1. 16 Apr, 2019 1 commit
  2. 12 Apr, 2019 1 commit
  3. 28 Mar, 2019 2 commits
  4. 22 Mar, 2019 2 commits
  5. 15 Jan, 2019 1 commit
  6. 10 Jan, 2019 1 commit
  7. 08 Jan, 2019 2 commits
  8. 27 Nov, 2018 1 commit
  9. 13 Nov, 2018 1 commit
  10. 08 Nov, 2018 1 commit
    • Ken Martin's avatar
      rework offscreen rendering to be centralized · a410bebe
      Ken Martin authored
      Move a lot of code into OpenGL and simplify. Introduce
      ShowWindow and update UseOffScreenBuffers. These two booleans can
      work together to handle all four cases. You can...
      ShowWindow = 0 UseOffScreenBuffers = 0
      You are using a window to render but the window
      is not current shown on the display
      ShowWindow = 1 UseOffScreenBuffers = 0
      You are rendering into a window and the window
      is shown on the screen. The default.
      ShowWindow = 0 UseOffScreenBuffers = 1
      You are rendering into a framebuffer offscreen
      and the window used for the opengl context is not
      shown on the display.
      ShowWindow = 1 UseOffScreenBuffers = 1
      You are rendering into a framebuffer offscreen
      and there is a window that is also visible with it's
      own content.
      For backwards compatability OffScreenRendering now
      just sets ShowWindow(false) and UseOffScreenBuffers(true)
      Other more specific approaches, methods have been removed.
      Mapped has been fixed a bit in some backends to properly
      indicate if the window is mapped (as opposed to created)
  11. 02 Nov, 2018 1 commit
  12. 01 Nov, 2018 1 commit
  13. 29 Oct, 2018 1 commit
  14. 10 Oct, 2018 1 commit
  15. 08 Oct, 2018 1 commit
    • Michael Migliore's avatar
      Add a panoramic projection pass · 4a842da9
      Michael Migliore authored
      This pass render the scene in all direction and projects those renders
      using different types of projection (equirectangular or azimuthal projection)
  16. 06 Oct, 2018 1 commit
  17. 31 Aug, 2018 1 commit
    • Ken Martin's avatar
      Add order independent translucent pass · b36e2563
      Ken Martin authored
      Same speed but much better end result than the old
      transparency code.
      Also fix a few classes that were not passing properties
      to their sub props.
      Fix medical example to make opaque objects opaque.
  18. 12 Jul, 2018 1 commit
  19. 10 Jul, 2018 2 commits
    • Michael Migliore's avatar
      Fix Glyph3D Mapper LOD culling · 5edfe69f
      Michael Migliore authored
    • Ken Martin's avatar
      improve picking performance and memory footprint · 82fffd9c
      Ken Martin authored
      Significant rework of the hardware picking code.
      Previously each mapper had to make sure that the rendered
      colors were correct for point/cell etc ID during hardware picking
      and this required large datastructures and texture uploads
      to the GPU on each pick.
      Now it collects the color buffers and gives the mappers a chance to
      update them. This allows us to use gl_VertexId and gl_PrimitiveId
      directly in the shader and then if picked, allow the mapper to
      adjust the color buffer as needed. This allows us to avoid
      rebuilding the VBO and textures each time and avoids the memory
      footprint related to that.
  20. 25 May, 2018 2 commits
  21. 18 May, 2018 2 commits
  22. 10 May, 2018 1 commit
  23. 25 Apr, 2018 1 commit
  24. 03 Apr, 2018 1 commit
  25. 30 Mar, 2018 1 commit
    • Andreas Buykx's avatar
      Fix #17270 propagation of coincident topology factors · 2e3aed10
      Andreas Buykx authored
      Composite polydata mappers now properly propagate the properties
      of the vtkPolyData base class to the delegate mapper.
      vtkMapper now shallow copies relative factors for coincident topology
      resolution and calls modified when they are changed.
      vtkCompositePolyDataMapper now shallow copies its properties to the
      delegate vtkPolyDataMapper.
  26. 13 Mar, 2018 1 commit
  27. 08 Mar, 2018 1 commit
  28. 02 Mar, 2018 1 commit
    • Ken Martin's avatar
      add ability to share data between render windows · 363d99bc
      Ken Martin authored
      This topic adds a capability to share some data between
      render windows. Basically it is implemented shared context
      data in OpenGL such as with wglShareLists or the similar
      functionality on glX or Cocoa. Right now only the VBO
      cache makes use of the shared space but in the future shader
      programs, textures, etc could also be shared.
  29. 28 Feb, 2018 1 commit
    • Ken Martin's avatar
      update glsl code to 140 standards · 3c999de5
      Ken Martin authored
      While maintaining backwards compatibility at least
      update our code to use the more modern in/out
      qualifiers as opposed to attribute/varying  Also
      remove old glsl 120 if statements as we no longer support
      it and also remove a performance issue in querying the
      gl major minor version on every shader test.
  30. 25 Feb, 2018 1 commit
    • Ken Martin's avatar
      Introduce opengl state management · 1e6e44cb
      Ken Martin authored
      This commit adds a vtkOpenGLState class that is used
      to save, restore and cache opengl state. In this commit
      the caching is disabled to ease rollout. Likewise only
      a few methods are being cached which can be expanded
      on later as desired.
  31. 21 Feb, 2018 1 commit
  32. 20 Feb, 2018 1 commit
  33. 19 Feb, 2018 1 commit
  34. 16 Feb, 2018 1 commit
    • Ken Martin's avatar
      provide support for existing multitexture calls · bbc96ed3
      Ken Martin authored
      The old MapDataArrayTGoMultiTexture relied on
      being able to lock dowwn a specific texture unit
      which cannot be guaranteed as external code
      or render passes may bne uising that texture unit.
      Instead we support the method having the name of a texture
      along with the matching ethod in vtkProperty to name
      a texture. Between these two users can assign texture
      coordinate arrays to specific textures.
      Deprecated the old index and unit based methods.
      Removed a no longer needed vtkTexture.h include
      which may bite some folks who are using vtkTexture
      but not including the header (which they shoudl do)