1. 12 Sep, 2016 1 commit
    • 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.
  2. 19 Aug, 2016 1 commit
    • Bill Lorensen's avatar
      ENH: Introduce vtkMTimeType · 9333d9d1
      Bill Lorensen authored
      This is a fix for:
      Windows applications that run for a long time report that rendered
      objects do not change. This is because the modified time on a Windows
      system is 32 bits. This causes overflows that defeat the modified time
      mechanism. This patch defines a new type, vtkMTimeType that is 64
      unsigned integer regardless of the architecture.
      A mechanism to provide backward compatibility is introduced. The
      preprocessor define "VTK_HAS_MTIME_TYPE" can be used in applications
      that must build against VTK versions that use the "unsigned long" type
      for MTime's.
      Methodology used to find MTime occurences:
      1) Identify files as follows:
         git grep "unsigned long" | grep ime | cut -d":" -f1,1 | sort | uniq
      2) Hand edit each of those files replacing "unsigned long" with
         "vtkMTimeType" where appropriate.
      3) Temporarily change typedef for vtkMTimeType to "double" to detect
         missing conversions
  3. 03 Aug, 2016 1 commit
  4. 26 Jul, 2016 1 commit
  5. 08 Jul, 2016 1 commit
    • Sean McBride's avatar
      Hoist _snprintf hack up to vtkConfigure.h · 33a743d2
      Sean McBride authored
      Since VS 2015 now supports proper snprintf,
      VTK can just start using it anywhere as normal
      with the workaround moved to vtkConfigure.h.
      One day the pre-VS2015 workaround can be removed.
  6. 07 Jul, 2016 2 commits
    • Sean McBride's avatar
      Applied VTK_DELETE_FUNCTION to many constructors · 1853e030
      Sean McBride authored
      vtk(.*)\(const vtk\1&\);\s*//\s*Not implemented[\.]*
      vtk\1(const vtk\1\&) VTK_DELETE_FUNCTION;
      vtk(.*)\(const vtk\1 &\);\s*//\s*Not implemented[\.]*
      vtk\1(const vtk\1 \&) VTK_DELETE_FUNCTION;
      vtk(.*)\( const vtk\1 & \);\s*//\s*Not implemented[\.]*
      vtk\1( const vtk\1 \& ) VTK_DELETE_FUNCTION;
      vtk(.*)\( const vtk\1& \);\s*//\s*Not implemented[\.]*
      vtk\1( const vtk\1\& ) VTK_DELETE_FUNCTION;
      vtk(.*) \(const vtk\1&\);\s*//\s*Not implemented[\.]*
      vtk\1 (const vtk\1\&) VTK_DELETE_FUNCTION;
    • Sean McBride's avatar
      Applied VTK_DELETE_FUNCTION for operator= · 2d0e11ef
      Sean McBride authored
      After that, this finds basically nothing:
      then manually reverted changed files in VPIC and KWSys folders.
  7. 06 Jul, 2016 1 commit
  8. 25 May, 2016 1 commit
    • Kitware Robot's avatar
      Remove all BTX and ETX markers from VTK headers · 4d127b1d
      Kitware Robot authored
      Perl was used to remove all the BTX and ETX markers from the code.
      The specific command that was run on all "vtk*.h" files was this:
          perl -0777 -i -pe 's/(\n* *\/\/ *[BE]TX *\n+)+/\n\n/g'
      This regex replaces each BTX/ETX line, plus any leading or trailing
      blank lines, with a single blank line.
  9. 06 May, 2016 2 commits
  10. 30 Apr, 2016 2 commits
  11. 27 Apr, 2016 1 commit
  12. 21 Apr, 2016 2 commits
    • Mathieu Westphal's avatar
      Style, syntax and indents · be19b73b
      Mathieu Westphal authored
    • Mathieu Westphal's avatar
      PolxarAxisFeatures: · 0063c6a9
      Mathieu Westphal authored
      New Feature for vtkAxisFollower
       * Offset is now vectoriel
      New features for axis actor
       * Finer control over size, thickness and placement of "minor" and "major" ticks
       * New Exponent label, with it's own location
       * Bug correction for Title visibility
       * Title Alignement control
       * Log axis
       * Better label style and scaling
       * Deprecation of CalculateLabelOffset and CalculateTitleOffset, which changes the class default behavior
      New features in polar exis actor
       * Finer control over each polar exis, radial axis, and secondary axis ( visibility, style, color )
       * Finer control over main arc and secondary arcs ( visibility, number, style, color)
       * Finer control over ticks and labels (visibility, style, color)
  13. 18 Apr, 2016 1 commit
  14. 13 Apr, 2016 1 commit
  15. 11 Apr, 2016 1 commit
    • Max Smolens's avatar
      Fix vtkAxisActor2D documentation error · e646e65c
      Max Smolens authored
      This commit fixes the documentation of the default value of vtkAxisActor2D's
      SizeFontRelativeToAxis property. By default, fonts are resized relative to the
  16. 07 Apr, 2016 1 commit
  17. 05 Apr, 2016 1 commit
  18. 24 Mar, 2016 1 commit
    • David DeMarle's avatar
      Flesh out ospray rendering and scene graph · c5a51d13
      David DeMarle authored
      make ospray pass create the scene graph so user doesn't have to
      move ospray specific controls to ivars on ospraynodes
      Improve caching
      Now we cache what we can but not so much that we
      fail time, or dynamic, or actor hiding. Also prevent double
      delete on actor hiding and style
      no special access just for ospray
      Access to scenegraph view node would probably be OK.
