Matevz Tadel
authored
- Move some RenderCore specific classes and all shaders into RenderCore source tree. - Implement all existing Three.js functionality with RenderCore. - In RenderCore, further improve on existing functionality: - Textured points - arbitrary size and shape. - Mesh lines - arbitrary thickness. - Object and sub-object picking through color buffer with fragment depth detection. - Camera handling like in TEve, with ability to pick rotation center. C++ / Server Changes - REveManager: Make RenderCore the default rendering engine. - Stream interpreter errors and show them in client log - Add flag fIsRCore to REveManager. - Make REvePointSet secondary-selectable. - Add parameter for projection depth in REveDataCollection JS / Client Changes - Remove error MessageBox popup during client updates. - EveManager.js: Check change bits in ImportSceneBinary when scene changes are streamed. - EveScene.js: Optimize visibility changes. - EveScene.js: pass eve_element instead of object3d in cases where it simplifies the code. - EveScene.js, GlViewer classes: Cleamup highlite/selection management so it can be abstracted for RCore. - Separate viewer-side selection processing for Three / RCore. Tutorials / Demos Changes - event_demo.C: secondary select points, jet title include pT. - Tune marker sizes, colors, visual parameters.
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