1. 08 Dec, 2015 1 commit
  2. 05 Dec, 2015 1 commit
  3. 03 Dec, 2015 1 commit
    • Ken Martin's avatar
      Make the rebuilding of VBO and IBO very conservative_vbo_ibo_rebuild · 263583d1
      Ken Martin authored
      This topic should make it so that the VBO and IBO only gets
      rebuilt when it really needs to. Instead of relying on high
      level MTimes it actually looks at the pieces of data that impact
      the VBO or IBO respectively. The VBO can build without the IBO
      rebuilding and vice versa.
      263583d1
  4. 16 Nov, 2015 1 commit
  5. 13 Nov, 2015 1 commit
    • Ken Martin's avatar
      Update coincident geomtry support · 4be38a3f
      Ken Martin authored
      Add in support for specifying different offsets for surfaces
      lines and points. Update some example to remove the specified
      polydata value as the defaults are better.
      
      Update a valid image due to lighting changes
      
      Add a test that has points lines and surfaces all
      drawn on top of each other.
      4be38a3f
  6. 04 Nov, 2015 1 commit
  7. 30 Oct, 2015 1 commit
    • Ken Martin's avatar
      ome minor updates for mobile · d6cc61fb
      Ken Martin authored
      Update ios to include 9.1
      
      Update OpenGL ES 2 to always require OES derivs extension and
      put it first to avoid errors on some devices
      d6cc61fb
  8. 29 Oct, 2015 3 commits
  9. 27 Oct, 2015 1 commit
    • 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
  10. 20 Oct, 2015 3 commits
  11. 14 Oct, 2015 1 commit
  12. 09 Oct, 2015 1 commit
    • Ken Martin's avatar
      Add android vr example and fixes to support it · c8fd8f3e
      Ken Martin authored
      This topic adds a volume rendering example to android builds.  It also
      fixes a number of issues to make it work with android including on
      Samsung devices which have a different OpenGL driver.
      
      VR use of 1D textures have been replaced with 2D textures as
      1D textures are not supported on OpenGL ES.
      
      Some minor build inprovements are included as well.
      c8fd8f3e
  13. 08 Oct, 2015 1 commit
  14. 28 Sep, 2015 1 commit
    • Ken Martin's avatar
      A fix for picking combined with depth peeling · 7e23fd65
      Ken Martin authored
      A fix for picking combined with depth peeling and some cleanup.
      Picking (not using a hardware picker) was not clearing the
      LastRenderingUsedDepth peelign flag and that was causing issues.
      Switched to that that flag is not sued but instead the information
      objects are used.
      7e23fd65
  15. 10 Sep, 2015 1 commit
  16. 09 Sep, 2015 1 commit
    • Ken Martin's avatar
      Fixes related to surface with edges · 67c0a8a8
      Ken Martin authored
      This topic fixes an issue where when surface with edges was on
      the shaders were rebuilding every time when they did not need to
      because the light complexity was shared between all the shaders.
      
      Also when draw edges was on scalar coloring was still happening
      wen it shoudl not have been.
      67c0a8a8
  17. 02 Sep, 2015 1 commit
  18. 01 Sep, 2015 4 commits
  19. 27 Aug, 2015 1 commit
    • Ken Martin's avatar
      a number of ios and driod fixes · ea3731bf
      Ken Martin authored
      Made vtkFrameBufferObject be built for ES 2 as
      ES 2 does support it. This required a few changes.
      
      Made a number of fixes to the Android/IOS super build process. Fixed
      the install prefix to be pushed down to the subbuilds. Made a number
      of top level setting cached in the sub builds because they are cached
      there already and need to be overriden in the superbuild.  Otherwise
      top level changes did not propagate down.
      ea3731bf
  20. 21 Aug, 2015 1 commit
  21. 05 Aug, 2015 1 commit
  22. 04 Aug, 2015 1 commit
  23. 27 Jul, 2015 1 commit
    • Ken Martin's avatar
      Fix issue with thick lines · 5f172a8f
      Ken Martin authored
      On systems that did not support lines wider than 1.0 there
      was still a case where glLineWidth was getting called. Mainly
      when drawing triangles or strips but not in WIREFRAME. This fix
      makes it so that it is only called when they are in wireframe.
      5f172a8f
  24. 21 Jul, 2015 2 commits
  25. 20 Jul, 2015 1 commit
    • Ken Martin's avatar
      Add basic support for shadows · 1c573012
      Ken Martin authored
      First cut at adding shadows back into VTK. It does
      not use spot intensity maps and currently you have to
      build the render passes yourself. But I will soon add
      a Renderer method to turn shadows on that handles all
      the details for you.
      1c573012
  26. 14 Jul, 2015 1 commit
    • Dan Lipsa's avatar
      BUG: Fix uninitialized value. · 2331d5e9
      Dan Lipsa authored
      This was causing valgrind warning for a test that times-out intermitently on dash3.
      However dash3 is OpenGL so this is not going to help there.
      2331d5e9
  27. 09 Jul, 2015 2 commits
  28. 24 Jun, 2015 1 commit
    • Ken Martin's avatar
      Some fixes for PV ColorOpacityTableEditing · 60df241e
      Ken Martin authored
      This patch fixes some issues realed to texture
      mapping with multiple textures. This was showing up
      when depthpeeling was being used at the same time as
      scalar coloring by texturem where the texture was
      changing often.
      60df241e
  29. 22 Jun, 2015 1 commit
  30. 19 Jun, 2015 2 commits