Difference between revisions of "HanProgressReport"
From Immersive Visualization Lab Wiki
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==== To do ==== | ==== To do ==== | ||
* multi-volume support | * multi-volume support | ||
+ | * brick prefetching for multi volumes | ||
* Modify downsampler with padding and improve performance by using buffers | * Modify downsampler with padding and improve performance by using buffers | ||
* parameterization of meshing constant | * parameterization of meshing constant |
Revision as of 11:18, 20 June 2008
Contents |
June/20/2008 (Fri)
To do
- multi-volume support
- brick prefetching for multi volumes
- Modify downsampler with padding and improve performance by using buffers
- parameterization of meshing constant
- XML configuration - wait for Jurgen to ask whether or not covise system has its own parser. If not, I'll use any of opensource xml parsers, which support DOM spec.
- svn commit for new vvGLSL
June/19/2008 (Thur)
Done
- modify MipMapVideo.pro to include my own virvo library => be sure to modify back after svn committing virvo library
- User Interface (in covise)
- select/(de)activate channel - add menu
- adjust HSV value
- add a namespace, MipMapVideoLib, to all classes
June/18/2008 (Wed)
Done
- change memory pool mechanism with Pixel Buffer Objects
- reimplemented
- fixed bugs
- change BrickInfo::getMemoryUsage() to BrickManager::getMemoryUsagePerBrick()
- change constant in CubeInfo::setFiner()
- svn commit
June/17/2008 (Tue)
Done
- Multi-channel user interface in glui
- used a linear transfer function
- adjust hue in HSV for each channel using a scrollbar
- de/activate channel using checkboxs
- tested on 2D and 3D
- svn commit
June/16/2008 (Mon)
almost nothing :(
June/15/2008 (Sun)
Done
nothing.. :(
June/14/2008 (Sat)
Done
- debug shader program for 3D
- svn commit
June/13/2008 (Fri)
Done
- change multichannel (RGB) read to three single channel reads
- integrate with shader programs
- use different file format
- use additional configuration file parsing to read shader program information
- clean up old code
- tested on 2D
June/12/2008 (Thur)
Done
- implement texture pools
- use glTexImage2D for initialization and glTexSubImage2D for update
- pool management, issue/reclaim a texture name
- tested on 2D and 3D testsets
- remove GLUI library from meshTester directory and use a separate copy of GLUI
- found and fixed a bug, a value was set to INT type, which caused the value to be always zero..
- update SVN repository with the current version