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Rev Age Author Path Log message Diff
666 4003 d 19 h janba /branches/cpp11-devel/ Many minor changes  
665 4030 d 18 h janba /branches/cpp11-devel/src/GLGraphics/ Minor changes  
664 4039 d 3 h janba /branches/cpp11-devel/src/ Minor changes  
663 4074 d 19 h janba /branches/cpp11-devel/src/ Many minor things  
662 4122 d 16 h janba /branches/cpp11-devel/src/ A bunch of changes to support PAM  
657 4206 d 6 h janba /branches/cpp11-devel/ Added mesh deformation with the mouse and vertex selection.  
656 4209 d 3 h janba /branches/cpp11-devel/ Some changes allowing direct interaction with the mesh  
650 4213 d 19 h janba /branches/cpp11-devel/src/GLGraphics/ Removed the special OpenGL headers. One should include ../GL/glew.h  
649 4217 d 20 h janba /branches/cpp11-devel/ Fixed some header paths  
647 4220 d 4 h janba /branches/cpp11-devel/src/GLGraphics/ Added VisObj and MeshEditor classes. These used to be in the MeshEdit application directory, but
moved here to make them more of a generic component so that it is easier to make a mesh edit application
outside of GEL but using GEL. prevents me from hacking all my work into the library.
 
643 4241 d 20 h janba /branches/cpp11-devel/ Polarization really works, but fitting to mesh not so much. Committing current version with voxel based fitting to reference mesh  
638 4263 d 7 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
 
637 4264 d 5 h janba /branches/cpp11-devel/ only simple changes.  
636 4264 d 10 h khor /branches/cpp11-devel/ Works on visual studio, need to be tested if clang is busted.

Doc is now updated to c++11, still need to remove iterator in some of the flit example

(std::min)() and (std::max)() is need for it to work.
 
635 4314 d 13 h janba /branches/cpp11-devel/ Save stuff  
633 4346 d 9 h janba /branches/cpp11-devel/ Some compatibility changes  
632 4350 d 14 h janba /branches/cpp11-devel/ Had fun rewriting ArithVec.h  
631 4353 d 10 h janba /branches/cpp11-devel/ Many C++11 features added to this branch  
630 4353 d 10 h janba /branches/cpp11-devel/ Add branch for c++11 development  
629 4420 d 6 h asny /trunk/src/GLGraphics/ Made it possible to save images in ONG format when using SOIL  
628 4447 d 7 h mono /trunk/src/GLGraphics/ allow images where width is multiple of 1 (default is 4)  
627 4471 d 1 h jerf /trunk/src/GLGraphics/ killing unnecessary stb header file  
626 4486 d 6 h awkr /trunk/src/GLGraphics/ Added missing include.  
623 4532 d 11 h jerf /trunk/src/GLGraphics/ adding a function to GLViewController which sets up the camera using the usual input parameters  
618 4587 d 9 h jab /trunk/ Some changes to make curvature visualization work  
614 4588 d 10 h jab /trunk/ Fixed a problem with global variables in harmonics.cpp causing meshedit to crash on exit.  
609 4588 d 14 h jab /trunk/ I have added some patches to make cmake work for Unix Makefiles on Mac.
The old Makefile system has been removed.
Slight change to XCode project
Minor changes
 
608 4590 d 22 h jrf /trunk/src/GLGraphics/ ensuring compatibility with code based on pre-merge trunk version  
607 4590 d 22 h jrf /trunk/ removing Visual Studio warnings and some CMake problems  
603 4595 d 7 h jab /trunk/ Made it work with cmake  
601 4597 d 1 h jab /trunk/ The include statements for header files have been changed. Instead of including, like say

#include <CGLA/Vec3f.h>

we now use

#include "../CGLA/Vec3f.h"

for all files in the GEL library source tree (i.e. apps and test are not altered).

The point is that if GEL is used as an OSX framework and I include a GEL header, I have to do it like this:

#include <GEL/HMesh/myheader.h>

Now, inside myheader.h I may include CGLA/Vec3f.h, but how should this file be found? If I just add the GEL
framework as a framework, the path to the GEL headers is not added to the header search path because the
framework name (in this case GEL) is part of the header path. If all headers had been in one directory that
would not have mattered, since Vec3f.h would be in the same directory as myheader.h. But it is not. So, I
have made things more relative and it works well.
 
600 4599 d 8 h jab / Build system. I have both edited the bespoke Xcode project file, played with a premake4 build generator and our cmake system. Nothing works perfectly, but cmake might end up as the best solution. The cmake file now automatically finds the GEL files, but this entails that cmake is run when a new file is added.

Functions were added to Manifold: remove_face, remove_edge, remove_vertex. These do as advertised. I also added an add_face function (not tested but very simple ... hmmm famous last words)
the cpp/h file pairs close_holes and caps_and_needles were merged into "cleanup". To cleanup I added some functions that stitch meshes together, i.e. edges which share geometric end points are stitched.
 
598 4600 d 12 h jrf /trunk/src/ Bug: CMake unable to generate project. Fix: Removing deleted source files from CMake lists.  
597 4600 d 13 h jab / Some console stuff was not up to the right version  
594 4600 d 14 h jab /trunk/src/GLGraphics/ Resolved conflicts  
563 4896 d 10 h awk /trunk/  
561 4913 d 4 h awk /trunk/ Added GLGraphics::Console, a Quake-style console.

Added test application for console (test/GLGraphics-console).

Fixed Vec3f operator>>. The following now works:

CGLA::Vec3f in(0,1,2);
std::stringstream ss;
ss << in;
CGLA::Vec3f out;
ss >> out;
assert(in == out);

Didn't test any other VecXX types or Matrix types.. They might be broken.

Misc:
Fixed CMake Policy CMP0005 error.
Missing #include <iterator> in Manifold.cpp.
Disable ExportBuildSettings (deprecated in CMake)
 
555 4997 d 10 h jrf /trunk/ Update of the stb image library used by SOIL such that it can now also write png. I haven't yet extended the SOIL API, so call stbi_write_png(...) to use the new functionality.  
503 5558 d 11 h jrf /trunk/src/GLGraphics/ correction in comment  
502 5558 d 11 h jrf /trunk/src/GLGraphics/ GLSL shader update: Deleting shaders before returning 0 and printing filenames of loaded shaders when there is a compiler problem.