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Improvements for distributed rendering #505
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…e, SwingBridgeFrame, TransferFunctionEditor.kt + example
…n TransferFunctionEditor and the bridge
…es, CTRL+Click on CP removes, changed volume path to local volume (for now)
…olume hitbox too big), dragging and clicking is conflicting with each other rn in the bridge
…(click triggers after release)
…sync + application in cave cam
…in standard, RangeSlider.kt -KDoc, SwingBridgeFrame, SwingUINode, TFEditor -KDoc, minor code imprs, all mmopved into new package 'UI', TFEExample -KDoc, removed hardcoded path
…d volume loading and path
depends on #491 |
# Conflicts: # build.gradle.kts # src/main/kotlin/graphics/scenery/SceneryBase.kt # src/main/kotlin/graphics/scenery/Settings.kt # src/main/kotlin/graphics/scenery/controls/DTrackTrackerInput.kt # src/main/kotlin/graphics/scenery/net/NodePublisher.kt # src/main/kotlin/graphics/scenery/ui/RangeSliderUI.kt # src/main/kotlin/graphics/scenery/ui/SwingBridgeFrame.kt # src/main/kotlin/graphics/scenery/volumes/TransferFunctionEditor.kt # src/main/kotlin/graphics/scenery/volumes/Volume.kt # src/main/kotlin/graphics/scenery/volumes/VolumeManager.kt # src/test/kotlin/graphics/scenery/tests/examples/volumes/TransferFunctionEditorExample.kt # src/test/kotlin/graphics/scenery/tests/unit/network/NodePublisherNodeSubscriberTest.kt
…: removing the code no one loved not even the IDE :.(
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@skalarproduktraum I commented on all things that look like they might affect regular scenery usage. There is still a bit of WIP code in the CAVE sections but IMO we have to work on this anyway and we need to finaly merge this branch. Also I fixed all codacy issues that seemed reasonable to me.
Most importantly have a look at this skip vs sceneGraphVisibility thing. I am not sure what happened here.
} else { | ||
window.width | ||
} | ||
//val windowWidth = window.width |
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clean up
0.0f, 1.0f, 0.5f, 0.0f) | ||
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glDrawBuffer(GL_BACK_RIGHT) | ||
glClear(GL_COLOR_BUFFER_BIT) | ||
glDisable(GL_DEPTH_TEST) | ||
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NVDrawVulkanImage.glDrawVkImageNV(images[presentedFrames.toInt() % bufferCount], 0, | ||
0.0f, 0.0f, window.width.toFloat(), window.height.toFloat(), 0.0f, | ||
0.0f, 0.0f, window.width.toFloat()/2.0f, window.height.toFloat(), 0.0f, |
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and Line 368: valid for normal rendering? OpenGL?
behaviourMap.put("gamepad_camera_control", GamepadRotationControl(listOf(Component.Identifier.Axis.Z, Component.Identifier.Axis.RZ)) { scene.findObserver() }) | ||
behaviourMap.put("gamepad_movement_control", GamepadMovementControl(listOf(Component.Identifier.Axis.X, Component.Identifier.Axis.Y)) { scene.findObserver() }) | ||
//behaviourMap.put("gamepad_camera_control", GamepadRotationControl(listOf(Component.Identifier.Axis.Z, Component.Identifier.Axis.RZ)) { scene.findObserver() }) | ||
behaviourMap.put("gamepad_movement_control", GamepadMovementControl(listOf(Component.Identifier.Axis.X, Component.Identifier.Axis.Y, Component.Identifier.Axis.Z)) { scene.findObserver() }) |
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is thi correct for non cave setup?
@@ -612,7 +612,7 @@ class VolumeManager( | |||
renderStateUpdated = false | |||
} | |||
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var repaint = true | |||
var repaint = true // todo: variable is never modified |
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see todo
bool vis = false; | ||
intersectBoundingBox( wfront, wback, n, f ); | ||
f = min( tmax, f ); | ||
if ( n < f ) | ||
if ( n < f && skip == 0) |
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I forgot what we did this skip thing. During the merge there was something from main that looks like it would do the same as skip. I was called scenegraphvisibility or something like that. Therefore I deleted all mentioned of skip in the kotlin part. Now I see that scenegraphvisibility is not present at this position in the code. The volumes still run without skip beeing set. Though this bvv flickering we alse experienced at the girls and boys dat at HZDR is present.
This PR improves scenery's behaviour when using distributed rendering. In particular: