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  1. Nov 19, 2005
    • Christophe Geuzaine's avatar
      · 7280c5db
      Christophe Geuzaine authored
      tweak automatic polygon offset check
      7280c5db
  2. Nov 18, 2005
    • Christophe Geuzaine's avatar
      · 0aa0c248
      Christophe Geuzaine authored
      The current behavior of Gmsh when drawing 3D scalar fields is not coherent
      with what is done in 2D: to draw filled iso-values or continuous maps in 3D,
      we should ideally do volume rendering. Right now we draw the iso-values
      (i.e., surfaces), which is both not coherent with the definition of
      continuous maps or filled iso-values, but is also annoying when trying to
      visualize fields that are constant per element (since in that case nothing is
      displayed!)
      
      Until we can do volume rendering, I've changed the behavior to draw the
      solution on the boundary of the 3D elements. It's rather slow, but it's the
      right thing to do visually.
      0aa0c248
  3. Oct 15, 2005
  4. Oct 10, 2005
  5. Oct 09, 2005
    • Christophe Geuzaine's avatar
      · e9de4ea9
      Christophe Geuzaine authored
      small cleanup + don't enter post stuff in select mode at the moment (we
      might want to change this if we want to select post-pro views in the future)
      e9de4ea9
    • Christophe Geuzaine's avatar
      · 5441001d
      Christophe Geuzaine authored
      instead of drawing in immediate mode (in-between Draw() calls) in HighlightEntity,
      just redraw the whole scene. It's slower, but on modern machines it should be OK.
      This way we can deal with vertex arrays and mesh highlights easily. I will revert
      this change if too many people complain...
      5441001d
    • Christophe Geuzaine's avatar
      · 7cd6772b
      Christophe Geuzaine authored
      - made meshed curves/surfaces selectable with the mouse
      - better selection algorithm (use depth info to find the "closest" match)
      7cd6772b
  6. Sep 21, 2005
    • Christophe Geuzaine's avatar
      · 509e02db
      Christophe Geuzaine authored
      moving all external code to contrib subdirectory
      509e02db
  7. Sep 07, 2005
  8. Sep 02, 2005
    • Christophe Geuzaine's avatar
      typo · 87c57b27
      Christophe Geuzaine authored
      87c57b27
    • Christophe Geuzaine's avatar
      · 4973085a
      Christophe Geuzaine authored
      Fixed horrible performance of vertex array creation on Windows for
      very large post-pro views (> 1 millon triangles). The bottleneck is
      the memory reallocation, which is 100 (?) times slower than on
      Linux/Mac. Introduced some simple heuristics to estimate how many
      primitives will be displayed. A prepro pass (like for smooth normals)
      would be a more elegant solution.
      4973085a
  9. Aug 19, 2005
  10. Aug 09, 2005
  11. Aug 02, 2005
    • Christophe Geuzaine's avatar
      · c7ef9c70
      Christophe Geuzaine authored
      - new option to choose the mesh element labels (element number, elementary
        entity number, physical entity number or partition number)
      c7ef9c70
  12. Jul 08, 2005
    • Christophe Geuzaine's avatar
      · b34b1718
      Christophe Geuzaine authored
      finer control of time/timestep display
      b34b1718
  13. Jul 04, 2005
  14. Jul 03, 2005
    • Christophe Geuzaine's avatar
      · 07b1e842
      Christophe Geuzaine authored
      fix display of normals for very "thin" surfaces with curved boundaries:
      this new algorithm should be better
      07b1e842
  15. Jun 30, 2005
  16. Jun 27, 2005
  17. Jun 25, 2005
    • Christophe Geuzaine's avatar
      · 11bd501d
      Christophe Geuzaine authored
      don't store lines in vol->Simp_Surf : it screws up the saving of Physical
      Lines! Use vol->Lin_Surf
      11bd501d
  18. Jun 23, 2005
    • Christophe Geuzaine's avatar
      · bad971bf
      Christophe Geuzaine authored
      fix small bug with overflowing feedback buffer and PDF output
      bad971bf
  19. Jun 20, 2005
  20. Jun 18, 2005
  21. Jun 11, 2005
    • Christophe Geuzaine's avatar
      · 36f8a044
      Christophe Geuzaine authored
      use the partition number and not the parition index to choose the partition
      color
      36f8a044
    • Christophe Geuzaine's avatar
      · d6dbf3d5
      Christophe Geuzaine authored
      increased size of mesh color carousel from 10 to 20
      d6dbf3d5
  22. Jun 09, 2005
    • Christophe Geuzaine's avatar
      · 9c47bfe2
      Christophe Geuzaine authored
      add little menu to choose the quality measure in Options->Mesh->Visibility
      9c47bfe2
  23. Jun 08, 2005
    • Christophe Geuzaine's avatar
      · 36e46b67
      Christophe Geuzaine authored
      fixed small bug when drawing the boundary of a prism for a time step > 1
      36e46b67
    • Christophe Geuzaine's avatar
      · 1415c64b
      Christophe Geuzaine authored
      replaced ExportLCField with ExportMeshStatistics (lc + gamma, eta, rho + elem num)
      1415c64b
  24. Jun 03, 2005
  25. May 27, 2005
    • Christophe Geuzaine's avatar
      · 4f86f14f
      Christophe Geuzaine authored
      Fixed performance problem(s) for very large meshes with a huge number of
      physical entities:
      
      1) use a temp tree for physical entities in read_mesh
      
      2) we should not set partition=physical for the old mesh format
      
      3) only do getFirstPhysical in draw_mesh if we need to (and warn if
         we do and if there are many many physicals)
      4f86f14f
  26. May 21, 2005
    • Christophe Geuzaine's avatar
      · 128301bf
      Christophe Geuzaine authored
      optimize 2d iso plots with vertex arrays
      128301bf
    • Christophe Geuzaine's avatar
      · 74697c56
      Christophe Geuzaine authored
      polih previous commit
      74697c56
    • Christophe Geuzaine's avatar
      · 7bb653e9
      Christophe Geuzaine authored
      2 big optimizations for meshes that contain a lot of line elements:
      
      - speed up Read_Mesh (by introducing temp tree in curves)
      - use vertex arrays for lines in mesh drawing code
      7bb653e9
  27. May 20, 2005
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