[vtkusers] VTK 6.3.0

David E DeMarle dave.demarle at kitware.com
Thu Sep 10 19:17:31 EDT 2015

Hi Siavash,

First when we say OpenGL2 we don't mean exactly OpenGL2.0. We really should
have called the library OpenGLNew or maybe

But you still have a valid point. Ken and others will hopefully clarify but
I think mostly what made it difficult is the large body of code that VTK is
(and probably because VTK had a leaky rendering abstraction layer after
years of disuse).

Sure just rendering a mesh in the old or new GL API is easy to do. Marcus's
first prototype only took him a couple of days. Keep in mind though that we
also have to support a number of stereo types, antialising options,
interaction picking and selection, line integral convolution, sprite
techniques, parallel compositing, multi pass rendering, on any number of
platforms and in any number of different applications, etc. The crufty old
rendering code and all its corner case treatments was also a factor.

So basically I think it was the size of the library that made it kind of a
bear and why it took us so long to take the plunge.


David E DeMarle
Kitware, Inc.
R&D Engineer
21 Corporate Drive
Clifton Park, NY 12065-8662
Phone: 518-881-4909

On Thu, Sep 10, 2015 at 6:57 PM, Siavash Khallaghi <siavashk at ece.ubc.ca>

> Hi David,
> I am coming from an image registration background and my question is most
> likely trivial to you and most people in the graphics community. Given that
> OpenGL2 was released in  2004
> <https://en.wikipedia.org/wiki/OpenGL#OpenGL_2.0>  , I am wondering why
> migrating to it is difficult?
> Siavash
> --
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