1. 08 Aug, 2018 1 commit
  2. 01 Jul, 2018 1 commit
  3. 08 Jan, 2018 1 commit
  4. 03 Jan, 2017 1 commit
  5. 06 Jan, 2016 1 commit
  6. 05 Jan, 2016 1 commit
  7. 22 Feb, 2015 1 commit
  8. 07 Feb, 2014 1 commit
  9. 01 Jan, 2013 1 commit
  10. 21 Jan, 2012 1 commit
  11. 26 Mar, 2011 1 commit
  12. 10 Feb, 2010 1 commit
  13. 20 Sep, 2009 1 commit
  14. 14 Sep, 2009 1 commit
  15. 29 Dec, 2008 1 commit
    • Christophe Geuzaine's avatar
      - (c) update · 0b598844
      Christophe Geuzaine authored
      - fix bb computation to avoid model jumping around when adding points in z=0 plane
      - pass interpol matrices as ref
      0b598844
  16. 11 Jul, 2008 1 commit
  17. 20 Mar, 2008 1 commit
  18. 17 Feb, 2008 1 commit
  19. 10 Sep, 2007 1 commit
    • Christophe Geuzaine's avatar
      · 86a0dffe
      Christophe Geuzaine authored
      moving to new post-processing database
      
                          *** WARNING ***
      
      do not upgrade if you need plugins or adaptive views: these have not
      been ported (yet) to the new database
      
                          *** WARNING ***
      86a0dffe
  20. 02 Sep, 2007 1 commit
  21. 27 Aug, 2007 1 commit
  22. 27 Nov, 2006 1 commit
  23. 15 Aug, 2006 1 commit
  24. 07 Aug, 2006 1 commit
  25. 14 Jan, 2006 1 commit
    • Christophe Geuzaine's avatar
      · ea74b2bb
      Christophe Geuzaine authored
      rewrote the smooth normal routines:
      
      - the averaging is now done by clusters, which is much better for
        geometries that have sharp edges  (it's a little slower, but the
        visual results are much better)
      - there is now only a single smooth normal container in the mesh
        (instead of one per surface)
      ea74b2bb
  26. 06 Jan, 2006 1 commit
    • Christophe Geuzaine's avatar
      airport work: · 1930bbe2
      Christophe Geuzaine authored
      - new button under the graphic window to temporarily disable mouse
        selection (speeds-up redrawing of very large models + permits to
        rotate/zoom-in a model in selection mode even when the whole screen
        is full of selectable entities--e.g. a surface mesh)
      
      - new "lasso" selection mode (to select entities using the same kind
        of lasso as the lasso zoom: just Ctrl+click, then drag the mouse in
        selection mode; the shortcuts are the same as for the lasso zoom)
      
      - it is now possible to unselect entities using the middle mouse button
        (only for the creation of physicals at the moment; not sure if it's
        useful in the other cases)
      
      - new button in visibility browser to invert the current selection
        (very useful e.g. when multiple physical entities are associated
        with a given elementary entity, in order to "peel" away the model
        when adding new physicals; cf. philou)
      
      - changed meaning of Escape shortcut (cancel lasso or toggle mouse
        selection) + restore standard fltk Escape handling for all dialog
        windows
      
      - updated copyright string
      
      - new mesh label mode (coordinates); all label types are now also
        available for mesh vertices
      
      - added option in 'Print Option' dialog to disable printing of help
        strings
      
      - added a comment string with the date when creating a new file
      
      - new snapping grid for adding points in the GUI
      1930bbe2
  27. 21 May, 2005 1 commit
    • Christophe Geuzaine's avatar
      · 128301bf
      Christophe Geuzaine authored
      optimize 2d iso plots with vertex arrays
      128301bf
  28. 01 Jan, 2005 1 commit
  29. 07 Dec, 2004 1 commit
    • Christophe Geuzaine's avatar
      · cf27b169
      Christophe Geuzaine authored
      - Moved all the Raise[][] stuff out of the drawing routines, and into
        Graphics/Post.cpp
      
