1. 01 Nov, 2016 1 commit
    • Ken Martin's avatar
      Remove ES2 support for VTK 8.0 · 0f750114
      Ken Martin authored
      ES2 is causing headaches and code mess and is
      getting old. Remove for 8.0 so we can focus on
      more modern APIs. Most Apple and Adroid devices
      from the past 4 years support ES3.
      0f750114
  2. 23 Sep, 2016 1 commit
    • Kitware Robot's avatar
      Reindent using the reindentation script. · f830ff47
      Kitware Robot authored
      This commit reindents the code with the following utility:
      Utilities/Maintenance/vtk-reindent-code.py
      
      This utility changes the positions of the braces so that they are no
      longer indented relative to the code block they reside in.
      
      The bash command line used was the following:
      
      for d in Charts Common Deprecated Domains Examples Filters GUISupport \
               Geovis IO Imaging Infovis Interaction Parallel Rendering \
               Testing Views Web Wrapping; do
        for e in cxx cxx.in txx txx.in hxx hxx.in h h.in c c.in; do
          find "${d}" -name "*.${e}" -exec \
            python Utilities/Maintenance/vtk_reindent_code.py {} +
        done
      done
      f830ff47
  3. 08 Mar, 2016 1 commit
  4. 29 Oct, 2015 1 commit
    • Ken Martin's avatar
      Improve rendering shadows and DOF · b457301c
      Ken Martin authored
      Add an option in vtkLight to control how much a shadow
      will attenuate the light.
      
      Added a mode in the DOF pass where the focal depth is driven
      by the center pixel.
      
      Added a test of using SSAA with Shadows and with DOF all
      at once.
      b457301c
  5. 27 Oct, 2015 2 commits
    • Ken Martin's avatar
      Release a tunit that was not being released · 09074936
      Ken Martin authored
      Minor fix
      09074936
    • Ken Martin's avatar
      Improve the shadow maps in VTK · f983396c
      Ken Martin authored
      This patch changes how the shadow maps work so that
      less shadow code is in the mappers. Now the mappers get
      a key that contains the shadow map pass and they let
      that pass handle setting up shader code and uniforms.
      
      Also changed the shadow map algorithm slightly.  The old approach did
      a 1/3 weighting of pixels (0,0) (1,0) and (0,1)  This new algorithm
      does a 2x2 box convolution against the 3x3 pixel neighborhood.
      It takes 9 tex lookups but produces much nicer results.
      f983396c
  6. 22 Oct, 2015 1 commit