[yt-svn] commit/yt: 2 new changesets

commits-noreply at bitbucket.org commits-noreply at bitbucket.org
Thu Jun 2 11:26:27 PDT 2016


2 new commits in yt:

https://bitbucket.org/yt_analysis/yt/commits/a010e80c709a/
Changeset:   a010e80c709a
Branch:      yt
User:        xarthisius
Date:        2016-05-26 19:33:20+00:00
Summary:     Take into account texture clamping when calculating position in the texture space
Affected #:  4 files

diff -r f609b1cbd8dd18374c28cbd7511641b64438cd94 -r a010e80c709a6b3f82879f88c9a6311a93cf8371 .hgignore
--- a/.hgignore
+++ b/.hgignore
@@ -45,9 +45,11 @@
 yt/utilities/lib/mesh_intersection.cpp
 yt/utilities/lib/mesh_samplers.cpp
 yt/utilities/lib/mesh_traversal.cpp
+yt/utilities/lib/mesh_triangulation.c
 yt/utilities/lib/mesh_utilities.c
 yt/utilities/lib/misc_utilities.c
 yt/utilities/lib/particle_mesh_operations.c
+yt/utilities/lib/primitives.c
 yt/utilities/lib/origami.c
 yt/utilities/lib/particle_mesh_operations.c
 yt/utilities/lib/pixelization_routines.c

diff -r f609b1cbd8dd18374c28cbd7511641b64438cd94 -r a010e80c709a6b3f82879f88c9a6311a93cf8371 yt/visualization/volume_rendering/shaders/max_intensity.fragmentshader
--- a/yt/visualization/volume_rendering/shaders/max_intensity.fragmentshader
+++ b/yt/visualization/volume_rendering/shaders/max_intensity.fragmentshader
@@ -43,9 +43,14 @@
 
     vec3 tex_curr_pos = vec3(0.0);
     vec3 range = right_edge - left_edge;
+    // Take into account that texture is clamped
+    vec3 nds = range / dx;
+    vec3 tle = 1.0 / (2.0 * nds);
+    vec3 tre = 1.0 - tle;
+    vec3 tdd = tre - tle;
     bool ray_in_bb = true;
     while (ray_in_bb) {
-        tex_curr_pos = (ray_position - left_edge)/range;
+        tex_curr_pos = tle + tdd * (ray_position - left_edge) / range; 
 
         vec3 tex_sample = texture(ds_tex, tex_curr_pos).rgb;
         if (length(curr_color) < length(tex_sample)) {

diff -r f609b1cbd8dd18374c28cbd7511641b64438cd94 -r a010e80c709a6b3f82879f88c9a6311a93cf8371 yt/visualization/volume_rendering/shaders/projection.fragmentshader
--- a/yt/visualization/volume_rendering/shaders/projection.fragmentshader
+++ b/yt/visualization/volume_rendering/shaders/projection.fragmentshader
@@ -44,10 +44,15 @@
     vec3 tex_curr_pos = vec3(0.0);
     vec3 range = right_edge - left_edge;
     bool ray_in_bb = true;
+    // Take into account that texture is clamped
+    vec3 nds = range / dx;
+    vec3 tle = 1.0 / (2.0 * nds);
+    vec3 tre = 1.0 - tle;
+    vec3 tdd = tre - tle;
     float total_value = 0.0;
     float color = 0.0;
     while (ray_in_bb) {
-        tex_curr_pos = (ray_position - left_edge) / range;
+        tex_curr_pos = tle + tdd * (ray_position - left_edge) / range;
         vec3 tex_sample = texture(ds_tex, tex_curr_pos).rgb;
 	color = (tex_sample * length(step_size * dir)).r;
         total_value += length(step_size * dir) * tex_sample.r;

diff -r f609b1cbd8dd18374c28cbd7511641b64438cd94 -r a010e80c709a6b3f82879f88c9a6311a93cf8371 yt/visualization/volume_rendering/shaders/transfer_function.fragmentshader
--- a/yt/visualization/volume_rendering/shaders/transfer_function.fragmentshader
+++ b/yt/visualization/volume_rendering/shaders/transfer_function.fragmentshader
@@ -48,8 +48,13 @@
     vec3 range = right_edge - left_edge;
     vec4 new_color;
     bool ray_in_bb = true;
+    // Take into account that texture is clamped
+    vec3 nds = range / dx;
+    vec3 tle = 1.0 / (2.0 * nds);
+    vec3 tre = 1.0 - tle;
+    vec3 tdd = tre - tle;
     while (ray_in_bb) {
-        tex_curr_pos = (ray_position - left_edge)/range;
+        tex_curr_pos = tle + tdd * (ray_position - left_edge) / range;
         vec3 tex_sample = texture(ds_tex, tex_curr_pos).rgb;
         //new_color = texture(cmap, tex_sample.r);
         new_color = vec4(0.0);


https://bitbucket.org/yt_analysis/yt/commits/331c7ef7049d/
Changeset:   331c7ef7049d
Branch:      yt
User:        ngoldbaum
Date:        2016-06-02 18:26:09+00:00
Summary:     Merged in xarthisius/yt (pull request #2199)

