Commit 2a667dd4 authored by Ken Martin's avatar Ken Martin

more vtk changes

parent 88344f9a
......@@ -17,14 +17,14 @@ Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen 1993, 1994
#define __Render_hh
// shading models
#define VL_FLAT 0
#define VL_GOURAUD 1
#define VL_PHONG 2
#define VTK_FLAT 0
#define VTK_GOURAUD 1
#define VTK_PHONG 2
// representation models
#define VL_POINTS 0
#define VL_WIREFRAME 1
#define VL_SURFACE 2
#define VTK_POINTS 0
#define VTK_WIREFRAME 1
#define VTK_SURFACE 2
// some general macros
#define RANGE_CLIP(a,x,b) ((x)<(a)?(a):((x)>(b)?(b):(x)))
......
......@@ -18,7 +18,7 @@ Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen 1993, 1994
// vtkRenderMaster is used to create device specific rendering window.
// vtkRenderMaster interfaces with the operating system to determine
// which type of rendering library to use. If the environment variable
// VL_RENDERER is set, then that rendering library is used. Otherwise
// VTK_RENDERER is set, then that rendering library is used. Otherwise
// the internal software rendering library kgl is used.
#ifndef __vtkRenderMaster_hh
......
......@@ -21,7 +21,7 @@ Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen 1993, 1994
// synchronize the rendering process, set window size, and control double
// buffering. Another set of important methods allow the creation of
// device dependent actors, lights, and cameras. These objects are created
// depending upon the value of the environment variable "VL_RENDERER".
// depending upon the value of the environment variable "VTK_RENDERER".
#ifndef __vtkRenderWindow_hh
#define __vtkRenderWindow_hh
......@@ -36,8 +36,8 @@ class vtkTextureDevice;
class vtkPropertyDevice;
// lets define the diferent types of stereo
#define VL_STEREO_CRYSTAL_EYES 1
#define VL_STEREO_RED_BLUE 2
#define VTK_STEREO_CRYSTAL_EYES 1
#define VTK_STEREO_RED_BLUE 2
class vtkRenderWindow : public vtkObject
{
......
......@@ -84,12 +84,12 @@ public:
// Special methods
char *LowerCase(char *);
FILE *OpenVLFile();
FILE *OpenVTKFile();
int ReadHeader(FILE *fp);
int ReadPointData(FILE *fp, vtkDataSet *ds, int numPts);
int ReadPoints(FILE *fp, vtkPointSet *ps, int numPts);
int ReadCells(FILE *fp, int size, int *data);
void CloseVLFile(FILE *fp);
void CloseVTKFile(FILE *fp);
protected:
char *Filename;
......
......@@ -87,12 +87,12 @@ public:
vtkSetStringMacro(LookupTableName);
vtkGetStringMacro(LookupTableName);
FILE *OpenVLFile();
FILE *OpenVTKFile();
int WriteHeader(FILE *fp);
int WritePoints(FILE *fp, vtkPoints *p);
int WriteCells(FILE *fp, vtkCellArray *cells, char *label);
int WritePointData(FILE *fp, vtkDataSet *ds);
void CloseVLFile(FILE *fp);
void CloseVTKFile(FILE *fp);
protected:
char *Filename;
......
......@@ -79,7 +79,7 @@ void vtkGlrCamera::Render(vtkCamera *cam, vtkGlrRenderer *ren)
{
switch ((ren->GetRenderWindow())->GetStereoType())
{
case VL_STEREO_CRYSTAL_EYES:
case VTK_STEREO_CRYSTAL_EYES:
if (cam->GetLeftEye())
{
bottom = (int)(532 + (1023-532)*vport[1]);
......@@ -109,7 +109,7 @@ void vtkGlrCamera::Render(vtkCamera *cam, vtkGlrRenderer *ren)
{
switch ((ren->GetRenderWindow())->GetStereoType())
{
case VL_STEREO_CRYSTAL_EYES:
case VTK_STEREO_CRYSTAL_EYES:
aspect[0] = 1.0;
aspect[1] = 2.0*(float)(top-bottom+1)/(float)(right-left+1);
break;
......
