gelsvn
bdplot
seema-scanner
BlueGrey
calm
Elegant
Català-Valencià – Catalan
中文 – Chinese (Simplified)
中文 – Chinese (Traditional)
Česky – Czech
Dansk – Danish
Nederlands – Dutch
English – English
Suomi – Finnish
Français – French
Deutsch – German
עברית – Hebrew
हिंदी – Hindi
Magyar – Hungarian
Bahasa Indonesia – Indonesian
Italiano – Italian
日本語 – Japanese
한국어 – Korean
Македонски – Macedonian
मराठी – Marathi
Norsk – Norwegian
Polski – Polish
Português – Portuguese
Português – Portuguese (Brazil)
Русский – Russian
Slovenčina – Slovak
Slovenščina – Slovenian
Español – Spanish
Svenska – Swedish
Türkçe – Turkish
Українська – Ukrainian
Oëzbekcha – Uzbek
Subversion Repositories
gelsvn
(root)
/
branches
/
cpp11-devel
/
apps
/
MeshEdit
/
VisObj.h
@ 638
– Rev 0
Rev
Show changed files
|
Details
|
Compare with Previous
|
Blame
|
RSS feed
Filtering Options
From rev
To rev
Max revs
Search history for
Show All
Rev
Age
Author
Path
Log message
Diff
638
4258 d 8 h
khor
/branches/cpp11-devel/
Works on visual studio now, test needed in clang and gcc
Thinks changesed
(std::min)
typcasting of warlker
class initilazation
635
4309 d 14 h
janba
/branches/cpp11-devel/
Save stuff
630
4348 d 11 h
janba
/branches/cpp11-devel/
Add branch for c++11 development
618
4582 d 10 h
jab
/trunk/
Some changes to make curvature visualization work
614
4583 d 11 h
jab
/trunk/
Fixed a problem with global variables in harmonics.cpp causing meshedit to crash on exit.
596
4595 d 15 h
jab
/trunk/
merging
412
6043 d 2 h
jab
/trunk/apps/MeshEdit/
A numberof changes
403
6057 d 9 h
jab
/trunk/apps/MeshEdit/
I added curvature visualization and made the Renderer interface much nicer.
399
6062 d 1 h
jab
/trunk/apps/MeshEdit/
VisObj which is responsible for drawing a single mesh in the MeshEdit application is now in its own file.
I have created a class hierarchy of renderers. This leads to a homogeneous way for drawing different appearances.
I have added some renderers: A reflection line renderer, an isophote renderer, a metallic renderer, and also
a gouraud renderer and a wireframe renderer. So far these are just for MeshEdit but could perhaps migrate to
GLGraphics.
The dual function in MeshEdit was made robust, but it will bite off a layer of polygons around any boundary.
Overall, the code is now much cleaner.