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  1. Jan 08, 2019
  2. Nov 09, 2018
  3. Oct 19, 2018
  4. Oct 15, 2018
  5. Sep 17, 2018
  6. Sep 07, 2018
    • Ben Boeckel's avatar
      warnings: fix strncpy warnings · e1aa3933
      Ben Boeckel authored
      GCC is getting smarter and detects that we're not copying the NUL
      terminator over.
      
      There are two approaches to fixing the warning:
      
        - where code is already a bit more complicated, just use `std::string`
          instead of C-style string manipulations; and
        - where we were doing `strncpy(dest, src, strlen(src))`, just use
          `strcpy` instead since the destination sizes are made based on the
          size of `src` anyways.
      e1aa3933
  7. Aug 29, 2018
    • Jean M. Favre's avatar
      Fix issue #17377 · 7ac470df
      Jean M. Favre authored
      When the 2nd line of each timestep block contains a title, it is searched for a time keyword.
      If not found, no timestep value was added to the list of timesteps, making it crash when setting
      the TIME_STEPS() key
      7ac470df
  8. Aug 09, 2018
  9. Jul 17, 2018
  10. Jul 10, 2018
    • Ken Martin's avatar
      improve picking performance and memory footprint · 82fffd9c
      Ken Martin authored
      Significant rework of the hardware picking code.
      
      Previously each mapper had to make sure that the rendered
      colors were correct for point/cell etc ID during hardware picking
      and this required large datastructures and texture uploads
      to the GPU on each pick.
      
      Now it collects the color buffers and gives the mappers a chance to
      update them. This allows us to use gl_VertexId and gl_PrimitiveId
      directly in the shader and then if picked, allow the mapper to
      adjust the color buffer as needed. This allows us to avoid
      rebuilding the VBO and textures each time and avoids the memory
      footprint related to that.
      82fffd9c
  11. May 30, 2018
  12. May 26, 2018
  13. May 25, 2018
  14. May 18, 2018
    • Kitware Robot's avatar
      ExternalData: Convert content links from MD5 to SHA512 · d6d05b2a
      Kitware Robot authored and Brad King's avatar Brad King committed
      Populate a script with `map_<md5>=<sha512>` variable settings and
      then run the following to convert the content link files:
      
          git ls-files -- '*.md5' | while read f; do
            md5="$(cat "$f")"
            sha512="$(eval echo \${map_$md5})"
            rm "$f"
            echo $sha512 > ${f%.md5}.sha512
          done
      d6d05b2a
  15. Mar 21, 2018
  16. Mar 20, 2018
  17. Jan 19, 2018
  18. Jan 03, 2018
  19. Dec 20, 2017
  20. Dec 12, 2017
    • Ken Martin's avatar
      use a smaller exponent for the shadow maps · a841ddf2
      Ken Martin authored
      It seems like Mesa may use a half float rep when
      it does not actually have float support. Or something
      similar. So reduce the range of possible values to fit
      within half float range.
      a841ddf2
  21. Dec 11, 2017
  22. Dec 05, 2017
  23. Nov 15, 2017
  24. Oct 04, 2017
  25. Oct 02, 2017
  26. Sep 29, 2017
    • Andrew Bauer's avatar
      Improvements for vtkNew for stl containers and comparison operations · fd04b442
      Andrew Bauer authored
      Adding in functionality to allow inserting vtkNew objects into
      stl containers of vtkSmartPointer objects as well as comparisons
      between vtkNew objects and raw pointers. Also removing Get() and
      GetPointer() calls from vtkNew objects since in most instances we
      can just pass in the vtkNew<> object instead of having to use the
      Get() or GetPointer() methods to get the raw pointer.
      fd04b442
  27. Sep 08, 2017
    • Ken Martin's avatar
      deprecate scalar material mode · 5abc0618
      Ken Martin authored
      The old scalar material mode was largely unused or used in
      an inappropriate manner and yet adds complexity and cost
      to the code. Thsi topic removes it and replaces it with
      an implementation that is similar to
      VTK_MATERIALMODE_AMBIENT_AND_DIFFUSE so that scalar colors
      are used for ambient and diffuse colors but the ambient
      and diffuse intensities are still respected.
      5abc0618
  28. Aug 31, 2017
    • Ken Martin's avatar
      update handling of scalar material mode · 7bc7e583
      Ken Martin authored
      Previously scalar material mode when used
      with scalars would ignore the ambient and diffuse
      material intensities and when mapping one of them
      set that one to 1.0 while leaving th eother alone.
      This caused lots of odd situations where objects would be
      over illuminated etc or where changing the diffuse or
      ambient seemed to have o impact.
      
      With this change the diffuse and ambient intensities
      are always used. The sclaar simply controls the color
      not the intensity.
      7bc7e583
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