Skip to content
Snippets Groups Projects
  1. Mar 05, 2025
  2. Nov 08, 2024
  3. Oct 08, 2024
  4. Oct 01, 2024
  5. Jul 29, 2024
  6. Jul 17, 2024
  7. Jun 07, 2024
  8. Apr 17, 2024
  9. Apr 14, 2024
    • Jaswant Panchumarti (Kitware)'s avatar
      Support custom uniforms in opengl 2D polydata mapper · 96b01e3c
      Jaswant Panchumarti (Kitware) authored
      - allows specification of custom uniforms on a vtkActor2D's shader property.
      - this design follows the pattern from  the 3D vtkOpenGLPolyDataMapper.
      - finally, ensure texture coordinates are available as inputs for vertex and
        fragment shaders so that shader developers can use that for any purpose besides
        texture mapping while customizing shader code.
      96b01e3c
  10. Mar 27, 2024
  11. Feb 07, 2024
    • Thomas Galland's avatar
      Update partial point and field data tests · 345cf74f
      Thomas Galland authored
      Previous `TestMultiBlockPartialArrayFieldData` was leading to false positive tests by using different geometry
      objects when no field data was attached. We update this test to use a `vtkCylinderSource` everywhere.
      Also update other similar tests for consistency.
      345cf74f
  12. Jan 17, 2024
  13. Jan 02, 2024
  14. Nov 14, 2023
  15. Nov 01, 2023
  16. Sep 28, 2023
  17. Jun 20, 2023
    • Lucas Gandel's avatar
      Remove the TestBlockOpacity test · cc2498c5
      Lucas Gandel authored
      TestBlockOpacity is using vtkCompositePolyDataMapper2 that was deprecated
      for 9.3.
      Remove this test here as it won't pass after the fix introduced in
      79969286.
      Backporting 79969286 to fix the TestBlockOpacity is easy, but there is no
      point in fixing the deprecated class. The functionality is still tested
      with vtkCompositePolyDataMapper in Rendering/Core.
      cc2498c5
  18. Jun 09, 2023
  19. May 15, 2023
  20. May 04, 2023
  21. Dec 22, 2022
  22. Dec 19, 2022
  23. Dec 18, 2022
  24. Nov 29, 2022
  25. Nov 28, 2022
  26. Nov 23, 2022
  27. Nov 11, 2022
  28. Sep 02, 2022
  29. Aug 09, 2022
  30. Jun 17, 2022
  31. Nov 18, 2021
  32. Nov 13, 2021
  33. Jul 30, 2021
  34. Jul 21, 2021
  35. Jul 14, 2021
  36. Oct 19, 2020
    • Paul Lafoix's avatar
      PBR: Clear coat layer implementation · 5a481068
      Paul Lafoix authored
      Update PBR shader in vtkOpenGLPolyDataMapperNode to simulate a clear
      coat layer (upside layer on the material). This layer is supposed
      dielectric and with low roughness, so it adds only a specular lobe to
      the previous diffuse and specular parts of the base material.
      The specular BRDF model of the coat layer is a Cook-Torrance specular
      microfacet model,
      with a GGX normal distribution function, a Smith visibility function,
      and a Schlick
      Fresnel function. Notice that it uses the exact same specular microfacet
      model as the base layer specular BRDF.
      
      It adds multiples parameters to vtkProperty :
      
      * CoatStrength : [0-1], default to 0.0. Control the strength (0 means no layer)
      * CoatRoughness : [0-1], default to 0.0. 0 means smooth layer (high specular
        reflection)
      * CoatIOR : [0-4], default to 2.0. Define the material IOR of the layer.
      * CoatColor : Default to white.
      * CoatNormalScale : Scale the normal map (if present). Default is 1.0
      * BaseIOR : the base material index of refraction, default to 1.5.
      	When we add a coat layer, we need to recalculate the reflectance of the interface between
      	the base material and the exterior, as the new exterior is now the coat
      	layer. The precomputation of the reflecance is done in
      	vtkOpenGLPolyDataMapperNode.
      
      It is possible to define a normal map for the coat layer. If not
      presents, we assume the layer has the same normal map as the base
      material.
      5a481068
  37. Oct 06, 2020
    • Utkarsh Ayachit's avatar
      update baselines · 6a84e9c2
      Utkarsh Ayachit authored
      Since the logic for assign block properties was buggy and didn't handle
      null blocks correctly, these baselines needed to be updated once the
      logic was fixed.
      6a84e9c2
  38. Sep 03, 2020
    • Christian Butz's avatar
      Add outline glow render pass · 4cf6e7bc
      Christian Butz authored
      Outline glow pass draws a glowing outline of a scene. Combined with layered
      renderers this can be used to highlight parts of a scene. Outline glow uses
      render passes to first draw the scene, apply gaussian blur and then draw the
      blurred image only where no pixels were drawn in the original scene. The result
      is an outline with a hard edge on the inside and a smooth edge on the outside.
      4cf6e7bc
  39. Aug 31, 2020
Loading