......@@ -74,11 +74,11 @@ void vtkGlrProperty::Render(vtkProperty *prop, vtkGlrRenderer *ren)
// set interpolation
switch (prop->GetInterpolation())
{
case VL_FLAT:
case VTK_FLAT:
method = FLAT;
break;
case VL_GOURAUD:
case VL_PHONG:
case VTK_GOURAUD:
case VTK_PHONG:
method = GOURAUD;
break;
default:
......
......@@ -242,7 +242,7 @@ float *vtkGlrRenderer::GetCenter()
// take into account stereo effects
switch (this->RenderWindow->GetStereoType())
{
case VL_STEREO_CRYSTAL_EYES:
case VTK_STEREO_CRYSTAL_EYES:
{
this->Center[0] = ((this->Viewport[2]+this->Viewport[0])
/2.0*(float)size[0]);
......@@ -290,7 +290,7 @@ void vtkGlrRenderer::DisplayToView()
// take into account stereo effects
switch (this->RenderWindow->GetStereoType())
{
case VL_STEREO_CRYSTAL_EYES:
case VTK_STEREO_CRYSTAL_EYES:
{
vx = 2.0 * (this->DisplayPoint[0] - sizex*this->Viewport[0])/
(sizex*(this->Viewport[2]-this->Viewport[0])) - 1.0;
......@@ -340,7 +340,7 @@ void vtkGlrRenderer::ViewToDisplay()
// take into account stereo effects
switch (this->RenderWindow->GetStereoType())
{
case VL_STEREO_CRYSTAL_EYES:
case VTK_STEREO_CRYSTAL_EYES:
{
dx = (int)((this->ViewPoint[0]/this->Aspect[0] + 1.0) *
(sizex*(this->Viewport[2]-this->Viewport[0])) / 2.0 +
......@@ -391,7 +391,7 @@ int vtkGlrRenderer::IsInViewport(int x,int y)
// take into account stereo effects
switch (this->RenderWindow->GetStereoType())
{
case VL_STEREO_CRYSTAL_EYES:
case VTK_STEREO_CRYSTAL_EYES:
{
int ty = (int)(y*(1023.0/491.0));
......
......@@ -105,7 +105,7 @@ vtkGlrRenderWindow::vtkGlrRenderWindow()
this->WindowId = (Window)NULL;
this->NextWindowId = (Window)NULL;
this->ColorMap = (Colormap)0;
this->StereoType = VL_STEREO_CRYSTAL_EYES;
this->StereoType = VTK_STEREO_CRYSTAL_EYES;
strcpy(this->Name,"Visualization Toolkit - GL");
}
......@@ -198,7 +198,7 @@ void vtkGlrRenderWindow::StereoUpdate(void)
{
switch (this->StereoType)
{
case VL_STEREO_CRYSTAL_EYES:
case VTK_STEREO_CRYSTAL_EYES:
{
this->OldMonitorSetting = getmonitor();
gflush();
......@@ -209,7 +209,7 @@ void vtkGlrRenderWindow::StereoUpdate(void)
this->FullScreenOn();
}
break;
case VL_STEREO_RED_BLUE:
case VTK_STEREO_RED_BLUE:
{
this->StereoStatus = 1;
}
......@@ -219,7 +219,7 @@ void vtkGlrRenderWindow::StereoUpdate(void)
{
switch (this->StereoType)
{
case VL_STEREO_CRYSTAL_EYES:
case VTK_STEREO_CRYSTAL_EYES:
{
/* restore the monitor */
gflush();
......@@ -230,7 +230,7 @@ void vtkGlrRenderWindow::StereoUpdate(void)
this->FullScreenOff();
}
break;
case VL_STEREO_RED_BLUE:
case VTK_STEREO_RED_BLUE:
{
this->StereoStatus = 0;
}
......
