1. 09 Jul, 2015 1 commit
  2. 19 Jun, 2015 1 commit
  3. 10 Jun, 2015 1 commit
  4. 05 Jun, 2015 1 commit
  5. 01 Jun, 2015 3 commits
    • Ken Martin's avatar
      Rebased to master · 844bdfc5
      Ken Martin authored
    • Ken Martin's avatar
      More cleanups · f1535309
      Ken Martin authored
      vtkgl::CellBO renamed vtkOpenGLHelper
      vtkgl::substitute moved to vtkShaderProgram::Substitute
      Creation of vtkOpenGLIndexBufferObject
      Creation of vtkOpenGLVertexBufferObject
      Move methods that were in vtkglVBOHelper into new classes
      Move IndexCount from CellBO to vtkOpenGLIndexBufferObject
    • Ken Martin's avatar
      Clenup some OpenGL2 code · 37f39403
      Ken Martin authored
      As we get closer to a next VTK release, make sure this is
      fairly clean or at least cleaner than it was.
  6. 26 May, 2015 1 commit
  7. 08 May, 2015 2 commits
  8. 06 Apr, 2015 1 commit
  9. 02 Apr, 2015 1 commit
    • Sean McBride's avatar
      Fix -Wimplicit-fallthrough warnings; introduce VTK_FALLTHROUGH · 3cc4d9fc
      Sean McBride authored
      Fixed all clang -Wimplicit-fallthrough warnings:
      - Some fixed by adding missing breaks
      - Other fixed by adding VTK_FALLTHROUGH statement
      Under (modern) clang with C++11:
       #define VTK_FALLTHROUGH [[clang::fallthrough]]
       #define VTK_FALLTHROUGH ((void)0)
      VTK_FALLTHROUGH serves two purposes:
       - under clang, suppresses -Wimplicit-fallthrough warnings
       - makes code more self-documenting
  10. 11 Mar, 2015 1 commit
  11. 01 Mar, 2015 1 commit
  12. 07 Feb, 2015 1 commit
  13. 03 Feb, 2015 1 commit
  14. 29 Jan, 2015 1 commit
    • Ken Martin's avatar
      Add a subclass for faster composite dataset mapping · 1862e2d0
      Ken Martin authored
      This class is a faster implementation of vtkCompositePolyDataMapper
      that requires its inputs to adhear to some constraints. The big change
      is that it required adding functions to append to a VBO or IBO.
      Part of this change is I decoupled the opacity from scalar coloring.
      Previously a change in opacity required rebuilding the VBO if
      scalar coloring was on. While this is still the behavior, it can
      now be optimized to not do that.  It doesn't made sense for
      the property's opacity to be mixed in with scalar colors, it
      was just done that way because that we all the old pipeline
      could do.
      Also cleaned up a few long lines while I was a it.
      Change-Id: I3a06b502f154c4da7465e53eeeaeab9492bca88f
  15. 22 Jan, 2015 1 commit
    • Ken Martin's avatar
      Use MCDCMatrix in shaders · de8deb6a
      Ken Martin authored
      A few changes here. The motivation is to support using the MCDCMatrix
      in the vertex shader where possible. This has the advantage of
      performing the MCVC x VCDC multiplication in double precision
      on the CPU as opposed to float precision on the shader. This fixes
      a couple test failures.
      Along with that change cleanup a bit how we determine what uniforms
      to set. There were some uniforms being set when they did not exist
      in the program. Provided a more general approach for passing that
      type of information between the code that builds the shader program
      and the code that sets the uniforms.
      Add a substitute helper function that does the same job as replace
      but returns a bool if a replacement was made. Also operates on
      the source string by reference.
      Cleaned up some long lines to be shorter.
      Change-Id: Ic23133679f1d40d51c29f11810d29baf85edd306
  16. 13 Jan, 2015 1 commit
    • Ken Martin's avatar
      Break the UpdateVBO method into smaller pieces. · f5e3a9b1
      Ken Martin authored
      This change breaks the Update VBO method into a method
      to GetNeedToRebuildBufferObjects and BuildBufferObjects to make
      it easier for subclasses to override the default behavior.
