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Christophe Geuzaine authored
- Simplified the bounding box computation. It is now computed as follows (after each include/merge/open): 1. If there is a geometry (i.e., at least one geometrical point), the bounding box is taken as the box enclosing all the geometrical points; 2. If there is no geometry but there is a mesh (i.e., at least one mesh vertex), the bounding box is taken as the box enclosing all the mesh vertices; 3. If there is no geometry and no mesh, but there are some post-processing views, the bounding box is taken as the box enclosing all the primitives of the last post-processing view. This should fix the weird things that sometimes happen when we animate scenes that do not contain any geometrical entities. - Deprecated MergeWithBoundingBox() - Removed Replot() - Removed the "Last_NumberOfPoints" hack in the parser - Removed CTX.expose
Christophe Geuzaine authored- Simplified the bounding box computation. It is now computed as follows (after each include/merge/open): 1. If there is a geometry (i.e., at least one geometrical point), the bounding box is taken as the box enclosing all the geometrical points; 2. If there is no geometry but there is a mesh (i.e., at least one mesh vertex), the bounding box is taken as the box enclosing all the mesh vertices; 3. If there is no geometry and no mesh, but there are some post-processing views, the bounding box is taken as the box enclosing all the primitives of the last post-processing view. This should fix the weird things that sometimes happen when we animate scenes that do not contain any geometrical entities. - Deprecated MergeWithBoundingBox() - Removed Replot() - Removed the "Last_NumberOfPoints" hack in the parser - Removed CTX.expose