Take into account texture clamping when calculating position in the texture space
Affected #:  4 files

diff -r c117d528f18ea412f8b80e8522a0595444e20ae8 -r 331c7ef7049d257043699a8b570cf7bd8c39a82f .hgignore
--- a/.hgignore
+++ b/.hgignore
@@ -45,9 +45,11 @@
 yt/utilities/lib/mesh_intersection.cpp
 yt/utilities/lib/mesh_samplers.cpp
 yt/utilities/lib/mesh_traversal.cpp
+yt/utilities/lib/mesh_triangulation.c
 yt/utilities/lib/mesh_utilities.c
 yt/utilities/lib/misc_utilities.c
 yt/utilities/lib/particle_mesh_operations.c
+yt/utilities/lib/primitives.c
 yt/utilities/lib/origami.c
 yt/utilities/lib/particle_mesh_operations.c
 yt/utilities/lib/pixelization_routines.c

diff -r c117d528f18ea412f8b80e8522a0595444e20ae8 -r 331c7ef7049d257043699a8b570cf7bd8c39a82f yt/visualization/volume_rendering/shaders/max_intensity.fragmentshader
--- a/yt/visualization/volume_rendering/shaders/max_intensity.fragmentshader
+++ b/yt/visualization/volume_rendering/shaders/max_intensity.fragmentshader
@@ -43,9 +43,14 @@
 
     vec3 tex_curr_pos = vec3(0.0);
     vec3 range = right_edge - left_edge;
+    // Take into account that texture is clamped
+    vec3 nds = range / dx;
+    vec3 tle = 1.0 / (2.0 * nds);
+    vec3 tre = 1.0 - tle;
+    vec3 tdd = tre - tle;
     bool ray_in_bb = true;
     while (ray_in_bb) {
-        tex_curr_pos = (ray_position - left_edge)/range;
+        tex_curr_pos = tle + tdd * (ray_position - left_edge) / range; 
 
         vec3 tex_sample = texture(ds_tex, tex_curr_pos).rgb;
         if (length(curr_color) < length(tex_sample)) {

diff -r c117d528f18ea412f8b80e8522a0595444e20ae8 -r 331c7ef7049d257043699a8b570cf7bd8c39a82f yt/visualization/volume_rendering/shaders/projection.fragmentshader
--- a/yt/visualization/volume_rendering/shaders/projection.fragmentshader
+++ b/yt/visualization/volume_rendering/shaders/projection.fragmentshader
@@ -44,10 +44,15 @@
     vec3 tex_curr_pos = vec3(0.0);
     vec3 range = right_edge - left_edge;
     bool ray_in_bb = true;
+    // Take into account that texture is clamped
+    vec3 nds = range / dx;
+    vec3 tle = 1.0 / (2.0 * nds);
+    vec3 tre = 1.0 - tle;
+    vec3 tdd = tre - tle;
     float total_value = 0.0;
     float color = 0.0;
     while (ray_in_bb) {
-        tex_curr_pos = (ray_position - left_edge) / range;
+        tex_curr_pos = tle + tdd * (ray_position - left_edge) / range;
         vec3 tex_sample = texture(ds_tex, tex_curr_pos).rgb;
 	color = (tex_sample * length(step_size * dir)).r;
         total_value += length(step_size * dir) * tex_sample.r;

diff -r c117d528f18ea412f8b80e8522a0595444e20ae8 -r 331c7ef7049d257043699a8b570cf7bd8c39a82f yt/visualization/volume_rendering/shaders/transfer_function.fragmentshader
--- a/yt/visualization/volume_rendering/shaders/transfer_function.fragmentshader
+++ b/yt/visualization/volume_rendering/shaders/transfer_function.fragmentshader
@@ -48,8 +48,13 @@
     vec3 range = right_edge - left_edge;
     vec4 new_color;
     bool ray_in_bb = true;
+    // Take into account that texture is clamped
+    vec3 nds = range / dx;
+    vec3 tle = 1.0 / (2.0 * nds);
+    vec3 tre = 1.0 - tle;
+    vec3 tdd = tre - tle;
     while (ray_in_bb) {
-        tex_curr_pos = (ray_position - left_edge)/range;
+        tex_curr_pos = tle + tdd * (ray_position - left_edge) / range;
         vec3 tex_sample = texture(ds_tex, tex_curr_pos).rgb;
         //new_color = texture(cmap, tex_sample.r);
         new_color = vec4(0.0);

Repository URL: https://bitbucket.org/yt_analysis/yt/

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