[Paraview] Accessing OpenGL from standard VTK filter

Andy Bauer andy.bauer at kitware.com
Wed Oct 5 14:55:36 EDT 2011


Oh yeah, I think I remember someone saying that the LIC code had OpenGL
dependencies.  It wouldn't surprise me that other VTK code had these
dependencies as well but I think you'd have to make a pretty strong case as
to why it should be like that.  Implementing it and showing how great it is
would be a good start to making your case though :)

Andy

On Wed, Oct 5, 2011 at 1:17 PM, Sohail Shafii <sohailshafii at yahoo.com>wrote:

> This is personal code, by maybe one day I will contribute it to VTK, as
> like a plugin or something....
>
> There are pieces of code that special things that do access OpenGL directly
> however, like the LIC code.  But I could do things another way...I so see
> classes related to shaders (vtkShader) and setting up the view volume
> (vtkPersp*), so those classes may come in handy....
>
> Sohail
>
> ------------------------------
> *From:* Andy Bauer <andy.bauer at kitware.com>
> *To:* Sohail Shafii <sohailshafii at yahoo.com>
> *Cc:* "paraview at paraview.org" <paraview at paraview.org>
> *Sent:* Wednesday, October 5, 2011 8:56 AM
> *Subject:* Re: [Paraview] Accessing OpenGL from standard VTK filter
>
> Are you hoping that this will make its way into the main VTK repo or is
> this personal code that you plan on maintaining yourself and plan on linking
> with VTK?
>
> There are people that know more about this than me but this sounds like a
> bad idea for the main VTK repo.  A lot of the OpenGL specific calls are
> hidden by factories which create them as needed.  For example, you'd create
> a vtkPolyDataMapper and the factory would create the
> vtkOpenGLPolyDataMapper, vtkMesaPolyDataMapper, etc as needed by the build.
>
> Andy
>
> On Tue, Oct 4, 2011 at 6:34 PM, Sohail Shafii <sohailshafii at yahoo.com>wrote:
>
> Hi,
>
> If I were to write a typical VTK filter C++ (i.e. the type with
> VTKRequestData, not existing in the VTK/Rendering folder), would it be fine
> to have OpenGL calls in there?  I'm guessing based on the way VTK is
> designed, most classes that access OpenGL directly might exist in the
> Rendering folder.  This is more of a design question anyway and relates to
> how to VTK classes are designed.
>
> My class will add data structures to the pipeline but it may need a
> fragment shader for computations.
>
> Sohail
>
>
>
>
>
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