      make sure we get cell colors right for arbitrary polygons
      using a reverse index from triangulated (or cylindered or pointed)
      output cell back to input vtk cell. The output cells are homogenous
      but the input cells aren't necessarily.
      quad 0 -> tri 0 : rindex 0
                tri 1 : rindex 0
      tri 1  -> tri 2 : rindex 0
      color 0 -> color 0,1
      color 1 -> color 2
      flesh out point size and line width controls
      Now user chosen pointsize and linewidth on mapper matter.
      Also, user can designate a point aligned array to vary elements individually
      and user can provide a lookuptable to manipulate those values arbitrarily.
      In all cases there is an additional scaling control for fine tuning.
      start to clean up actor to ospray translation
      just use c++ new and remove embree calls to simplify
      a single namespace for helpers
      more logical flow for readability
      Fix image space transformations
      Also flesh out the implicits test and remove the related check from
      render mesh now that it has its own test.
      Fix some subtle bugs in caching.
      Moved cache of ospray objects out to composite level. Would be nice to
      cache indiviual blocks but the way I did it before was broken.
      In process I found and fixed a bug regarding normals.
      more cleanup actor to ospray translation and fix line sizing
      was using wrong index into point value for line size, also changed
      to use average of values at endpoints instead of first value
      Also promote large chunks of the conversion process to the scenegraph level
      because it is reusable. That and cleanup the ospray actor a lot.
      move light vector out to renderer to allow multiple lights
      also, just say no to c style casts.
      toward consistent API for setting ospray specific state
      The plan is for the scenegraph level to be restricted to read only
      access to rendering/core state. Since backend specific classes are
      hard to get a hold of (created late), options for them go into
      information objects on the core classes. There will be setters/getters
      on the backend classes though to make it easier to set them in the
      case where you have access.
      Fix multiple lights and add a test for lights
      Make a consistent API for setting options that affect ospray.
      fine tune lighting
      lights now obey intensity and switch and color range is closer for
      positional and directional lights. positional are still much
      brighter for some reason so I've kludged in a 1/5 factor to make them
      actor colors obey diffuse and specular multipliers now and cell
      aligned color maps now repect opacity and specularity. not sure if
      I'll make point aligned colors do the same just yet since not
      doing so saves space and keeps rgb and val interpolated consistent and
      doesn't require changes to ospray to make texture materials respect them.
      The key thing I understand now is that ospray does colors with
      everything 0..1 except texture maps, which go 0..255.
      Interesting to note that Ospray images are whiter than GL counterparts
      when ambient occlusion enabled.
      SceneGraph is not ready for default on, so take it out of rendering group.
      Bunch of compiler warnings.
      The collection iterator remove actor in loop change was important.
      Don't know yet why implicits don't work on windows, otherwise in pretty good
      shape as rest of tests pass. cmake find and ospray version
      include need more work.
      fix inconsistent background clearing
      testdynamicobject was wrong before this, as was GL2 and interactive
      camera motion. First would have nonsensical bckground, second would
      Remove implicit SCALE hack and add a light Intensity hack.
      Mapper SCALE is not needed since pointsize and linewidth are doubles
      not integers in modern paraview. Add a light multiplier, applied to
      ALL lights, for ParaView because with 6 double sided lights, the
      default is too bright.
      guard against actor without mapper and get scalars for multiblock
      enable block colors and improve implicit colors and sizes
      We now handle block visibility, opacity and color.
      Fixed a case of always black implicits for paraview.
      Added a new control that by default disables implicit scaling.
      improve caching
      had some cases where it would not rebuild when it needed to.
      One was in paraview when changing colormap variable.
      Confine ospray to a renderer instead of a renderwindow
      Makes for easier interoperability with GL layers.
      Fix lighting and multiple layers
      Now that we are using the lights pass (and we should so that
      we update camera positions) it exposed a bug where the default
      created camera was not actually removed from the Renderer's light
      collection. As a result, ospray renderings added duplicate default
      lights and the images became washed out.
      Also, added back in compositing of ospray layers which used to
      happen and the ospraywindownode level. TODO: add a compositeRGB
      call to renderwindow to do it nicely.
      update ospray to only build MPI test when supported
      Removed the dependence on MPI and replaced it with a
      conditional. If parallel and MPI are already on then
      it will include the MPI based ospray tests and the
      required libs and includes
      move actor code down to mappers
      introduce mapperNodes to do the bulk of the work
      also some cleanup to the updating children code
      bunch more changes for mapper
      more mapper related changes
      fixes and resolve restore some missed features
      Was a reference leak in parent, use weakpointer to fix
      Need another mapper override for OpenGL1
      HeaderTest fix
      minor Style //---'s per vtk style guide
      added back the use ambient color fallback and a handful of other
      features that were in actornode only after start of move to mappernode
      Fix scalar colors with multiblock data.
