- 20 Sep, 2016 1 commit
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Dan Lipsa authored
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- 12 Sep, 2016 1 commit
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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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- 29 Aug, 2016 1 commit
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mpkh authored
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- 22 Aug, 2016 1 commit
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mpkh authored
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- 19 Aug, 2016 1 commit
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Bill Lorensen authored
This is a fix for: vtk/vtk#14310 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
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- 18 Aug, 2016 1 commit
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Sean McBride authored
Added backwards compatible names for older SDKs
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- 15 Aug, 2016 1 commit
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David C. Lonie authored
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- 11 Aug, 2016 1 commit
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Sean McBride authored
Of note: NSOpenGLPFAStereo is deprecated, with no replacement indicated, so just suppress that warning.
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- 04 Aug, 2016 2 commits
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Sean McBride authored
Check return value for null to prevent possible crash. Also, get ASCII from NSString instead of UTF8.
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Sean McBride authored
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- 03 Aug, 2016 2 commits
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Sean McBride authored
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Sean McBride authored
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- 07 Jul, 2016 3 commits
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Sean McBride authored
Find/replace of: ;[ ]*//\s*Not implemented[\.]* to VTK_DELETE_FUNCTION; To catch a few remaining ones missed by previous greps. Manually reverted changed files in VPIC and KWSys folders, and a couple other of places.
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Sean McBride authored
vtk(.*)\(const vtk\1&\);\s*//\s*Not implemented[\.]* to vtk\1(const vtk\1\&) VTK_DELETE_FUNCTION; vtk(.*)\(const vtk\1 &\);\s*//\s*Not implemented[\.]* to vtk\1(const vtk\1 \&) VTK_DELETE_FUNCTION; vtk(.*)\( const vtk\1 & \);\s*//\s*Not implemented[\.]* to vtk\1( const vtk\1 \& ) VTK_DELETE_FUNCTION; vtk(.*)\( const vtk\1& \);\s*//\s*Not implemented[\.]* to vtk\1( const vtk\1\& ) VTK_DELETE_FUNCTION; vtk(.*) \(const vtk\1&\);\s*//\s*Not implemented[\.]* to vtk\1 (const vtk\1\&) VTK_DELETE_FUNCTION;
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Sean McBride authored
(operator\s*=.*);\s*//\s*Not\s*implemented[\.]* to \1 VTK_DELETE_FUNCTION; After that, this finds basically nothing: operator.*implemented then manually reverted changed files in VPIC and KWSys folders.
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- 06 Jul, 2016 2 commits
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Sean McBride authored
The 10.12 SDK made a bunch of enum names more logical, map old names to new names to continue supporting old SDKs, and use new names in VTK code.
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Waldir Pimenta authored
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- 20 Jun, 2016 1 commit
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Dan Lipsa authored
A loop where the render window is kept around and everything in the pipeline is removed and added at the next iteration leaks memory, in OpenGL, linux. For the OpenGL2 backend same loop does not leak. Two problems were fixed. First ReleaseGraphicsResources was not called when a renderer was removed from a render window. Second, for a offscreen render window Mapped was set to 0, which meant that no resources were released.
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- 25 May, 2016 1 commit
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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.
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- 18 May, 2016 1 commit
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Sean McBride authored
Remove 'virtual' keywords and add 'override' (via 'VTK_OVERRIDE' macro) instead. This is the first actual use of 'override' in the VTK codebase.
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- 16 May, 2016 1 commit
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Sean McBride authored
Warned by cppcheck
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- 06 May, 2016 1 commit
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David C. Lonie authored
SafeDownCast performs a series of virtual calls and string comparisons, which is quite slow, especially when used in worker functions. vtkArrayDownCast will switch between SafeDownCast and the more efficient FastDownCast (only available for common vtkAbstractArray subclasses) depending on whether or not FastDownCast is defined for the specific array type.
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- 26 Apr, 2016 2 commits
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Alvaro Sanchez authored
Added outline selection in test and its baseline image. GPURayCastMapper renders a valid attribute Id during selection. Disabled depth mask write in gpuRayCastMapper. Cleaned up hardwareSelector. Style fixes.
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Alvaro Sanchez authored
GPUVolumeRayCastMapper renders its prop Id when a vtkHardwareSelector is available.
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- 06 Apr, 2016 1 commit
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Sean McBride authored
This was already documented in README.md
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- 01 Apr, 2016 3 commits
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Sean McBride authored
Simplify another check
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Sean McBride authored
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Sean McBride authored
Seems like no longer needed OS X workaround.
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- 24 Mar, 2016 1 commit
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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 close. 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 streak. 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.
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- 23 Mar, 2016 2 commits
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David DeMarle authored
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Dave DeMarle authored
Promoting RenderPass and thus FrameBufferObject and RenderState to Rendering Core allows other modules to define RenderPasses that are are independent of RenderingBackend choice.
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- 22 Mar, 2016 1 commit
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Ben Boeckel authored
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- 08 Mar, 2016 1 commit
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Code extracted from: https://gitlab.kitware.com/third-party/proj.git at commit 41bdf05361007f8c5186f3df9944d86bb273ed13 (for/vtk).
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- 03 Mar, 2016 1 commit
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David C. Lonie authored
vtkDataArray subclasses now use ComponentValue --> TypedComponent TupleValue --> TypedValue for their type-specific methods. # Conflicts: # Rendering/Annotation/vtkScalarBarActor.cxx
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- 22 Feb, 2016 2 commits
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Sean McBride authored
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Sean McBride authored
Just added some parens to clarify precedence.
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- 03 Feb, 2016 1 commit
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Ken Martin authored
Reduce opengl2 dependencies in two ways first move a class that renderingcore depends on from filterExtraction to FiltersGeneral. FiltersExtraction pulls in a lot of other modules where FiltersGeneral does not. FiltersExtraction already depends on filtersGeneral so it should be backwards compatible. The second change is a new feature to allow a back implementation to be required or not. In this case gl2ps was originally required by OpenGl2 now it is optional. This required adding an option to the module code to specify when a backend implementation is required.
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- 28 Jan, 2016 2 commits
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Sean McBride authored
#include <vtk([a-zA-Z0-9]+)\.h> to #include "vtk\1\.h" but only in files named vtk.*\.cxx excluding ThirdParty folder.
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Sean McBride authored
Find/replace of: with C++ counterparts. Changed only vtk*.cxx files. Didn’t touch .h or .c or any 3rd party.
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- 21 Jan, 2016 1 commit
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Joachim Pouderoux authored
This function used to presume a window style used to compute the whole window size needed for a requested client frame size. The obtained client size of the window what finally not the one requested - thus the frame buffer was not of the size obtained by calling GetSize(), leading to problem when capturing image from the back buffer for instance. The current window style is now directly obtained using the related Win32 API function with the window hanle, ensuring a correct window rect computation.
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