- Jan 14, 2025
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Colin authored
on line 85 there is an error when tests are run with libc++ hardness mode with the debug setting on line 82 we reserve space for the vector this does not change n though so when we access it on line 85 there is an error n=0, to fix this we reserve and initalize the vector
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- Jan 13, 2025
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Jaswant Panchumarti (Kitware) authored
- address paraview/paraview#22594 - address paraview/paraview#21832 - Thick lines were drawn by expanding a line to 2 triangles stacked on their longest side using a geometry shader. When coloring by cell scalars, this worked everywhere except on apple silicon. - There seems to be a bug related to geometry shaders in Apple's OpenGL driver that caused thick lines to not correctly pick up cell colors. - It looks like the value written to `gl_PrimitiveID` is overwritten implicitly by `EmitVertex` and incremented each time a vertex is emitted from the geometry shader. - This commit works around it by fixing the usage of `gl_PrimitiveID` in fragment shader when drawing thick lines. (cherry picked from commit 62466099)
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- Jan 09, 2025
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Sean McBride authored
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Alexy Pellegrini authored
Common cases: - Cell array only contains triangles - Cell array only contains triangles, and connectivity type is uint32
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Jaswant Panchumarti (Kitware) authored
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- Jan 08, 2025
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Sankhesh Jhaveri authored
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- Jan 07, 2025
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Michael Migliore authored
SetTimer is not precise. It's replace by CreateTimerQueueTimer. This new API is also supporting one-shot timers so it's not necessary to kill the timer anymore.
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(cherry picked from commit 4b476ba1)
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- Dec 30, 2024
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Jaswant Panchumarti (Kitware) authored
- address paraview/paraview#22594 - address paraview/paraview#21832 - Thick lines were drawn by expanding a line to 2 triangles stacked on their longest side using a geometry shader. When coloring by cell scalars, this worked everywhere except on apple silicon. - There seems to be a bug related to geometry shaders in Apple's OpenGL driver that caused thick lines to not correctly pick up cell colors. - It looks like the value written to `gl_PrimitiveID` is overwritten implicitly by `EmitVertex` and incremented each time a vertex is emitted from the geometry shader. - This commit works around it by fixing the usage of `gl_PrimitiveID` in fragment shader when drawing thick lines.
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Jaswant Panchumarti (Kitware) authored
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- Dec 21, 2024
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This mapper uses GPU texture acceleration to draw labels at much higher frame rates. When hundreds or thousands of labels are on screen at one time, existing mappers can drop below 1 fps. This acceleration is designed to render the same number of labels at over 60 fps so a user can label many points while retaining interactive rotations and animations.
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- Dec 20, 2024
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Sankhesh Jhaveri authored
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Sankhesh Jhaveri authored
The OSPRay renderer node avoids ambient lighting if there is an existing ambient light in the scene. However, this would fail if the existing light was switched off. This new check ensures that OSPRay uses ambient illumination even if existing ambient light is switched off.
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Sankhesh Jhaveri authored
The OSPRay renderer node avoids ambient lighting if there is an existing ambient light in the scene. However, this would fail if the existing light was switched off. This new check ensures that OSPRay uses ambient illumination even if existing ambient light is switched off.
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- Dec 19, 2024
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Mathieu Westphal (Kitware) authored
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- Dec 18, 2024
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- Dec 17, 2024
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Cory Quammen authored
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Cory Quammen authored
Composite datasets can have both opaque and translucent datasets. Revert to reporting that they always have opaque datasets to fix rendering errors where opaque blocks are skipped when translucent blocks are present.
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- Dec 16, 2024
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David Gobbi authored
This code doesn't fit the usage of the VTK_DEPRECATED_IN_X_Y_Z() macros, but we still want to eventually remove it, so we are marking it to be removed when deprecated-in-9.5.0 code is removed.
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- Dec 15, 2024
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Ben Boeckel authored
This has been deprecated and will be removed in a future release. Migrate to kwargs instead.
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- Dec 12, 2024
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Ben Boeckel authored
Found with Xcode 15.4 as a warning. (cherry picked from commit 03b9afcd)
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- Dec 11, 2024
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Sankhesh Jhaveri authored
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- Dec 10, 2024
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Sankhesh Jhaveri authored
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- Dec 09, 2024
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Jaswant Panchumarti (Kitware) authored
- This functionality is useful to have even outside `vtkWebGPUPolyDataMapper`. - This commit lifts it out of the C++ webgpu polydata mapper source file into a separate class.
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Jaswant Panchumarti (Kitware) authored
- This commit separates the functionality into `vtkWebGPUCellToPrimitiveConverter`. The compute shader based cell to primitive conversion routines are helpful even outside the `vtkWebGPUPolyDataMapper`.
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Jean Fechter authored
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Lucas Gandel authored
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Lucas Gandel authored
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- Dec 07, 2024
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Ben Boeckel authored
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David Gobbi authored
Autodetection is done with on-screen rendering turned off, so we can use this fact to turn off spurious "bad X server" warnings during autodetection, while keeping the warnings enabled in other situations.
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Mathieu Westphal (Kitware) authored
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Mathieu Westphal (Kitware) authored
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- Dec 06, 2024
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Jaswant Panchumarti (Kitware) authored
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Jaswant Panchumarti (Kitware) authored
- This unit test exercises rendering actors that embed other actors.
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Jaswant Panchumarti (Kitware) authored
- Lift the member variables from composite polydata mapper to the base class (vtkPolyDataMapper)
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