This is personal code, by maybe one day I will contribute it to VTK, as like a 
plugin or something....

There are pieces of code that special things that do access OpenGL directly 
however, like the LIC code.  But I could do things another way...I so see 
classes related to shaders (vtkShader) and setting up the view volume 
(vtkPersp*), so those classes may come in handy....


Sohail



________________________________
From: Andy Bauer <andy.ba...@kitware.com>
To: Sohail Shafii <sohailsha...@yahoo.com>
Cc: "paraview@paraview.org" <paraview@paraview.org>
Sent: Wednesday, October 5, 2011 8:56 AM
Subject: Re: [Paraview] Accessing OpenGL from standard VTK filter


Are you hoping that this will make its way into the main VTK repo or is this 
personal code that you plan on maintaining yourself and plan on linking with 
VTK?

There are people that know more about this than me but this sounds like a bad 
idea for the main VTK repo.  A lot of the OpenGL specific calls are hidden by 
factories which create them as needed.  For example, you'd create a 
vtkPolyDataMapper and the factory would create the vtkOpenGLPolyDataMapper, 
vtkMesaPolyDataMapper, etc as needed by the build.

Andy


On Tue, Oct 4, 2011 at 6:34 PM, Sohail Shafii <sohailsha...@yahoo.com> wrote:

Hi,
>
>
>If I were to write a typical VTK filter C++ (i.e. the type with 
>VTKRequestData, not existing in the VTK/Rendering folder), would it be fine to 
>have OpenGL calls in there?  I'm guessing based on the way VTK is designed, 
>most classes that access OpenGL directly might exist in the Rendering folder.  
>This is more of a design question anyway and relates to how to VTK classes are 
>designed.
>
>
>My class will add data structures to the pipeline but it may need a fragment 
>shader for computations.
>
>Sohail
>
>
>
>
>
>
>
>
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