1. 20 Sep, 2016 1 commit
  2. 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.
  3. 06 May, 2016 1 commit
    • David C. Lonie's avatar
      Replace SafeDownCast calls on arrays with vtkArrayDownCast. · 0d71a308
      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.
  4. 08 Mar, 2016 1 commit
  5. 22 Feb, 2016 1 commit
  6. 14 Jan, 2016 1 commit
  7. 06 Jan, 2016 1 commit
  8. 21 Dec, 2015 2 commits
  9. 02 Nov, 2015 3 commits
  10. 26 Oct, 2015 1 commit
  11. 23 Oct, 2015 1 commit
  12. 08 Sep, 2015 1 commit
    • Dan Lipsa's avatar
      BUG: OSMESA configuration flags can cause link errors. · 3b6810ff
      Dan Lipsa authored
      This fixes:
         VTK_USE_X             on
         caused link errors in Rendering/OpenGL as some of the cxx
         files contained code ifdef using VTK_OPENGL_HAS_OSMESA instead of
      In the past, one could link against both MESA and OSMESA and use OSMESA only
      for off-screen rendering. In recent versions of MESA this is not the case anymore.
  13. 31 Aug, 2015 1 commit
    • Dan Lipsa's avatar
      COMP: Add logic to selectively use OpenGL or OSMesa. · f09903e4
      Dan Lipsa authored
      Use vtkOpenGL.cmake to decide to use (LINK_PRIVATE) OpenGL or Offscreen Mesa.
      OpenGL is now LINK_PRIVATE, so additional libraries and tests need to include OpenGL.
      Include the following in your CMakeLists.txt:
      for every ${module} that uses OpenGL. This takes care of include directories and
      linking of proper libraries.
  14. 09 Apr, 2015 2 commits
    • David C. Lonie's avatar
      Update baselines. · 1942a721
      David C. Lonie authored
    • David C. Lonie's avatar
      Remove the RenderingFreeTypeOpenGL module. · 4f7460a5
      David C. Lonie authored
      This is not supported by the new OpenGL2 backend, and doesn't support
      new text features, like MathText, FontConfig, or custom font files.
      It only implements vtkTextMapper, which now will use a texture-based
      implementation, similar to vtkTextActor and friends.
  15. 16 Mar, 2015 1 commit
  16. 03 Feb, 2015 1 commit
  17. 11 Dec, 2014 2 commits
    • Cory Quammen's avatar
      Handle coloring by field data · a07731a2
      Cory Quammen authored
      Some level of support was previously available for coloring by field
      data, but this was restricted to drawing triangle strips. This patch
      adds another mode to coloring by field data that enables coloring the
      entire data set by a particular tuple in the field data. The field
      data tuple gets mapped through the color map, and that color is used
      to color the entire data set. The default behavior for triangle strips
      is retained by setting this tuple index to -1, the default value.
      The motivation for this change is to make it possible to color blocks
      in a multi-block dataset according to a value in that block's field
      data array, e.g., an initial condition, block ID, etc. Vector values
      (arrays with more than one component) are fully supported.
      Several other improvements were also made:
      - Added test for existing capability of coloring by field data.
      - Added test for coloring by tuple of field data.
      - Modified vtkMapper::GetScalarModeAsString() to return
        string for field data scalar mode.
      - Fixed vtkDataSetSurfaceFilter::UnstructuredGridExecute(...) and
        to pass field data through to output
      Change-Id: I0d97e84ec77e7ea01ca1b1350acce73cb6c4c15b
    • Sean McBride's avatar
      Unified mixed unsigned char/int usage to bool · b54bce1d
      Sean McBride authored
      Fixes -Wconversion warnings that pointed out the mixed use of
      unsigned char and int in these APIs.
      Switched to bool since the comments describe it as a 'flag'
      This is an API change, but shouldn't cause much trouble I hope.
      Change-Id: I0ded5ea638c646f9e5c7aa792fe93784cb9025b4
  18. 04 Nov, 2014 1 commit
    • Dave DeMarle's avatar
      fix a bug in value painting for cell arrays · 78108633
      Dave DeMarle authored
      I wasn't rendering the correct values because I didn't have the right
      ids. With small data the cellarray and polydata indices happened to
      be the same. In general they won't be.
