1. 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.
      0f750114
  2. 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:
      Utilities/Maintenance/vtk-reindent-code.py
      
      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 {} +
        done
      done
      f830ff47
  3. 01 Sep, 2016 1 commit
    • Ken Martin's avatar
      some performance improvements for the OpenGL2 shader · e9ed1848
      Ken Martin authored
      There were lost of std::string operations that resulted
      in lots of memory allocs/deallocs. This patch significantly
      reduces them. In my testing of vtkCompositePolyDataMapper2
      these changes improved the frame rate from 75 fps up to
      400 fps.
      e9ed1848
  4. 18 Apr, 2016 1 commit
  5. 11 Apr, 2016 2 commits
  6. 08 Mar, 2016 1 commit
  7. 22 Feb, 2016 1 commit
  8. 18 Jan, 2016 1 commit
  9. 10 Sep, 2015 1 commit
  10. 20 Jul, 2015 1 commit
    • Ken Martin's avatar
      Add basic support for shadows · 1c573012
      Ken Martin authored
      First cut at adding shadows back into VTK. It does
      not use spot intensity maps and currently you have to
      build the render passes yourself. But I will soon add
      a Renderer method to turn shadows on that handles all
      the details for you.
      1c573012
  11. 10 Jun, 2015 1 commit
  12. 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
      etc
      f1535309
  13. 22 May, 2015 1 commit
  14. 20 May, 2015 1 commit
  15. 04 May, 2015 1 commit
  16. 01 May, 2015 1 commit
    • Ken Martin's avatar
      Convert Cocoa to default to OpenGL 3.2 · 780a38c1
      Ken Martin authored
      OSX is a bit more strict on its opengl so a bunch more changes were
      required such as using in/out instead of attribute/varying. Also
      handle gl_FragData properly for 3.2 as an output variable.
      
      glew had a bug preventing glGenVertextAttribute... from being
      defined. Made a change to correct that.
      780a38c1
  17. 01 Mar, 2015 1 commit
  18. 19 Oct, 2014 1 commit
  19. 16 Oct, 2014 1 commit
    • Ken Martin's avatar
      Fix compiler error · 4b6c88a3
      Ken Martin authored
      No clue how that got through.
      
      Change-Id: Ib0a6ed7eca4dd5f58edbb31e3a190d242e2fdc93
      4b6c88a3
  20. 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
      c75f3f6f
  21. 07 Oct, 2014 1 commit
  22. 22 Sep, 2014 1 commit
  23. 16 Sep, 2014 1 commit
  24. 11 Sep, 2014 1 commit
  25. 04 Sep, 2014 1 commit
  26. 21 Jul, 2014 1 commit
  27. 15 Jul, 2014 1 commit
  28. 26 Jun, 2014 1 commit
  29. 24 Jun, 2014 1 commit
  30. 06 Jun, 2014 2 commits
  31. 21 May, 2014 1 commit
  32. 12 May, 2014 1 commit
    • Marcus D. Hanwell's avatar
      Added a Vertex Attribute Object (VAO) class · 865ce36f
      Marcus D. Hanwell authored
      This class uses OpenGL VAOs when available, and emulates them when
      they are not. Even for the non-accelerated case it caches attribute
      array locations in the shader programs and provides a convenience
      to collect enable/disable calls.
      
      Change-Id: Ibbad19ffb920cd12932d298e811b17e648bc2a4b
      865ce36f
  33. 11 May, 2014 3 commits
  34. 01 May, 2014 2 commits
  35. 30 Apr, 2014 1 commit