1. 16 May, 2018 4 commits
  2. 15 May, 2018 1 commit
  3. 11 May, 2018 1 commit
  4. 10 May, 2018 2 commits
    • Kenneth Moreland's avatar
      Replace ExecutionObjectFactoryBase with ExecutionObjectBase · 0753131a
      Kenneth Moreland authored
      While making changes to how execution objects work, we had agreed to
      name the base object ExecutionObjectBase instead of its original name of
      ExecutionObjectFactoryBase. Somehow that change did not make it through.
    • Robert Maynard's avatar
      CUDA's RuntimeDeviceTracker and Timer are now built as part of vtkm_cont · 571556d9
      Robert Maynard authored
      This is done to not only reduce the amount of code that users need
      to generate but to reduce the amount of errors when using
      the RuntimeDeviceTracker. If the runtime device tracker is initially
      used in a library by a c++ file it will never properly detect the
      cuda backend. By moving the code into vtkm_cont we can make sure
      this problem doesn't occur.
  5. 09 May, 2018 3 commits
  6. 08 May, 2018 12 commits
  7. 07 May, 2018 2 commits
    • Kenneth Moreland's avatar
      Fix scaling of x/y field of views · 0da55730
      Kenneth Moreland authored
      Prevously, the x field of view was computed by scaling the y field of
      view by the aspect ratio of the canvas. However, this is wrong because
      the field of view angles do not scale linearly with the aspect ratio.
      Fix this issue by using trig functions to convert the angle to distance,
      scale the distance, and then convert back to angle.
    • Kenneth Moreland's avatar
      Fix raytrace using wrong fov with standard camera · 39b347db
      Kenneth Moreland authored
      The raytracing code has its own version of camera that maintains two
      field of view (fov) parameters: one for the x direction and one for the
      y. The standard vtkm::rendering::Camera contains only one fov. As is
      consistent with OpenGL's gluPerspective and VTK's camera, the fov is
      specified in the y direction. However, the raytracing code was
      incorrectly using it in the x direction. That caused it to do a weird
      rescaling when the aspect ratio was not 1.
  8. 04 May, 2018 5 commits
  9. 03 May, 2018 10 commits