......@@ -51,8 +51,8 @@ vtkProperty::vtkProperty()
this->Specular = 0.0;
this->SpecularPower = 1.0;
this->Transparency = 1.0;
this->Interpolation = VL_GOURAUD;
this->Representation = VL_SURFACE;
this->Interpolation = VTK_GOURAUD;
this->Representation = VTK_SURFACE;
this->EdgeVisibility = 0;
this->Backface = 0;
this->Device = NULL;
......@@ -71,42 +71,42 @@ void vtkProperty::Render(vtkRenderer *ren)
// Set shading method to flat.
void vtkProperty::SetFlat (void)
{
this->Interpolation= VL_FLAT;
this->Interpolation= VTK_FLAT;
}
// Description:
// Set shading method to Gouraud.
void vtkProperty::SetGouraud (void)
{
this->Interpolation = VL_GOURAUD;
this->Interpolation = VTK_GOURAUD;
}
// Description:
// Set shading method to Phong.
void vtkProperty::SetPhong (void)
{
this->Interpolation = VL_PHONG;
this->Interpolation = VTK_PHONG;
}
// Description:
// Represent geometry with points.
void vtkProperty::SetPoints (void)
{
this->Interpolation = VL_POINTS;
this->Interpolation = VTK_POINTS;
}
// Description:
// Represent geometry as wireframe.
void vtkProperty::SetWireframe (void)
{
this->Representation = VL_WIREFRAME;
this->Representation = VTK_WIREFRAME;
}
// Description:
// Represent geometry as surface.
void vtkProperty::SetSurface (void)
{
this->Representation = VL_SURFACE;
this->Representation = VTK_SURFACE;
}
// Description:
......@@ -152,17 +152,17 @@ void vtkProperty::PrintSelf(ostream& os, vtkIndent indent)
os << indent << "Interpolation: ";
switch (this->Interpolation)
{
case 0: os << "VL_FLAT\n"; break;
case 1: os << "VL_GOURAUD\n"; break;
case 2: os << "VL_PHONG\n"; break;
case 0: os << "VTK_FLAT\n"; break;
case 1: os << "VTK_GOURAUD\n"; break;
case 2: os << "VTK_PHONG\n"; break;
default: os << "unknown\n";
}
os << indent << "Representation: ";
switch (this->Representation)
{
case 0: os << "VL_POINTS\n"; break;
case 1: os << "VL_WIREFRAME\n"; break;
case 2: os << "VL_SURFACE\n"; break;
case 0: os << "VTK_POINTS\n"; break;
case 1: os << "VTK_WIREFRAME\n"; break;
case 2: os << "VTK_SURFACE\n"; break;
default: os << "unknown\n";
}
os << indent << "Specular: " << this->Specular << "\n";
......
......@@ -84,14 +84,14 @@ vtkRenderWindow *vtkRenderMaster::MakeRenderWindow(char *type)
}
// Description:
// Create renderer based on environment variable VL_RENDERER. If VL_RENDERER
// Create renderer based on environment variable VTK_RENDERER. If VTK_RENDERER
// not defined, then use default renderer kglr.
vtkRenderWindow *vtkRenderMaster::MakeRenderWindow(void)
{
char *temp;
// if nothing is set then try kglr
temp = getenv("VL_RENDERER");
temp = getenv("VTK_RENDERER");
if (!temp) temp = "kglr";
return (this->MakeRenderWindow(temp));
......
