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OCCT/tests/v3d/grid/mode_switch
Pasukhin Dmitry 058ec16010 Visualization - Grid shader update (#1264)
- Renamed grid terminology and command/API surface from `inf`/“infinite” to `gpu`/“GPU”, plus `viewAdaptive` for camera-relative sizing.
- Updated OpenGl grid rendering to compute adaptive bounds from the visible region and to fix axis coloring for rotated rectangular grids.
- Refreshed Draw tests, help text, and API comments to match the new behavior.
2026-05-05 09:43:14 +01:00

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puts "=================================================================="
puts "Toggle between CPU grid and GPU shader grid in the same view"
puts "=================================================================="
# Verifies that the two grid backends do not corrupt each other when toggled:
# 1) CPU grid active -> classical bounded grid visible
# 2) switch to shader (-type gpu) -> shader grid only on this view
# 3) switch back to CPU -> CPU grid visible again, shader gone
# Regression for the per-view shader / viewer-wide CPU coexistence policy.
pload MODELING VISUALIZATION
vclear
vinit View1 w=400 h=400
vaxo
box b 1 2 3
vdisplay b -dispMode 1
vfit
vzoom 0.2
# (1) Legacy CPU rectangular grid.
vgrid -type rect -step 0.5 0.5
vdump $imagedir/${casename}_cpu.png
# (2) Switch the same view to the shader grid. vgrid -type gpu calls
# V3d_View::GridDisplay which erases the viewer-wide CPU grid rendering
# (snap geometry on Aspect_*Grid is preserved) and enables the shader.
vgrid -type gpu -step 0.5 0.5
vdump $imagedir/${casename}_shader.png
# (3) Re-activate the classical CPU grid; SetGrid path must erase the shader
# grid first via the myShaderGridActive guard.
vgrid -type rect -step 0.5 0.5
vdump $imagedir/${casename}_cpu_again.png
vgrid off