Releases: nmwsharp/polyscope
Releases · nmwsharp/polyscope
v2.3.0
v2.2.1
v2.2.0
Significant Additions
- Experimental EGL backend for headless rendering on some platforms
- Update ImGui to 1.90.4 and glm to 1.0.1
- Move glm to a git submodule
- Change path to nlohmann/json dependency
- Update CMake to use modern targets, handle cases where an outer library already provides the dependencies
- Many bugfixes
What's Changed
- Fix texture scalar UI name in #254
- fix indexing bug for surface textures from vertex param in #255
- Make FPS camera navigation speed independent from frame rate by @FeatherAntennae in #252
- Rename json->nlohmann for consistency with standard use of 3rd party lib by @phaedon in #251
- explicit buffer vs screen coords for picking & screen-space ops in #259
- fix indexing bug for surface textures from vertex param in #262
- Update ImGui to 1.90.4 by @jdumas in #260
- Update CMake dependencies to rely on proper targets by @jdumas in #261
- refactor globals into a context object by in #265
- bugfix for camera pick missing normal buffer crash (fixes #264) in #267
- add EGL backend for headless rendering on linux in #266
- Update glm to 1.0.1 by @jdumas in #263
- Add
windowRequestsClose()
forframeTick()
loops - Fix bug in volume grid isosurface coordinate order
New Contributors
- @FeatherAntennae made their first contribution in #252
- @phaedon made their first contribution in #251
- @jdumas made their first contribution in #260
Full Changelog: v2.1.0...v2.2.0
v2.1.0
v2.0.1
v2.0.0
This represents a whole bunch of changes that had accumulated over the past >2 years.
Key new features:
- New structure: Camera View. Represents a camera in the scene, add images/renderings and view them through the camera's perspective.
- New structure: Volume Grid. Values on the nodes or cells of a regular grid in 3D space. Visualize with slices through the grid, or view levelsets via marching cubes.
- New quantity: color & scalar images. These are a new kind of 'floating' quantity, add them to the whole scene, or to any structure.
- New quantity: render images. Images that represent renderings of the scene, and can depth-composite with other content, etc.
- New quantity: mesh texture images. Texture-mapped color and scalar values on meshes.
- Alternate control flow method for simulations & interactive apps that already have a main loop.
- Flat material circumvents shading & tonemapping to display colors onscreen exactly as specified.
- More helper functions for manipulating views and getting info about mouse clicks.
- C++ data adaptor taking {ptr, size} to from any flat buffer for adding structures & quantities.
- Surface Meshes no longer let you select halfedges/edges by default
- Big backend perf & memory improvements. Added shader cache. Total rewrite of backed data management, so we never store duplicate copies of data. Updating data in a tight loop should be much faster now.
- Beta/partial/undocumented support for directly updating buffers from the GPU without a CPU round-trip.
- Cleaned up docs website to scale better to more content. New FAQ section.
Just a few small breaking changes:
- Rename intrinsic vector quantities to tangent. Change interpretation of symmetric data. Track bases per-quantity rather than per-structure.
- Remove ability to set vertex- and face- permutations for surface meshes.
- Remove poorly-supported surface mesh quantities: surface graph (superseded by Curve Network), count quantity, subset quantity
v1.3.0
Adds high-performance mode for big point clouds, volume mesh inspection with slice planes, more slice plane config options, better control of structure transformations and scene extents, orthographic view, back face coloring options, advanced options for customizing ImGui, support for shared linking, and bug fixes.