......@@ -34,7 +34,7 @@ vtkRenderWindow::vtkRenderWindow()
this->Mapped = 0;
this->DoubleBuffer = 1;
this->StereoRender = 0;
this->StereoType = VL_STEREO_RED_BLUE;
this->StereoType = VTK_STEREO_RED_BLUE;
this->StereoStatus = 0;
this->Interactor = NULL;
strcpy(this->Name,"Visualization Toolkit");
......@@ -550,7 +550,7 @@ void vtkRenderWindow::StereoUpdate(void)
{
switch (this->StereoType)
{
case VL_STEREO_RED_BLUE:
case VTK_STEREO_RED_BLUE:
{
this->StereoStatus = 1;
}
......@@ -560,7 +560,7 @@ void vtkRenderWindow::StereoUpdate(void)
{
switch (this->StereoType)
{
case VL_STEREO_RED_BLUE:
case VTK_STEREO_RED_BLUE:
{
this->StereoStatus = 0;
}
......@@ -574,7 +574,7 @@ void vtkRenderWindow::StereoMidpoint(void)
{
switch (this->StereoType)
{
case VL_STEREO_RED_BLUE:
case VTK_STEREO_RED_BLUE:
{
int *size;
// get the size
......@@ -591,7 +591,7 @@ void vtkRenderWindow::StereoRenderComplete(void)
{
switch (this->StereoType)
{
case VL_STEREO_RED_BLUE:
case VTK_STEREO_RED_BLUE:
{
unsigned char *buff;
unsigned char *p1, *p2, *p3;
......@@ -668,7 +668,7 @@ int vtkRenderWindow::GetRemapWindow(void)
{
switch (this->StereoType)
{
case VL_STEREO_RED_BLUE: return 0;
case VL_STEREO_CRYSTAL_EYES: return 1;
case VTK_STEREO_RED_BLUE: return 0;
case VTK_STEREO_CRYSTAL_EYES: return 1;
}
}
......@@ -187,7 +187,7 @@ void vtkSbrCamera::Render(vtkCamera *cam, vtkSbrRenderer *ren)
{
switch ((ren->GetRenderWindow())->GetStereoType())
{
case VL_STEREO_CRYSTAL_EYES:
case VTK_STEREO_CRYSTAL_EYES:
if (cam->GetLeftEye())
{
viewport[1] = 0.5 + viewport[1]*0.5;
......@@ -217,7 +217,7 @@ void vtkSbrCamera::Render(vtkCamera *cam, vtkSbrRenderer *ren)
{
switch ((ren->GetRenderWindow())->GetStereoType())
{
case VL_STEREO_CRYSTAL_EYES:
case VTK_STEREO_CRYSTAL_EYES:
{
aspect[0] = view_size[0]/(2.0*view_size[1]);
aspect[1] = 1.0;
......
......@@ -63,13 +63,13 @@ void vtkSbrProperty::Render(vtkProperty *prop, vtkSbrRenderer *ren)
switch (prop->GetRepresentation())
{
case VL_POINTS:
case VTK_POINTS:
style = INT_POINT;
break;
case VL_WIREFRAME:
case VTK_WIREFRAME:
style = INT_OUTLINE;
break;
case VL_SURFACE:
case VTK_SURFACE:
style = INT_SOLID;
break;
default:
......
......@@ -219,7 +219,7 @@ float *vtkSbrRenderer::GetCenter()
// take into account stereo effects
switch (this->RenderWindow->GetStereoType())
{
case VL_STEREO_CRYSTAL_EYES:
case VTK_STEREO_CRYSTAL_EYES:
{
this->Center[0] = ((this->Viewport[2]+this->Viewport[0])
/2.0*(float)size[0]);
......@@ -267,7 +267,7 @@ void vtkSbrRenderer::DisplayToView()
// take into account stereo effects
switch (this->RenderWindow->GetStereoType())
{
case VL_STEREO_CRYSTAL_EYES:
case VTK_STEREO_CRYSTAL_EYES:
{
vx = 2.0 * (this->DisplayPoint[0] - sizex*this->Viewport[0])/
(sizex*(this->Viewport[2]-this->Viewport[0])) - 1.0;
......@@ -316,7 +316,7 @@ void vtkSbrRenderer::ViewToDisplay()
// take into account stereo effects
switch (this->RenderWindow->GetStereoType())
{
case VL_STEREO_CRYSTAL_EYES:
case VTK_STEREO_CRYSTAL_EYES:
{
dx = (int)((this->ViewPoint[0]/this->Aspect[0] + 1.0) *
(sizex*(this->Viewport[2]-this->Viewport[0])) / 2.0 +
......@@ -366,7 +366,7 @@ int vtkSbrRenderer::IsInViewport(int x,int y)
// take into account stereo effects
switch (this->RenderWindow->GetStereoType())
{
case VL_STEREO_CRYSTAL_EYES:
case VTK_STEREO_CRYSTAL_EYES:
{
int ty = y*2;
......
