- Jan 09, 2017
-
-
Vladimír Ulman authored
-
Vladimír Ulman authored
-
Vladimír Ulman authored
Previously, idx must have specified exact position in the array (which is still possible as well).
-
Vladimír Ulman authored
-
Vladimír Ulman authored
-
Vladimír Ulman authored
-
Vladimír Ulman authored
-
Vladimír Ulman authored
-
Vladimír Ulman authored
-
Vladimír Ulman authored
-
Vladimír Ulman authored
we better re-render it again (into the new re-sampled empty mask image).
-
Vladimír Ulman authored
-
Vladimír Ulman authored
(which is here due to failed load of next non-existing file).
-
Vladimír Ulman authored
Changed LoadNewMesh() as well as parameters the simulator listens to.
-
Vladimír Ulman authored
-
Vladimír Ulman authored
And applied right on the cell body initial texture (to disturb otherwise regular initial texture).
-
Vladimír Ulman authored
BUG removed: Random generators reseeding happens to fast and the seeds (which are a function of time) were not changing...
-
Vladimír Ulman authored
-
- Jan 08, 2017
-
-
Vladimír Ulman authored
Dropped (perhaps) some more obsoleted functions etc. Dropped cmath3d_v files, files reorganized.
-
Vladimír Ulman authored
-
Vladimír Ulman authored
-
Vladimír Ulman authored
We have exactly the same policy in all other microns->pixels conversions.
-
Vladimír Ulman authored
so now every filopodium remembers it. This is useful for generating filo texture later. Mesh moving and scaling functions were updated to reflect this. Updated ImportVTK_Ftree() and InitDots_filo() so that the former really only reads the filo geometry and the latter creates a texture for it. Filopodia skeleton segments are displayed in OpenGL now by default.
-
Vladimír Ulman authored
Corrected by dilating the filopodia mask...
-
- Jan 06, 2017
-
-
Vladimír Ulman authored
that make up a plane in which the filopodia segments bend and connect.
-
- Jan 05, 2017
-
-
Vladimír Ulman authored
-
- Jan 04, 2017
-
-
Vladimír Ulman authored
-
Vladimír Ulman authored
For positioning of dot coordinates into voxels is not used with round() but with floor(), only for cell body dots yet.
-
Vladimír Ulman authored
-
Vladimír Ulman authored
The same sampling factor (same variable) is used in the Phase II and III rendering routines.
-
Vladimír Ulman authored
Added TEXTURE_QUANTIZATION and modified initial texture sampling and rendering (not for filopodia...). Sampled dots represent voxel centres. Added aux functions PopulateCube() for rendering. MOdified ActiveMesh::RenderDots() acoordingly.
-
Vladimír Ulman authored
Added aux function ExtendSmooth().
-
- Jan 03, 2017
-
-
Vladimír Ulman authored
-
Vladimír Ulman authored
- corrected (no holes, is smooth inside), - still lacks extended FF! ConstructFF() added missing sanity checks. ConstructFF_T() more efficient tetrahedron filling added (smarter sweeping step). ConstructFF_T() disables the extension code for now!
-
- Nov 10, 2016
-
-
Vladimír Ulman authored
Also, it adds "base triangle fan" to every filopodia -- masks are now rendered correctly.
-
Vladimír Ulman authored
-
Vladimír Ulman authored
-
Vladimír Ulman authored
Blocked for APPLE the read-out of GL_VENDOR etc., which segfaulted.
-
Vladimír Ulman authored
-
- Nov 08, 2016
-
-
Vladimír Ulman authored
Reduced smoothing, slightly darker filopodia. Processed the whole sequence, texture coherency preserved with old/naive FF generator.
-