      Change-Id: I99b3378b0e6b7c3ec9da4000ab33d213b8fc67c4
  17. 18 Dec, 2014 2 commits
  18. 17 Dec, 2014 1 commit
    • Ken Martin's avatar
      Add a point gaussian mapper for cosmology and cleanup · 085a0364
      Ken Martin authored
      Add in a mapper that renders points as gaussian splats.  In
      the future we can extend it a bit more to do other useful
      things. It colors the points and scales then based on
      arrays that are passed in.
      This patch also includes a performance improvement for
      the spheremapper so that it uses less memory.  It is
      the same basic code as the point gaussian mapper which
      is why it is in the same patch.
      Change-Id: I8bce4446be063eb5d6a5eb4bc1a51e4369ba61cf
  19. 08 Dec, 2014 1 commit
  20. 20 Nov, 2014 1 commit
    • Ken Martin's avatar
      Fix lighting to use Blinn-Phong specular model · c97d617e
      Ken Martin authored
      A few fixes and cleanups. Use the Blinn-Phong specular lighting
      model in the LightKit and Positional shaders. Old OpenGL uses this
      model and it is a decent model. Remind myself that the camera is
      positioned at 0,0,0 in view coordinates, had to fix a couple places
      that were making different assumptions.
      Minor changes to TestVBOPLYMapper to make it easier to use
      when testing out changes.
      Minor warning and documentation fixes as well.
      Change-Id: I8bf108ec18fef2f0a2f83ada8cdf7663086036be
  21. 19 Nov, 2014 1 commit
  22. 18 Nov, 2014 1 commit
  23. 08 Nov, 2014 2 commits
    • Ken Martin's avatar
      Make it so that fragment shaders can modify vertexVC · 5b62e02d
      Ken Martin authored
      Somefragment shaders want to modify vertexVC which previously
      was a hard coded varying that is used by the lighting calcs.
      Made it no longer hard coded. Fixes imposters for Intel chips.
      Change-Id: I3feae834a0b6c9a7eb775404b083bdaba55dfb49
    • Ken Martin's avatar
      Add support for imposters for molecular rendering · 6207dbb1
      Ken Martin authored
      Add in a new directory ChemistryOpenGL that includes a factory
      override for vtkMoleculeMapper that uses imposters to draw the
      spheres and cylinders. Supports picking.
      Change-Id: I718cc4fbae25c3dc7ab82bf19ed7a12e472c51b2
  24. 01 Oct, 2014 1 commit
  25. 22 Sep, 2014 2 commits
  26. 06 Aug, 2014 1 commit
  27. 11 Jul, 2014 1 commit
    • Marcus D. Hanwell's avatar
      Comment out the animated PDB renders · 1303f082
      Marcus D. Hanwell authored
      These are great for some basic benchmarks, but cause timeouts on some
      Gerrit hosts using Mesa at least. Commenting out for now.
      Change-Id: Ia68fc6c3c26b367bcd3d04ab7ac93b0ff050b56b
  28. 24 Jun, 2014 1 commit
    • Marcus D. Hanwell's avatar
      Reduce the number of renders (avoid time outs) · 2a672626
      Marcus D. Hanwell authored
      This test is taking too long with OpenGL backends, and failing with
      time outs. Reduced the number of renders, and simply use vtkNew for
      the timer that was added.
      Change-Id: I43d1a969346f6f9d4032032b34cd62437c81def0
  29. 16 Jun, 2014 1 commit
    • Marcus D. Hanwell's avatar
      Added a concept of backends, added OpenGL and OpenGL2 · cf406e96
      Marcus D. Hanwell authored
      This adds a concept of a rendering backend to the module API, with
      an OpenGL and OpenGL2 backend. They are mutually exclusive and one
      or the other should be selected (or None in the case when rendering
      is not requested). This needs a little more work as the default
      backend enables rendering when the group is disabled at this point.
      Change-Id: I98d660e063ef58d52698e08ab06dd45601bea9cd
  30. 10 Jun, 2014 1 commit
    • Ken Martin's avatar
      some bug fixes · 7b424819
      Ken Martin authored
      Change-Id: I834e94a505fdb209dc29793931a9c68b0e676111
  31. 03 Jun, 2014 1 commit
  32. 22 May, 2014 1 commit
  33. 06 May, 2014 1 commit
  34. 16 Apr, 2014 1 commit