......@@ -32,7 +32,7 @@ static char *lights[MAX_LIGHTS] =
vtkSbrRenderWindow::vtkSbrRenderWindow()
{
this->Fd = -1;
this->StereoType = VL_STEREO_CRYSTAL_EYES;
this->StereoType = VTK_STEREO_CRYSTAL_EYES;
strcpy(this->Name,"Visualization Toolkit - Starbase");
this->Buffer = 0;
}
......@@ -113,7 +113,7 @@ void vtkSbrRenderWindow::StereoUpdate(void)
{
switch (this->StereoType)
{
case VL_STEREO_CRYSTAL_EYES:
case VTK_STEREO_CRYSTAL_EYES:
{
gescape_arg arg1,arg2;
arg1.i[0] = 1;
......@@ -123,7 +123,7 @@ void vtkSbrRenderWindow::StereoUpdate(void)
this->FullScreenOn();
}
break;
case VL_STEREO_RED_BLUE:
case VTK_STEREO_RED_BLUE:
{
this->StereoStatus = 1;
}
......@@ -133,7 +133,7 @@ void vtkSbrRenderWindow::StereoUpdate(void)
{
switch (this->StereoType)
{
case VL_STEREO_CRYSTAL_EYES:
case VTK_STEREO_CRYSTAL_EYES:
{
gescape_arg arg1,arg2;
arg1.i[0] = 0;
......@@ -143,7 +143,7 @@ void vtkSbrRenderWindow::StereoUpdate(void)
this->FullScreenOff();
}
break;
case VL_STEREO_RED_BLUE:
case VTK_STEREO_RED_BLUE:
{
this->StereoStatus = 0;
}
......
......@@ -47,17 +47,17 @@ XrmOptionDescRec Desc[] =
// states
#define VLXI_START 0
#define VLXI_ROTATE 1
#define VLXI_ZOOM 2
#define VLXI_PAN 3
#define VTKXI_START 0
#define VTKXI_ROTATE 1
#define VTKXI_ZOOM 2
#define VTKXI_PAN 3
// Description:
// Construct object so that light follows camera motion.
vtkXRenderWindowInteractor::vtkXRenderWindowInteractor()
{
this->State = VLXI_START;
this->State = VTKXI_START;
this->App = 0;
}
......@@ -117,7 +117,7 @@ void vtkXRenderWindowInteractor::Initialize()
}
this->App = app;
display = XtOpenDisplay(this->App,NULL,"VL","vtk",NULL,0,&argc,NULL);
display = XtOpenDisplay(this->App,NULL,"VTK","vtk",NULL,0,&argc,NULL);
// get the info we need from the RenderingWindow
ren = (vtkXRenderWindow *)(this->RenderWindow);
......@@ -175,26 +175,26 @@ void vtkXRenderWindowInteractor::UpdateSize(int x,int y)
void vtkXRenderWindowInteractor::StartRotate()
{
if (this->State != VLXI_START) return;
this->State = VLXI_ROTATE;
if (this->State != VTKXI_START) return;
this->State = VTKXI_ROTATE;
XtAppAddTimeOut(this->App,10,vtkXRenderWindowInteractorTimer,(XtPointer)this);
}
void vtkXRenderWindowInteractor::EndRotate()
{
if (this->State != VLXI_ROTATE) return;
this->State = VLXI_START;
if (this->State != VTKXI_ROTATE) return;
this->State = VTKXI_START;
}
void vtkXRenderWindowInteractor::StartZoom()
{
if (this->State != VLXI_START) return;
this->State = VLXI_ZOOM;
if (this->State != VTKXI_START) return;
