep, 2015 3 commits
  7. 07 Sep, 2015 1 commit
  8. 03 Sep, 2015 2 commits
    • Casey Goodlett's avatar
      Remove logging statements · 394633f8
      Casey Goodlett authored
    • Casey Goodlett's avatar
      Workaround problematic motion events · c3e55b81
      Casey Goodlett authored
      In some rare cases the action index may not be a index into
      getPointerId.  To workaround this issue do the following
      1) Change the semnatics of HandleMotionEvent to use the pointer id
      directly rather than looking up from index in C code.
      2) Wrap the java code in a try/catch to catch invalid motion events.
  9. 02 Sep, 2015 1 commit
  10. 01 Sep, 2015 5 commits
  11. 31 Aug, 2015 2 commits
    • Ken Martin's avatar
      Add PBO support into ES 3 builds and fix a warning · d38c65ba
      Ken Martin authored
      Add PBO support into OpenGL ES 3 builds
      Fix a warning on ES 2
    • Dan Lipsa's avatar
      COMP: Add logic to selectively use OpenGL or OSMesa. · f09903e4
      Dan Lipsa authored
      Use vtkOpenGL.cmake to decide to use (LINK_PRIVATE) OpenGL or Offscreen Mesa.
      OpenGL is now LINK_PRIVATE, so additional libraries and tests need to include OpenGL.
      Include the following in your CMakeLists.txt:
      for every ${module} that uses OpenGL. This takes care of include directories and
      linking of proper libraries.
  12. 28 Aug, 2015 3 commits
  13. 27 Aug, 2015 10 commits
  14. 26 Aug, 2015 1 commit
  15. 25 Aug, 2015 2 commits
  16. 24 Aug, 2015 2 commits