1. 10 Dec, 2015 1 commit
    • Aashish Chaudhary's avatar
      Optimizing the code a bit · f435cb46
      Aashish Chaudhary authored
      After reading the spec carefully realized that
      we don't need to treat texture type as basis
      for texture dimension. Also added note clarification
      on what does size means.
  2. 08 Dec, 2015 1 commit
  3. 07 Dec, 2015 1 commit
  4. 03 Dec, 2015 1 commit
  5. 12 Nov, 2015 1 commit
    • Marcin Adamczyk's avatar
      Fix for bug 15830 · 0d817ed4
      Marcin Adamczyk authored
      Texture creation does not unbind the active texture anymore.
      Sometimes render methods created new textures, unbinding the textures set before the render call. It was mostly the case with the depth peeling pass, where 'opaqueZ' depth buffer was sometimes unbound preventing drawing the transparent objects.
  6. 28 Oct, 2015 1 commit
    • Aashish Chaudhary's avatar
      Silence texture internal format related messages · d4816786
      Aashish Chaudhary authored
      It is not a must that default will always work
      as in case of volume rendering, where we have very specific
      requirements depending on the scalar type. In case
      the internal format is not found, a mapper can still set
      it manually
  7. 19 Oct, 2015 1 commit
  8. 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.
  9. 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.
  10. 09 Jul, 2015 1 commit
    • Ben Boeckel's avatar
      vtkOpenGLRenderUtilities: move Render{Quad,Triangle} · bba39d5b
      Ben Boeckel authored
      These methods cause vtkOpenGLRenderWindow to include vtk_glew.h (for
      GLuint) which must be included before gl.h to work properly. Since this
      header gets included in many places, move the affected methods to
      another class rather than forcing all users to do the proper inclusion
      order dance.
  11. 25 Jun, 2015 1 commit
  12. 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.
  13. 10 Jun, 2015 1 commit
  14. 01 Jun, 2015 3 commits
    • Ken Martin's avatar
      Maybe fix memory leak · 1ea2f376
      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.
  15. 04 May, 2015 1 commit
  16. 01 May, 2015 7 commits
  17. 04 Apr, 2015 1 commit
  18. 17 Mar, 2015 1 commit
    • Ken Martin's avatar
      A few dashboard fixes as described below · 59b539a0
      Ken Martin authored
      GPUVolume rendering was activating texture units and never
      deactivating them.  The TextureUnitManager was allowing this
      when it should not have been.
      GenericCompoistePolyDataMapper was not releasing graphics
      resources on its helper.
      Added in some opengl error reporting logic that someone had added
      to only the old backend.
      DepthPeeling was not releasing all of its graphics resources.
      Removed a couple extra includes.
      Added a MakeCurrent in TextureObject when it releases its
      graphics resources. Sometimes this happens when another window
      is current as a side effect.
  19. 11 Mar, 2015 1 commit
  20. 30 Jan, 2015 3 commits
    • Ken Martin's avatar
      Fix GLES3 · e25f524a
      Ken Martin authored
      The prior commit was actually built using ES2 so I did not see
      these issues until I fixed that build to really use ES 3.0.
      Change-Id: I80315f7c665fa43d85a08d2ed4f7f5e528c5588d
    • Ken Martin's avatar
      Expose more methods in opengles3 · f91f8efd
      Ken Martin authored
      Change-Id: Idca346035d9f8b98428ba7b913deb043e19c42b2
    • Ken Martin's avatar
      Fix compile issues for es2 · ea26fe1c
      Ken Martin authored
      Change-Id: I586da88a419372b04ac1c05febb25f051f7441f4
  21. 18 Jan, 2015 1 commit
    • Aashish Chaudhary's avatar
      Fixed when mappers try to reuse the same texture · ca6c800d
      Aashish Chaudhary authored
      This would happen if a mapper reuses a texture and input
      has changed. Since the context remains the same the texture
      is not destroyed and the texture object uses the same parameters
      as the last one (format and type).
      Change-Id: I628b1a112966afbc6666412def69ae23031d64fa
  22. 12 Jan, 2015 1 commit
  23. 26 Dec, 2014 2 commits
  24. 25 Dec, 2014 1 commit
  25. 24 Dec, 2014 3 commits
  26. 17 Dec, 2014 2 commits