1. 10 Nov, 2016 1 commit
    • Ken Martin's avatar
      Remove the old FBO compatability Code · 57bd525c
      Ken Martin authored
      The prior commit contains the merging of the FBO and
      FBO2 functionality. This commit removes a fair amount of
      the old FBO functionality to keep the API clean and encourage
      people to use FOs in a consistent manner.
  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:
      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 {} +
  3. 08 Mar, 2016 1 commit
  4. 03 Feb, 2016 1 commit
    • Ken Martin's avatar
      reduce opengl2 module dependencies · 480822bf
      Ken Martin authored
      Reduce opengl2 dependencies in two ways
      first move a class that renderingcore depends on from
      filterExtraction to FiltersGeneral. FiltersExtraction pulls
      in a lot of other modules where FiltersGeneral does not.
      FiltersExtraction already depends on filtersGeneral so it
      should be backwards compatible.
      The second change is a new feature to allow a back implementation
      to be required or not. In this case gl2ps was originally required
      by OpenGl2 now it is optional. This required adding an option to
      the module code to specify when a backend implementation is required.
  5. 29 Oct, 2015 1 commit
    • Ken Martin's avatar
      Improve rendering shadows and DOF · b457301c
      Ken Martin authored
      Add an option in vtkLight to control how much a shadow
      will attenuate the light.
      Added a mode in the DOF pass where the focal depth is driven
      by the center pixel.
      Added a test of using SSAA with Shadows and with DOF all
      at once.
  6. 27 Oct, 2015 2 commits
    • Ken Martin's avatar
      Fix compiler warning · 0e74097d
      Ken Martin authored
      signed unsigned compiler warning
    • Ken Martin's avatar
      Improve the shadow maps in VTK · f983396c
      Ken Martin authored
      This patch changes how the shadow maps work so that
      less shadow code is in the mappers. Now the mappers get
      a key that contains the shadow map pass and they let
      that pass handle setting up shader code and uniforms.
      Also changed the shadow map algorithm slightly.  The old approach did
      a 1/3 weighting of pixels (0,0) (1,0) and (0,1)  This new algorithm
      does a 2x2 box convolution against the 3x3 pixel neighborhood.
      It takes 9 tex lookups but produces much nicer results.
  7. 24 Sep, 2015 1 commit
  8. 21 Sep, 2015 1 commit
    • Ken Martin's avatar
      Remove internal header file · d86ce5df
      Ken Martin authored
      ShadowMapping was using an internal header file for defining
      two vectors. No reason not to just use std::vector directly
  9. 20 Aug, 2015 1 commit
    • Brad King's avatar
      ENH: Remove use of include <vtksys/ios/*> and vtksys_ios::* · 3ae7dd3a
      Brad King authored
      We no longer need this compatibility layer for the compilers we support.
      Use the following commands to switch to standard header and namespace:
       git grep -l vtksys/ios/ | xargs sed -i 's|vtksys/ios/||'
       git grep -l vtksys_ios | xargs sed -i 's|vtksys_ios|std|g'
  10. 21 Jul, 2015 1 commit
  11. 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.