      Before it would reuse block0's color arrays for block1 and the
      result would be wrong.
      Fill in per block and from field data color paths
      Restore window node, move compositing to pass, cleanup traversal
      This also implies that you could render without
      even having opengl. Added a test for the windownode entry point.
      Moved some of the compositing code into the pass. The idea
      being that if you are building with OpenGL then you would
      also build ospraypass. Otherwise you would not. The other classes
      should not require a OpenGL implementation. Only the pass.
      Changed the traversal implementation so that each step gets called
      both before and after its decendents. This is implemented with a
      prepass argument that is true before the decendents and false after.
      Removed the YYYSelf() methods.
      Removed most the ORender methods as they were a tad confusing.
      Converted some ospray specific subclasses to just implement
      Render() where before they had ORender.
      Fixed two bugs in the writelayer compositing code.
      Remove scenegraph's copies of state
      Going with direct access to renderable
      fix scenegraph test
      miscellaneous fixes
      Now specifying implicit scaling array by name rather than pointer.
      Made Mapper:ClearColorArrays() not modify the mapper because it
      disallows caching and is not necessary.
      Restored the use ambient when diffuse is not available behavior
      so that paraview point and cylinder representations look OK.
      Restores ability to have ospray layers not at layer 0.
      Re-enabled RenderPass::ClearLights to fix some GL1 tests.
      Fixed header test.
  19. 08 Mar, 2016 1 commit
  20. 03 Mar, 2016 1 commit
    • David C. Lonie's avatar
      Refactor data array APIs. · 893fb6ed
      David C. Lonie authored
      vtkDataArray subclasses now use
      ComponentValue --> TypedComponent
      TupleValue --> TypedValue
      for their type-specific methods.
      # Conflicts:
      #	Rendering/Annotation/vtkScalarBarActor.cxx
  21. 02 Mar, 2016 1 commit
  22. 29 Feb, 2016 1 commit
    • Bill Lorensen's avatar
      BUG: OpenGLPolyDataMapper2D regression · cc96bd93
      Bill Lorensen authored
      OpenGLPolyDataMapper2D for OpenGL was clipping the z components
      between -1,0 or 0,1. The logic is a bit different in OpenGL2 versus
      OpenGL. I believe it has somethiong to do with where the
      transformations are performed. I'm pretty sure z-clipping should not
      apply for 2D mappers. A new test was added that has polydata with a
      large z range.
      NOTE: To see the bug, download this patch and revert to the
      original mapper:
      git checkout master Rendering/OpenGL2
      ctest -R TestLegendBoxActor2
  23. 24 Feb, 2016 1 commit
  24. 22 Feb, 2016 2 commits
  25. 19 Feb, 2016 1 commit
    • Mathieu Westphal's avatar
      Scalar bar features · abf59cdb
      Mathieu Westphal authored
      1. Add finer Annotations control
      Annotations in scalar bar now have a it's own Text Property, allowing change to font, color, size...
      2. Add positibility to dislay Above/below ranges
      Scalar now have the possibility to display a dwatch for above and below value,
      to be used in conjonction with vtkLookupTable Above and Below feature
      3. Allow to use unconstrained font Size for label annotations and titles
      Title and other scalar bar texts used to be constrained by the scalar size
      by using this feature, it is now possible to have text of any size without resctriction
  26. 28 Jan, 2016 1 commit
  27. 25 Jan, 2016 1 commit
    • Sean McBride's avatar
      Use real snprintf (not _snprintf) with >= VS2015 · 992a4931
      Sean McBride authored
      Infuriatingly, Visual Studio has not supported C99’s snprintf until VS2015.
      Modify a couple of workaround hacks to only apply to pre-VS2015.
      This is more than just a cleanup.  snprintf guarantees null
      termination, _snprintf does not!  The return values are also different,
      though rarely used.
  28. 22 Jan, 2016 1 commit
  29. 04 Jan, 2016 1 commit
    • Sean McBride's avatar
      Fixed a bunch of clang-tidy misc-macro-parentheses warnings · a595ab8e
      Sean McBride authored
      This tool warns where macros should be using parens.
      Fixed many issues it pointed out by either:
       - adding parens (which it can do automatically)
       - removed unused (or rarely used) macros
       - replacing macros with functions, notably vtkMath stuff
  30. 09 Dec, 2015 2 commits
  31. 13 Nov, 2015 1 commit
    • Ken Martin's avatar
      Update coincident geomtry support · 4be38a3f
      Ken Martin authored
      Add in support for specifying different offsets for surfaces
      lines and points. Update some example to remove the specified
      polydata value as the defaults are better.
      Update a valid image due to lighting changes
      Add a test that has points lines and surfaces all
      drawn on top of each other.
  32. 08 Nov, 2015 1 commit
  33. 21 Oct, 2015 1 commit
  34. 07 Oct, 2015 1 commit