1. 19 Sep, 2016 6 commits
  2. 13 Sep, 2016 1 commit
  3. 12 Sep, 2016 2 commits
    • Haocheng LIU's avatar
      VTK Bug15270: Correct empty condition for vtkGlyph3DMapper · 82021e42
      Haocheng LIU authored
      When working on an empty polydata, vtkGlyph3DMapper::GetBounds would
      return the bounds of the glyph instead of vtkMath::UninitializedBounds.
      This would be confusing because glyph's bounds has nothing to do with
      the rest of the scene and discrupts
      vtkRenderer::ResetCameraClippingRange. To fix this, a check condition is
      added and a new test file is included.
      82021e42
    • Haocheng LIU's avatar
      Rewrite all public&private dependency in module.cmake file · 6e113ad4
      Haocheng LIU authored
      The current dependency relationship in vtk is unclear and misleading.
      This MR tries to rewrite them based on header files inclusion of headers
      and source files in each module. Corner cases are considered and
      modules are sorted in alphabetical order to facilitate future reference.
      See details in my gitlab python based script project. In future we can continue
      using this script to clean the VTK Dependency easily from
      time to time.
      6e113ad4
  4. 09 Sep, 2016 1 commit
  5. 08 Sep, 2016 6 commits
  6. 07 Sep, 2016 4 commits
  7. 06 Sep, 2016 5 commits
    • Carson Brownlee's avatar
    • Carson Brownlee's avatar
      crash fix · 00e4278a
      Carson Brownlee authored
      00e4278a
    • Ken Martin's avatar
      some tweaks and fixes for VR · 209bb0a3
      Ken Martin authored
      A few tweaks and fixes as detailed below.
      
      Remove the use of a physical scale factor in
      computing the camera transforms. Instead use the
      distance from the focal point to the camera as a
      metric. That distance will be mapped into one
      meter in the physical space. This fits the model
      of a camera dolly.
      
      This has the advantage of removing the scale factor that
      was being added into the World to View matrix. We generally
      assume there is not a scale in the world to view matrix and
      that was causing some issues with some shaders (such as imposters)
      
      Fix an issue where the scale was being added to the NormalMatrix
      The normal matrix should never have a scale.
      
      Adjust the scaling interaction to scale about a meter above the
      floor. This is more intuitive than scaling from the floor as an
      origin.
      
      Fix a bug in the Oculus code when a buffer submission failed with
      a resubmit success error code.
      209bb0a3
    • Michael Fogleman's avatar
      add TestOSPRayOrthographic · f84ff950
      Michael Fogleman authored
      f84ff950
    • Michael Fogleman's avatar
      Support parallel project in OSPRay · 6924a334
      Michael Fogleman authored
      6924a334
  8. 05 Sep, 2016 1 commit
    • Max Smolens's avatar
      Consider whether volume transform preserves orientation · d309ca87
      Max Smolens authored
      This commit changes the OpenGL2 GPU volume renderer to consider whether the
      volume transform preserves orientation when orienting polygons. Before, nothing
      was rendered when the transform didn't preserve orientation, presumably due to
      backface culling.
      
      The legacy OpenGL volume renderer handles this case.
      d309ca87
  9. 02 Sep, 2016 2 commits
  10. 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
  11. 31 Aug, 2016 1 commit
  12. 30 Aug, 2016 10 commits