- Aug 21, 2006
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Jean-François Remacle authored
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- Aug 20, 2006
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Christophe Geuzaine authored
second order
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Christophe Geuzaine authored
reduce dependencies by putting the selection buffer stuff in its own file
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Christophe Geuzaine authored
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Christophe Geuzaine authored
small cleanups + start rewriting 2nd order stuff
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- Aug 19, 2006
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Christophe Geuzaine authored
start removal of unused stuff
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Christophe Geuzaine authored
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Christophe Geuzaine authored
only compute mesh quality measures on demand: it's too slow for large meshes
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Christophe Geuzaine authored
Implemented new binary MSH file format (both read and write). A 250Mb mesh file (6 million tetrahedra) is now read or written to disk in less than 10 seconds (on my powerbook's slow hard drive).
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Jean-François Remacle authored
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Christophe Geuzaine authored
added binary stl export
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Christophe Geuzaine authored
- rewrote selection code to use dynamic arrays, so that we should never overflow the selection buffer again (even on huuuuge models) - cleanup some leftovers "useing namespace std"
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- Aug 18, 2006
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Christophe Geuzaine authored
changed default hover+selection mode as follows: - by default, mouse hover+selection is ON for the geometry, but only mouse selection is ON for the mesh - with Shift+Escape, one can activate "full" selection mode, i.e., also allow mouse hover for the mesh I've disabled the hover over mesh stuff due to slow performance on both of the Windows machines I have access to over here. With these new settings I get interactive performance (about 4 frames per second) when visualization a 6 million tetrahedra mesh, with all the edges inside visible, lights turned on, etc. This takes about 600Mb of RAM.
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Christophe Geuzaine authored
better fix: *only* start from scratch if we actually deleted something
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Christophe Geuzaine authored
make sure to rest the model before doing a add_in_file in the old geo code (since the parsed command could delete an entity!)
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Christophe Geuzaine authored
let's add elements after existing ones in regions (instead of copying the whole vector, overwriting preexisting data); this way we can easily merge multiple meshes (with duplicate nodes)
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Christophe Geuzaine authored
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Christophe Geuzaine authored
enable multiple de-selections at once using the lasso
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Christophe Geuzaine authored
small simplification + color bug fix
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Christophe Geuzaine authored
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Christophe Geuzaine authored
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Christophe Geuzaine authored
- added 'Delete' button in visibility browser so that we can easily remove physicals and partitions from a model - slightly changed the behaviour of "Save all (discard physicals)" in the msh format: now we really discard the physicals, and set the physical-region tag to 0 in the msh file. This is the most natural thing to do: this way when on reads a msh file, we get the correct information back.
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- Aug 17, 2006
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Christophe Geuzaine authored
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Christophe Geuzaine authored
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Christophe Geuzaine authored
new option to reverse all the normals (for display). Man, the new code rocks :-)
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Christophe Geuzaine authored
set light on for mesh by default
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Christophe Geuzaine authored
testing new default color scheme
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Christophe Geuzaine authored
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Christophe Geuzaine authored
fix import of VRML polys with numvert > 4
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Christophe Geuzaine authored
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Christophe Geuzaine authored
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Christophe Geuzaine authored
The reorganisation of the option panel and the new mesh I/O layer are done. Mesh I/Os currently available: - Gmsh MSH format: read and write - Gmsh POS format for mesh statistics: read and write - INRIA MESH format: read and write - STL: read (ascii and binary) and write - VRML: read (partial) and write - UNV: write Everything is significantly faster than before (e.g. readMSH() can be more than twice as fast when there are lots of physicals)
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Christophe Geuzaine authored
The rewrite of the geometry and mesh drawing code is complete. There is still room for optimizations, but mostly at the level of the algorithms (edge/face generation, striping, etc.)---changes that will be easy do do thanks to the new much cleaner interfaces. From preliminary tests (even without new algorithms) the code seems to be faster (a LOT faster for volume meshes) and to use quite a bit less memory. I'm tagging the trunk as "gmsh_2_0_alpha_1".
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Christophe Geuzaine authored
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Christophe Geuzaine authored
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Christophe Geuzaine authored
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Christophe Geuzaine authored
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Christophe Geuzaine authored
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Christophe Geuzaine authored
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- Aug 16, 2006
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Christophe Geuzaine authored
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