- 20 Sep, 2016 1 commit
-
-
Dan Lipsa authored
-
- 08 Mar, 2016 1 commit
-
-
Code extracted from: https://gitlab.kitware.com/third-party/proj.git at commit 41bdf05361007f8c5186f3df9944d86bb273ed13 (for/vtk).
-
- 06 Jan, 2016 1 commit
-
-
Joachim Pouderoux authored
This new function switch to hardware off-screen rendering mode with the current (on-screen) OpenGL context. This allows to render on this buffer to perform a rendering pass even if the window is hidden for instance.
-
- 21 Dec, 2015 1 commit
-
-
Max Smolens authored
This commit fixes a problem where rendering offscreen with vtkWin32OpenGLRenderWindow ignores the size set by SetSize(). This is seen when using vtkOpenGLRenderWindow::CreateHardwareOffScreenWindow()'s framebuffer object offscreen rendering implementation.
-
- 09 Apr, 2015 1 commit
-
-
David C. Lonie authored
-
- 11 Dec, 2014 1 commit
-
-
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 vtkUnstructuredGridGeometryFilter::RequestData(...) to pass field data through to output Change-Id: I0d97e84ec77e7ea01ca1b1350acce73cb6c4c15b
-
- 01 Oct, 2014 1 commit
-
-
Dave DeMarle authored
Change-Id: I785da81295112a9e037bc7f0a09d06d2a22430bf
-
- 24 Sep, 2014 1 commit
-
-
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. TODO: * 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 this. * Would be great to demonstrate render into background followed by mouse overs. Change-Id: I44608759278c37c8250f957d596f3f4149382bbb
-
- 22 Jul, 2014 1 commit
-
-
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
-
- 18 Jun, 2014 2 commits
-
-
Marcus D. Hanwell authored
Change-Id: I09a59d37a048eebc3b0f30bbe743010815e1691f
-
Marcus D. Hanwell authored
Many of the OpenGL tests were for RenderingCore API, others were from RenderingImage and RenderingLabel. Moving them to more appropriate locations, this makes it easier to validate some of the OpenGL2 implementations now we have a concept of multiple rendering backends. Change-Id: I48db6a50ddc3d64d899a6b99b8cd21960fa26055
-
- 26 Mar, 2014 1 commit
-
-
David Gobbi authored
If the spacing of the image data was negative in any of the three dimensions, it resulted in a failed bounding box test for the image in the vtkCellPicker. This patch adds a check for negative spacing. Change-Id: Ia6b7c31fa78988900ce2e68f0ee8cd9bc8ecbf8d
-
- 17 Mar, 2014 1 commit
-
-
Sankhesh Jhaveri authored
Change-Id: I3d57c5e00e7ecd90e1ed87e232ece26deb237a07
-
- 24 Feb, 2014 1 commit
-
-
Sankhesh Jhaveri authored
vtkHardwareSelector was skipping all translucent geometry and selecting only opaque geometry. This change enables selection of translucent as well as opaque geometry. Totally transparent (opacity = 0.0) is skipped. This change fixes ParaView issue 14412 Change-Id: Ic8ead1534b4f24695e5138fc8207250f25450508
-
- 28 Jun, 2013 1 commit
-
-
Julien Finet authored
By default, vtkTextActor3D::GetBounds() should return the displayable bounds instead of the bounds padded to power of two. This is important for vtkProp3DAxisFollower to correctly center vtkTextActor3D. Change-Id: Ibccf15c9e0df9d04eb2144ba7cfc362827d85df7
-
- 17 May, 2013 1 commit
-
-
Brad King authored
Change-Id: I7c6ab523d022f28256bb9d29e23ebacbcf6eafdd
-