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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-06-20 11:54:07 +03:00

4 Commits

Author SHA1 Message Date
aml
b9280b8b27 0032969: Coding - get rid of unused headers [IMeshData to PLib]
Removed unused exception classes OSD_Exception_FLT_DIVIDE_BY_ZERO, OSD_Exception_INT_DIVIDE_BY_ZERO, OSD_Exception_FLT_DENORMAL_OPERAND, OSD_Exception_FLT_INEXACT_RESULT, OSD_Exception_FLT_INVALID_OPERATION, OSD_Exception_FLT_OVERFLOW, OSD_Exception_FLT_STACK_CHECK, OSD_Exception_FLT_UNDERFLOW.
2022-05-17 20:09:12 +03:00
kgv
aa7e9f8d78 0031881: Coding Rules - OpenGl_HaltonSampler::initRandom() uses deprecated in C++14 function std::random_shuffle
Unused function has been removed.
2020-10-28 19:24:00 +03:00
mzernova
c68c346d2b 0030600: Visualization, TKOpenGl - include GLES3/gl3.h instead of GLES2/gl2.h
Changed GLES2/gl2.h to GLES3/gl3.h.

OpenGl_Window_1.mm has been updated, now it is trying to create kEAGLRenderingAPIOpenGLES3 before trying to create kEAGLRenderingAPIOpenGLES2.
2019-12-19 16:50:16 +03:00
dbp
3a9b5dc86a 0027607: Visualization - Implement adaptive screen space sampling in path tracing
This commit provides useful functionality for path tracing rendering core.

1) Graphic3d_RenderingParams class was extended with additional AdaptiveScreenSampling option (disabled by default).
   If this option is enabled, path tracing tries to adjust the number of samples for different screen areas.

   In this way, the more complex areas (from the point of light conditions) are sampled more intensively,
   while the simple areas are sampled very rarely.
   For example, caustics and glossy reflections are typical candidates for more precise sampling.

   In general, this allows to equalize image convergence and not to waste resources for already converged areas.
   It is also possible to visualize sampling densities by enabling ShowSamplingTiles option
   (activating and deactivating this option does not affect on the accumulated image).

2) Mixing OpenGL and ray-tracing output has been changed.
   Now blending is performed using OpenGL functionality, while ray-tracing shaders only output correct Z-value.

Test case bugs vis bug27083 has been updated,
since the alpha value is now correctly set by Ray-Tracing to 1, opaque.
2016-09-30 11:17:10 +03:00