      Change-Id: Id1186c8fab3b0ba0ff2e640a6fd3d6075f690516
  19. 29 Oct, 2014 2 commits
    • Ken Martin's avatar
      Restore file that was accidentally changed · 4362136d
      Ken Martin authored
      Change-Id: I262b5e05433c1677c5c8fc5e14aaabc07ec0d68c
    • Ken Martin's avatar
      Get render passes working in OpenGL2 · f15f4bfe
      Ken Martin authored
      Add in a bunch of render pass classes that were previously removed.
      At the same time get the GaussianBlurPass and SobelGradientMagnitude
      classes to work with the new backend.
      This code now exercises a few methods that previously were not
      previously exercised. As such I made some significant changes to those
      methods to make them fit in better with the new architecture.
      In the process of testing I did find a calculation error in the old
      code related to cmoputing camera angles. I fixed this issue in both the
      old and new rendering backend.
      The tests for these passes were modified to not use the DepthPeelingPass
      as that pass has not been converted yet.
      Change-Id: Ie40231385291aa06848034460817b171e60f7a53
  20. 01 Oct, 2014 1 commit
  21. 25 Sep, 2014 1 commit
  22. 24 Sep, 2014 1 commit
    • Dave DeMarle's avatar
      Add render mode in which values are drawn as recoverable 24bit colors. · f8c5c678
      Dave DeMarle authored
      With this you can pick an array component and draw that directly
      on the screen. Afterward, if you know the min and max, you read pixel
      values back and get a hold of the value at each pixel.
      * Lots of type conversion here, and in the end only using 24 bits
      of resolution. When and if we need more accuracy, flesh out
      the extensible conversion operator part.
      * Surface selection is based on the same concept (ident buffer)
      but that was written before VTK has extensible rendering (painters
      and passes). Eventually selection should be reimplemented to use
      * Would be great to demonstrate render into background followed by
      mouse overs.
      Change-Id: I44608759278c37c8250f957d596f3f4149382bbb
  23. 22 Jul, 2014 2 commits
    • Sean McBride's avatar
      Changed public API of vtkGPUInfo to return vtkTypeUInt64 for memory sizes. · 7399f6db
      Sean McBride authored
      It previously used vtkIdType which could be 32 bit even on 64 bit systems.
      Fixes overflow in the case of 32 bit vtkIdType and GPUs with more
      than 2 GiB of memory.
      Also changed "MB" to "MiB" in test output, since it's base 2.
      Change-Id: I23ba36647596cc49e3a65fab5784e18c021070e1
    • Utkarsh Ayachit's avatar
      BUG #14828: Keep surface color from interacting with scalar color. · daf8c6e7
      Utkarsh Ayachit authored
      When using scalar coloring, if vtkScalarsToColorsPainter decided to use
      a texture for mapping the scalars to colors, we ended up with the
      surface color bleeding through the texture. This commit ensures that
      such bleeding is avoided.
      We don't simply use glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,
      GL_REPLACE), since that results in the diffuse highlights being lost.
      By enabling GL_COLOR_MATERIAL and calling glColor3f(1,1,1), we follow
      the same lighting/coloring path as we would when not using the texture
      for scalar coloring.
      Change-Id: I9c4db15dd0db699d5d045fa7ae27696d18828988
  24. 18 Jun, 2014 2 commits
  25. 06 Jun, 2014 1 commit
  26. 30 May, 2014 1 commit
  27. 16 May, 2014 1 commit
  28. 14 May, 2014 2 commits
  29. 02 May, 2014 1 commit
    • David Gobbi's avatar
      Add SetSlabModeToSum() to vtkImageResliceMapper. · 048419fb
      David Gobbi authored
      This change allows vtkImageResliceMapper to produce images that look
      like digitally reconstructed radiographs.  It required a new property
      to be added to vtkImageReslice, called ScalarScale, so that the output
      intensity can be appropriately scaled to the slab thickness, which is
      specified in physical units of distance (typically millimeters).  An
      existing test was modified in order to test this new feature.
      A ScalarShift property was also added for symmetry with ScalarScale,
      plus an OutputScalarType property so that vtkImageReslice can output a
      different scalar type than its input (useful for avoiding overflow with
      This change also fixes a performance issue that was introduced in August
      2011 when the SetInterpolator() method was added: that change caused the
      scalar conversion to always clamp to the limits of the output type, even
      when clamping was unecessary.  Now, clamping is only done when needed.
      Change-Id: I5e55db509e8ec537632a7a7e063a3bc0c50d9d20
  30. 16 Apr, 2014 2 commits