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  1. Dec 18, 2005
  2. Dec 17, 2005
    • Christophe Geuzaine's avatar
      · f60c2846
      Christophe Geuzaine authored
      refactored Opengl_Window.handle()
      
      should behave exactly like the old version, but now it is at least (somewhat)
      readable and ready to be generalized for more complicated projection matrices
      f60c2846
  3. Dec 16, 2005
    • Christophe Geuzaine's avatar
      · a5629440
      Christophe Geuzaine authored
      cleanup+add comments so that students can understand what's going on with
      the projection stuff.
      
      (still need to cleanup the zooming in handle() to use gluUnproject() instead
      of the ad-hock stuff that only works for an orthographic proj)
      a5629440
    • Christophe Geuzaine's avatar
      · dbe5f0f1
      Christophe Geuzaine authored
      little hack to draw a gradient in the background. Nice for flashy
      presentations ;-)
      dbe5f0f1
  4. Nov 19, 2005
    • Christophe Geuzaine's avatar
      · 7280c5db
      Christophe Geuzaine authored
      tweak automatic polygon offset check
      7280c5db
  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
      · 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. Mar 20, 2005
  7. Mar 12, 2005
    • Christophe Geuzaine's avatar
      · 150f017b
      Christophe Geuzaine authored
      a little more work on the axes stuff: enable global axes for the geometry and
      the mesh, too. We can finally get rid of the ugly old "moving axes" bit.
      
      (+ reverted changes in unproject: need to be more careful since unproject
      can be called outside Draw())
      150f017b
  8. Mar 11, 2005
    • Christophe Geuzaine's avatar
      · f942466b
      Christophe Geuzaine authored
      - cleaned up (somewhat) + finished the euler angles/quaternion handling
      
      - added a new little dialog in gui to specify the rotations/scales/translations by
        hand. This is similar to what I did in the Motif version of Gmsh a looooong time
        ago, and I was really missing this capability... (e.g. being able to specify
        exact rotation angles)
      f942466b
    • Christophe Geuzaine's avatar
      · efdb7f0a
      Christophe Geuzaine authored
      - the grid options now also apply to 3D views (this way we can
        finally get accurate size info for any data set; and the info
        is updated in real-time for gemeotry transformations & displacement
        maps)
      
      - new option to specify the size of the moving axes
      
      - generalized text align code (we now support the 9 modes that TeX
        does)
      efdb7f0a
  9. Mar 09, 2005
    • Christophe Geuzaine's avatar
      · 258d80b7
      Christophe Geuzaine authored
      removed all unnecessary glPushMatrix/glPopMatrix calls
      258d80b7
  10. Jan 01, 2005
    • Christophe Geuzaine's avatar
      · c6a065dc
      Christophe Geuzaine authored
      copyright update
      c6a065dc
    • Christophe Geuzaine's avatar
      · 21473056
      Christophe Geuzaine authored
      - More intelligent way to detect if we need to apply a polygon offset
      or not.
      
      - better computation of translation coef in Draw2D
      21473056
  11. Dec 31, 2004
    • Christophe Geuzaine's avatar
      · a7728d3e
      Christophe Geuzaine authored
      Added 2 options to control polygon offset. Instead of trying to guess
      when a polygon offset is useful (it's no that simple when we combine
      geo+mesh+some views), we just apply it conditionally to all surface
      drawings.
      a7728d3e
  12. Dec 29, 2004
    • Christophe Geuzaine's avatar
      · 1be3c2f2
      Christophe Geuzaine authored
      simpler solution to 2D primitive sorting problem
      1be3c2f2
    • Christophe Geuzaine's avatar
      · 7f66652b
      Christophe Geuzaine authored
      translate all 2D objects before drawing them: this is the easiest way
      to get GL2PS to put them "in front"
      7f66652b
  13. Dec 27, 2004
    • Christophe Geuzaine's avatar
      · 0539703b
      Christophe Geuzaine authored
      - plugin callbacks now draw their stuff until run/cancel is executed (so we
        manipulate the scene with the additional data displayed)
      - made plugin code much shorter
      - simpler defaults for StreamLines, CutGrid and Evaluate
      0539703b
  14. Nov 18, 2004
    • Christophe Geuzaine's avatar
      · e66bc1a0
      Christophe Geuzaine authored
      New General.ClipFactor option to fine-tune the position of the near and far
      clipping planes (default = 10; setting a smaller value leads to a better
      z-buffer resolution, but zooms/rotations can then lead to undesired clipping).
      e66bc1a0
  15. Nov 16, 2004
    • Christophe Geuzaine's avatar
      · 4ddc76f1
      Christophe Geuzaine authored
      Revert to GL_NORMALIZE instead of GL_RESCALE_NORMAL (since GL_RESCALE_NORMAL
      is not supposed to work with anisotropic scalings)
      4ddc76f1
  16. Nov 01, 2004
    • Christophe Geuzaine's avatar
      · ee7c89c5
      Christophe Geuzaine authored
      trying to fix problem reported by T. Schumacher: use double[16] instead of
      double[4][4] for opengl matrices
      ee7c89c5
  17. Oct 28, 2004
    • Christophe Geuzaine's avatar
      · 59a84726
      Christophe Geuzaine authored
      - make the rotation matrix a matrix of doubles (instead of floats)
      
