- 20 Sep, 2016 1 commit
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Dan Lipsa authored
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- 19 Sep, 2016 6 commits
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Dan Lipsa authored
In computing the text bounding box, the -1 in the formula was omitted.
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Dan Lipsa authored
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Dan Lipsa authored
NormalizedViewport creates slightly offset lines.
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Dan Lipsa authored
Compute interLineSpacing as an integer and use that instead.
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Dan Lipsa authored
Previously, ascent and descent were distances from baseline. Descent included the baseline, ascent did not. This was confusing and undocumented.
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Dan Lipsa authored
This property allows the user to center the string to the anchor point. By default, the bounding box for the string is computed using the font metrics which includes ascents and descents. As descents might not be present in the string, the label will not be perfectly centered on the anchor point. Setting this property on will compute the bounding box using the current string rather than the font metric. This results in perfectly centered labels. This does not work well for temporal data if the string changes as it results in text that moves around.
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- 13 Sep, 2016 1 commit
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Dan Lipsa authored
Originally, the full height was computed using n text heights + n interline spaces.
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- 12 Sep, 2016 2 commits
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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.
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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.
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- 09 Sep, 2016 1 commit
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Ken Martin authored
it was not taking into account representation
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- 08 Sep, 2016 6 commits
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Utkarsh Ayachit authored
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Dave DeMarle authored
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Dave DeMarle authored
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Michael Fogleman authored
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Michael Fogleman authored
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Michael Fogleman authored
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- 07 Sep, 2016 4 commits
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David DeMarle authored
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David DeMarle authored
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David DeMarle authored
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Carson Brownlee authored
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- 06 Sep, 2016 5 commits
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Carson Brownlee authored
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Carson Brownlee authored
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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.
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Michael Fogleman authored
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Michael Fogleman authored
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- 05 Sep, 2016 1 commit
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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.
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- 02 Sep, 2016 2 commits
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Ken Martin authored
These mappers are useful for non chemistry applications so move them to the OpenGL2 directory
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David DeMarle authored
comes up in paraview server side rendering in which the client side has no input
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- 01 Sep, 2016 1 commit
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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.
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- 31 Aug, 2016 1 commit
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Ken Martin authored
added a glew check that needed to be ifdef'd out for oepngles
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- 30 Aug, 2016 9 commits
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David DeMarle authored
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David DeMarle authored
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David DeMarle authored
showed up in cellarray test
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David DeMarle authored
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Dave DeMarle authored
gradient shadding didn't appear to be working, but only because the new volume never had a chance to set up its own properties.
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David DeMarle authored
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David DeMarle authored
Just needed to register it with the factory. Made the two tests nearly identical in testing.
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David DeMarle authored
and minor fixes for tests
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David DeMarle authored
command line arg "-EXT number" to control wavelet size command line arg "-GL" to use OpenGL instead of OSPRay reports wavelet build time too Bring over another test and add -GL command lines to ease comparison
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