this->State = VTKXI_ZOOM;
XtAppAddTimeOut(this->App,10,vtkXRenderWindowInteractorTimer,(XtPointer)this);
}
void vtkXRenderWindowInteractor::EndZoom()
{
if (this->State != VLXI_ZOOM) return;
this->State = VLXI_START;
if (this->State != VTKXI_ZOOM) return;
this->State = VTKXI_START;
}
void vtkXRenderWindowInteractor::StartPan()
......@@ -202,9 +202,9 @@ void vtkXRenderWindowInteractor::StartPan()
float *FocalPoint;
float *Result;
if (this->State != VLXI_START) return;
if (this->State != VTKXI_START) return;
this->State = VLXI_PAN;
this->State = VTKXI_PAN;
// calculate the focal depth since we'll be using it a lot
FocalPoint = this->CurrentCamera->GetFocalPoint();
......@@ -219,8 +219,8 @@ void vtkXRenderWindowInteractor::StartPan()
}
void vtkXRenderWindowInteractor::EndPan()
{
if (this->State != VLXI_PAN) return;
this->State = VLXI_START;
if (this->State != VTKXI_PAN) return;
this->State = VTKXI_START;
}
void vtkXRenderWindowInteractorCallback(Widget w,XtPointer client_data,
......@@ -394,7 +394,7 @@ void vtkXRenderWindowInteractorTimer(XtPointer client_data,XtIntervalId *id)
switch (me->State)
{
case VLXI_ROTATE :
case VTKXI_ROTATE :
// get the pointer position
XQueryPointer(XtDisplay(me->top),XtWindow(me->top),
&root,&child,&root_x,&root_y,&x,&y,&keys);
......@@ -412,7 +412,7 @@ void vtkXRenderWindowInteractorTimer(XtPointer client_data,XtIntervalId *id)
me->RenderWindow->Render();
XtAppAddTimeOut(me->App,10,vtkXRenderWindowInteractorTimer,client_data);
break;
case VLXI_PAN :
case VTKXI_PAN :
{
float FPoint[3];
float *PPoint;
......@@ -457,7 +457,7 @@ void vtkXRenderWindowInteractorTimer(XtPointer client_data,XtIntervalId *id)
XtAppAddTimeOut(me->App,10,vtkXRenderWindowInteractorTimer,client_data);
}
break;
case VLXI_ZOOM :
case VTKXI_ZOOM :
{
float zoomFactor;
float *clippingRange;
......
......@@ -201,7 +201,7 @@ void vtkXglrCamera::Render(vtkCamera *cam, vtkXglrRenderer *ren)
{
switch ((ren->GetRenderWindow())->GetStereoType())
{
case VL_STEREO_CRYSTAL_EYES:
case VTK_STEREO_CRYSTAL_EYES:
if (cam->GetLeftEye())
{
xgl_object_set(*win_ras,
......@@ -235,7 +235,7 @@ void vtkXglrCamera::Render(vtkCamera *cam, vtkXglrRenderer *ren)
bg_color.g = background[1];
bg_color.b = background[2];
if (cam->GetLeftEye() || (!stereo) ||
((ren->GetRenderWindow())->GetStereoType() != VL_STEREO_CRYSTAL_EYES))
((ren->GetRenderWindow())->GetStereoType() != VTK_STEREO_CRYSTAL_EYES))
{
xgl_object_set(*context,XGL_CTX_BACKGROUND_COLOR,
&bg_color,0);
......
