1. 06 Oct, 2018 1 commit
  2. 18 Apr, 2018 1 commit
    • Ken Martin's avatar
      clean up the state API and fix Qt widget · 29670593
      Ken Martin authored
      Make it so that the state API does not require glew.h
      as this causes issues with Qt which has it's own gl
      functions and glew #defines clobber them.
      Clean up the API for querying opengl state to use the standard
      opengl get method signatures.
      Fix an issue with the new Qt widget where it was not setting
      vtk opengl state.
  3. 25 Feb, 2018 1 commit
    • Ken Martin's avatar
      Introduce opengl state management · 1e6e44cb
      Ken Martin authored
      This commit adds a vtkOpenGLState class that is used
      to save, restore and cache opengl state. In this commit
      the caching is disabled to ease rollout. Likewise only
      a few methods are being cached which can be expanded
      on later as desired.
  4. 12 Feb, 2018 1 commit
    • Allison Vacanti's avatar
      Disable glDebugMessageInsert calls by default. · bd1ac7ab
      Allison Vacanti authored
      This patch changes this OpenGL debugging feature from a
      per-translation-unit #define setting to a CMake option.
      This will make it easier to enable/disable, and also prevent compilation
      errors on ES platforms.
  5. 05 Feb, 2018 1 commit
  6. 01 Feb, 2018 3 commits
  7. 26 Jul, 2017 1 commit
    • Kitware Robot's avatar
      Replace many NULL and 0 occurances with nullptr · a855cab0
      Kitware Robot authored
      This topic is the result of running clang-tidy to
      modernize our usage of NULL and 0 to nullptr. It also
      includes some manual and semi manual changes where
      clang-tidy would not be expected to work (such as in
      comments, or classes not compiled on this build)
      There are definitely many comments and occurances that
      this topic misses that we will need to fix over time.
  8. 02 Feb, 2017 1 commit
    • Ken Martin's avatar
      reduce segfaults on shader compile failure · b5efa06f
      Ken Martin authored
      When a shader program fails to compile often the
      application would crash because code assumed that the
      program was created. The shader compilation error messages
      often were hard to obtain as the segault kills the output
      This topic catches many places where the program was assumed
      to exists and makes them not crash. It was developed by
      modifying the shader cache to always fail when building a
      shader and then running the VTK tests to see if anything
      crashed. Lots did. With this topic at least
      ctest -R OpenGL2
      ctest -R RenderingCore
      ctest -R Chart
      all work without segaulting even when the shader fails
      to compile. This makes catching the shader compilation
      error messages lots easier and of course less chance of
      an application segfaulting as opposed to gracefully
      reporting an error.
  9. 22 Jan, 2017 1 commit
    • Sean McBride's avatar
      const improvements to APIs and internal usage · 8b32854b
      Sean McBride authored
      - Made a few APIs' params const
      - Changed many usages of the evil GetBounds() to expect a const
        return value, even though it does not (yet?) return const
      - Slightly changed return values of vtkTextActor3D::GetBounds()
        to return its own ivar instead of its ImageActor's
  10. 11 Jan, 2017 1 commit
  11. 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.
  12. 09 Nov, 2016 1 commit
    • Ken Martin's avatar
      combine fbo and fbo2 into one class and clean it up · 39010fa7
      Ken Martin authored
      having two VBO classes was confusing. This topic
      moves the functionality of FBO2 into FBO while
      keeping some of the original FBO functionality and
      cleaning it up a bit.
      All OpenGL2 code in VTK using FBOs is updated in
      this topic to use the merged FBO class. Mainly this
      impacts classes that were using the FBO class.
      The old FBO methods and code are converted but
      commented out in this commit.
  13. 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.
  14. 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 {} +
  15. 23 Mar, 2016 1 commit
    • David E. DeMarle's avatar
      Allow backend agnostic render passes. · de7ea53b
      David E. 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.
  16. 08 Mar, 2016 1 commit
  17. 25 Feb, 2016 1 commit
  18. 28 Jan, 2016 1 commit
  19. 07 Jan, 2016 1 commit
    • Ken Martin's avatar
      Fix some coverity issues · 69bafcd8
      Ken Martin authored
      Fix a bunch of issues reported by coverity that seemed
      fairly stright forward and related to rendering
  20. 23 Sep, 2015 1 commit
  21. 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.