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Commit 5c742ae5 authored by Christophe Geuzaine's avatar Christophe Geuzaine
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- re-add names in visibility broswer (will change in the future)
- shorten tutorials
parent 59e084d0
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// $Id: Visibility.cpp,v 1.20 2006-11-27 22:22:08 geuzaine Exp $
// $Id: Visibility.cpp,v 1.21 2006-11-28 20:17:44 geuzaine Exp $
//
// Copyright (C) 1997-2007 C. Geuzaine, J.-F. Remacle
//
......@@ -61,9 +61,7 @@ void VisibilityManager::update(int type)
{
_labels.clear();
// FIXME: this sometimes leads to crashes -- investigate
//Tree_Action(Symbol_T, setLabels);
//printf("updating vis man\n");
if(Tree_Nbr(Symbol_T)) Tree_Action(Symbol_T, setLabels);
for(unsigned int i = 0; i < _entities.size(); i++)
delete _entities[i];
......
# $Id: Makefile,v 1.422 2006-11-27 22:22:06 geuzaine Exp $
# $Id: Makefile,v 1.423 2006-11-28 20:17:44 geuzaine Exp $
#
# Copyright (C) 1997-2007 C. Geuzaine, J.-F. Remacle
#
......@@ -256,7 +256,7 @@ package-mac:
cp Fltk/MacIconsGeo.icns gmsh-${GMSH_VERSION}/Gmsh.app/Contents/Resources/GmshGeo.icns
cp Fltk/MacIconsMsh.icns gmsh-${GMSH_VERSION}/Gmsh.app/Contents/Resources/GmshMsh.icns
cp Fltk/MacIconsPos.icns gmsh-${GMSH_VERSION}/Gmsh.app/Contents/Resources/GmshPos.icns
cp -R doc/gmsh.1 tutorial demos gmsh-${GMSH_VERSION}
cp -R tutorial demos gmsh-${GMSH_VERSION}
cp doc/VERSIONS gmsh-${GMSH_VERSION}/VERSIONS.txt
cp doc/FAQ gmsh-${GMSH_VERSION}/FAQ.txt
cp doc/CREDITS gmsh-${GMSH_VERSION}/CREDITS.txt
......
......@@ -53,32 +53,20 @@ Physical Volume(101) = {1, 2, out[1]};
// Let us now change some options... Since all interactive options are
// accessible in Gmsh's scripting language, we can for example define
// a global characteristic length factor, redefine some background
// colors, disable the display of the axes, and select an initial
// viewpoint in XYZ mode (disabling the interactive trackball-like
// rotation mode) directly in the input file:
// a global characteristic length factor or redefine some colors
// directly in the input file:
Mesh.CharacteristicLengthFactor = 4;
General.Color.Background = {120,120,120};
General.Color.Foreground = {255,255,255};
General.Color.Text = White;
Geometry.Color.Points = Orange;
General.Axes = 0;
General.Trackball = 0;
General.RotationCenterGravity = 0;
General.RotationCenterX = 0;
General.RotationCenterY = 0;
General.RotationCenterZ = 0;
General.RotationX = 10;
General.RotationY = 70;
General.TranslationX = -0.2;
Mesh.Color.Points = {255,0,0};
// Note that all colors can be defined literally or numerically, i.e.
// `General.Color.Background = Red' is equivalent to
// `General.Color.Background = {255,0,0}'; and also note that, as with
// user-defined variables, the options can be used either as right or
// left hand sides, so that the following command will set the surface
// color to the same color as the points:
// `Mesh.Color.Points = Red' is equivalent to `Mesh.Color.Points =
// {255,0,0}'; and also note that, as with user-defined variables, the
// options can be used either as right or left hand sides, so that the
// following command will set the surface color to the same color as
// the points:
Geometry.Color.Surfaces = Geometry.Color.Points;
......
......@@ -6,8 +6,8 @@
*
*********************************************************************/
// We use the geometry from the first tutorial as a basis for this
// tutorial:
// Let's use the geometry from the first tutorial as a basis for this
// one
Include "t1.geo";
// Put 20 equidistant points on curve 4
......@@ -24,11 +24,11 @@ Transfinite Line{-1,3} = 30 Using Progression 1.2;
// of the transfinite interpolation
Transfinite Surface{6} = {1,2,3,4};
// Please note that the list on the right hand side refers to points,
// not curves. The way triangles are generated can be controlled by
// appending "Left", "Right" or "Alternate" after the list.
// (Note that the list on the right hand side refers to points, not
// curves. The way triangles are generated can be controlled by
// appending "Left", "Right" or "Alternate" after the list.)
// Recombine the transfinite mesh into quads
// Recombine the triangles into quads
Recombine Surface{6};
// Apply an elliptic smoother to the grid
......
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