......@@ -93,19 +93,19 @@ void vtkXglrProperty::Render(vtkProperty *prop, vtkXglrRenderer *ren)
switch (prop->GetRepresentation())
{
case VL_POINTS:
case VTK_POINTS:
xgl_object_set(*context,
XGL_CTX_SURF_FRONT_FILL_STYLE, XGL_SURF_FILL_HOLLOW,
XGL_3D_CTX_SURF_BACK_FILL_STYLE, XGL_SURF_FILL_HOLLOW,
NULL);
break;
case VL_WIREFRAME:
case VTK_WIREFRAME:
xgl_object_set(*context,
XGL_CTX_SURF_FRONT_FILL_STYLE, XGL_SURF_FILL_HOLLOW,
XGL_3D_CTX_SURF_BACK_FILL_STYLE, XGL_SURF_FILL_HOLLOW,
NULL);
break;
case VL_SURFACE:
case VTK_SURFACE:
xgl_object_set(*context,
XGL_CTX_SURF_FRONT_FILL_STYLE, XGL_SURF_FILL_SOLID,
XGL_3D_CTX_SURF_BACK_FILL_STYLE, XGL_SURF_FILL_SOLID,
......@@ -122,12 +122,12 @@ void vtkXglrProperty::Render(vtkProperty *prop, vtkXglrRenderer *ren)
// set interpolation
switch (prop->GetInterpolation())
{
case VL_FLAT:
case VTK_FLAT:
method = XGL_ILLUM_PER_FACET;
line_method = FALSE;
break;
case VL_GOURAUD:
case VL_PHONG:
case VTK_GOURAUD:
case VTK_PHONG:
method = XGL_ILLUM_PER_VERTEX;
line_method = TRUE;
break;
......
......@@ -32,7 +32,7 @@ vtkXglrRenderWindow::vtkXglrRenderWindow()
{
this->Context = NULL;
this->WindowRaster = NULL;
this->StereoType = VL_STEREO_CRYSTAL_EYES;
this->StereoType = VTK_STEREO_CRYSTAL_EYES;
strcpy(this->Name,"Visualization Toolkit - XGL");
}
......@@ -108,8 +108,8 @@ void vtkXglrRenderWindow::StereoUpdate(void)
{
switch (this->StereoType)
{
case VL_STEREO_CRYSTAL_EYES:
case VL_STEREO_RED_BLUE:
case VTK_STEREO_CRYSTAL_EYES:
case VTK_STEREO_RED_BLUE:
{
this->StereoStatus = 1;
}
......@@ -120,8 +120,8 @@ void vtkXglrRenderWindow::StereoUpdate(void)
{
switch (this->StereoType)
{
case VL_STEREO_CRYSTAL_EYES:
case VL_STEREO_RED_BLUE:
case VTK_STEREO_CRYSTAL_EYES:
case VTK_STEREO_RED_BLUE:
{
this->StereoStatus = 0;
}
......
......@@ -131,7 +131,7 @@ void vtkDataSetReader::Execute()
if ( this->Debug ) this->Reader.DebugOn();
else this->Reader.DebugOff();
if ( !(fp=this->Reader.OpenVLFile()) || !this->Reader.ReadHeader(fp) )
if ( !(fp=this->Reader.OpenVTKFile()) || !this->Reader.ReadHeader(fp) )
return;
//
// Determine dataset type
......
......@@ -60,7 +60,7 @@ vtkDataReader::~vtkDataReader()
// Description:
// Open a vtk data file. Returns NULL if error.
FILE *vtkDataReader::OpenVLFile()
FILE *vtkDataReader::OpenVTKFile()
{
FILE *fptr;
......@@ -1021,7 +1021,7 @@ char *vtkDataReader::LowerCase(char *str)
// Description:
// Close a vtk file.
void vtkDataReader::CloseVLFile(FILE *fp)
void vtkDataReader::CloseVTKFile(FILE *fp)
{
vtkDebugMacro(<<"Closing vtk file");
if ( fp != NULL ) fclose(fp);
......
......@@ -75,7 +75,7 @@ vtkDataWriter::~vtkDataWriter()
// Description:
// Open a vtk data file. Returns NULL if error.
FILE *vtkDataWriter::OpenVLFile()