      - store the modelview and the projection matrices in CTX
      
      - new unproject() routine to transform window coordinates to model
        coordinates
      
      - cleaned up all the static variables in the Opengl_Window class
      
      - small fix to reduce normal clamping when zooming
      59a84726
  18. Sep 03, 2004
    • Christophe Geuzaine's avatar
      · 9c4f723c
      Christophe Geuzaine authored
      added W coordinate for light sources (so that we can have "spot sources")
      9c4f723c
  19. Aug 15, 2004
    • Christophe Geuzaine's avatar
      · c7853372
      Christophe Geuzaine authored
      fix support for multiple light sources (+ add a couple of options to set
      the light color and specular reflection exponent)
      c7853372
  20. Jul 22, 2004
    • Christophe Geuzaine's avatar
      · ef6a637b
      Christophe Geuzaine authored
      draw intersection of cutting planes with the bounding box
      ef6a637b
  21. Jun 04, 2004
    • Christophe Geuzaine's avatar
      · d849d3d3
      Christophe Geuzaine authored
      quick hack to implement "fake transparency" as in xpost
      d849d3d3
  22. Jun 02, 2004
    • Christophe Geuzaine's avatar
      · 1cb4901d
      Christophe Geuzaine authored
      Test if we have OpenGL 1.2 to use GL_RESCALE_NORMAL. If not, use the more
      expensive GL_NORMALIZE. Thanks Dave!
      1cb4901d
  23. Jun 01, 2004
    • Christophe Geuzaine's avatar
      · 146a6c99
      Christophe Geuzaine authored
      slightly better computation of the z-scaling in lasso zoom to avoid
      normal clamping
      146a6c99
  24. May 30, 2004
    • Christophe Geuzaine's avatar
      · 007038e1
      Christophe Geuzaine authored
      - don't call glNormal unnecessarily
      
      - do The Right Thing (TM) with the light position, i.e., set it
        *before* we multiply by the modelview matrix. It's much easier
        to achieve predictable lighting results like this: (-1,0,0)
        simply means "light from the left", (0,1,0) means "light from
        the top", (0,0,1) means "light from the front", etc.
      007038e1
    • Christophe Geuzaine's avatar
      · a91afdb9
      Christophe Geuzaine authored
      - fixed orientation of boundary of post tet
      
      - added new LightTwoSide option: with this turned off, we achieve
        roughly the same performance as SceneViewer on large data sets, i.e.,
        around 1 million triangles (SceneViwer is the "industry standard"
        OpenGL viewer from SGI). Nice... ;-)
      a91afdb9
  25. May 28, 2004
    • Christophe Geuzaine's avatar
      · f7f21e54
      Christophe Geuzaine authored
      use GL_NORMAL_RESIZE instead of GL_NORMALIZE: it's faster
      f7f21e54
  26. May 18, 2004
    • Christophe Geuzaine's avatar
      · d34791b9
      Christophe Geuzaine authored
      display the interactive messages in the graphic window (instead of the
      status bar)
      d34791b9
  27. May 17, 2004
    • Christophe Geuzaine's avatar
      · 62a93020
      Christophe Geuzaine authored
      removed unused geom.highlight option + small cleanup of the selection code
      62a93020
  28. May 14, 2004
    • Christophe Geuzaine's avatar
      · e86b711c
      Christophe Geuzaine authored
      removed glEnable(GL_ALPHA): this is not even in the GL doc :-)
      e86b711c
  29. May 12, 2004
    • Christophe Geuzaine's avatar
      · 337de422
      Christophe Geuzaine authored
      - only save the options that differ from the default values (unless we
        explicitly ask to save everything)
      
      - tweak the auto doc routines
      337de422
  30. Apr 27, 2004
    • 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
  31. Mar 30, 2004
    • Christophe Geuzaine's avatar
      · 6a6d6190
      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
      6a6d6190
  32. Feb 20, 2004
    • Christophe Geuzaine's avatar
      · 0ffbe362
      Christophe Geuzaine authored
      More "airplane" work...
      
      - rewrote the way we handle lights: glEnable(GL_LIGHTING) is now used
        at the lowest level, where it belongs. This fixes many lighting
        glitches, and should make the whole stuff much more predictable;
      
      - simplified the display modes for geometry and mesh: the choice
        between wireframe/solid is now independent of the choice of
        lighting/no lighting (and there is a new "Enable lighting" option
        for the geometry, too--even if it does only affect things like
        normals/tangents at the moment);
      
      - brand new code to draw really nice (shaded) 3D arrows + 3 options
        that fully parameterize them (they can degenerate into pyramids,
        cones, w/ or w/o stems, etc.);
      
      - new options so that we can also use the new arrows outside the
        post-processing module (e.g. for tangents/normals).
      
      - "alt+d" now simply switches between solid and wireframe mode;
      
      - new shortcut "alt+w" to switch the lighting mode for all the modules
        (geo/mesh + all post views) at once.
      0ffbe362
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