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tutorial

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  • Forked from gmsh / gmsh
    Source project has a limited visibility.
    Christophe Geuzaine's avatar
    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
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