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- Updated shader grid rendering to intersect the grid plane in view space and draw it with a single full-screen triangle. - Added shader grid bounds to camera Z-fit, so the grid is visible in empty views and after object display without an extra vfit. - Fixed shader grid echo to use the active shader grid plane, effective scale, bounds and clip-safe display point. - Kept the viewer-managed CPU grid path separate from the per-view shader grid path and preserved CPU grid type/mode handling in vgrid. - Added grid tests for empty/no-vfit visibility and perspective rendering without mirrored fragments.
21 lines
613 B
Plaintext
21 lines
613 B
Plaintext
puts "=================================================================="
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puts "GPU shader grid is visible without scene objects and without vfit"
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puts "=================================================================="
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pload MODELING VISUALIZATION
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vclear
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vinit View1 w=400 h=400
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vaxo
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# Empty view: shader grid must not depend on scene bounding boxes.
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vgrid -type gpu -size 100 100 -drawAxis 0
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vdump $imagedir/${casename}_empty.png
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# Adding an object without vfit must not be required to make the grid visible.
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box b 10 10 10
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vdisplay b -dispMode 1
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vdump $imagedir/${casename}_display_no_vfit.png
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vgrid off
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