      - New 'generalized raise' mode (can use arbitrary expressions, possibly
        with external data sources, to raise/offset views dynamically). Original
        patch by Nicolas Tardieu. Merci Nico!
      cf27b169
  30. 06 Dec, 2004 1 commit
    • Christophe Geuzaine's avatar
      · c95cb1d4
      Christophe Geuzaine authored
      - moved the AdaptiveView stuff in its own header file
      
      - fixed small bug in IsoSimplex (when Raise != 0)
      
      - fixed small memory leak in Plugin/Extract (when one or more
        expressions are invalid)
      c95cb1d4
  31. 07 Aug, 2004 1 commit
    • Christophe Geuzaine's avatar
      · f7545859
      Christophe Geuzaine authored
      - fixed a couple of corner cases in the computation of 2D/3D isos
        (+renamed the routines)
      - fixed small box size bug in the GUI
      f7545859
  32. 16 Jul, 2004 1 commit
    • Christophe Geuzaine's avatar
      · 01d43db8
      Christophe Geuzaine authored
      - moved the smooth normals stuff into a separate file
      - added smooth normal support for surface meshes (very nice!)
      01d43db8
  33. 02 Jul, 2004 2 commits
    • Christophe Geuzaine's avatar
      · dd6327b2
      Christophe Geuzaine authored
      finally correctly implemented smooth normals for discrete isos (and
      custom range). really nice :-)
      dd6327b2
    • Christophe Geuzaine's avatar
      · 1140433d
      Christophe Geuzaine authored
      enhance smooth normals with discrete isos (not perfect, but better)
      1140433d
  34. 29 May, 2004 3 commits
    • Christophe Geuzaine's avatar
      · b0769480
      Christophe Geuzaine authored
      - generalized vertex arrays to handle quads
      
      - added missing Ellispe ... Plane ... in parser
      b0769480
    • Christophe Geuzaine's avatar
      · 185c8a3d
      Christophe Geuzaine authored
      simplified vertex array logic
      185c8a3d
    • Christophe Geuzaine's avatar
      · 27c62db2
      Christophe Geuzaine authored
      - generalized vertex array class to use reallocatable arrays
      
      - introduced vertex arrays in post for all triangles: this speeds
        things up tremendously for ALL scalar views: 2d scalar views of
        course, but also for 3d isos (tets, hexas, etc.) and all smooth
        normals. The costly computations (compute the isos, get the normals)
        are only done ONCE each time the view is changed. Then we just pass
        the vertex array to OpenGL everytime we need to redraw (e.g. when we
        rotate the scene)
      
      - removed the display list code alltogether: it's completely blown
        away by the new vertex array code!
      
      for the record: with the new drawing code, you can
      
      - rotate 500,000 triangles in real time on a 3-year old linux PC
      (tested with a boing 747 surface mesh from CU: 10 times faster than
      old code)
      
      - display and rotate in real time 10 transparent+smooth shaded 3D isos
      for a 1 million tet mesh (about 1 frame per second with the new code;
      took tens of seconds with the old one)
      
      Awesome :-)
      27c62db2
  35. 08 May, 2004 1 commit
    • Christophe Geuzaine's avatar
      · 26909b4d
      Christophe Geuzaine authored
      - add GUI for exporting characteristic length fields
      - error->warning if lc <= 0
      - don't enable POLYGON_OFFSET_FILL for 3D isos
      26909b4d
  36. 27 Apr, 2004 1 commit
    • Christophe Geuzaine's avatar
      · 9905ea58
      Christophe Geuzaine authored
      Fixed orientation of polygons produced by CutTriangle2D so that we can
      use a TWO_SIDE light model everywhere. This also fixes the ugly "checkboard
      patterns" when using custom scales on continuous maps.
      9905ea58
  37. 26 Apr, 2004 1 commit
    • Christophe Geuzaine's avatar
      · bdb93780
      Christophe Geuzaine authored
      Simplified the way we deal with View.Raise: instead of trying to be clever,
      let's just use coord += raise * value. This is far more predictable and
      matches the behaviour of the plugins.
      bdb93780