Releases: nmwsharp/polyscope-py
Releases · nmwsharp/polyscope-py
v2.5.0
What's Changed
- Support ui scaling for high-DPI displays, improve text clarity on high-dpi displays (thanks @BruegelN!)
- Add a ctrl/cmd + shift-click to focus and orbit around region-of-interest, programmatic support for view orbit centers nmwsharp/polyscope#350
- Add ImPlot for creating 2d plots in the UI (and corresponding Python bindings)
- Smarter, configurable logic for timing the main loop with
frameTick(), including skipping ticks to hit framerate - (python) remove cupy as a dependency for on-gpu buffer updates
- Add variable curve network radius on edges nmwsharp/polyscope#351
- Add infrastructure for quantity picking, fix bug with render images being ignored when picking nmwsharp/polyscope#354
- Fix buggy transparency for RenderImages with all-black pixels
- Update imgui to v1.91.9b nmwsharp/polyscope#338
- Other various bugfixes, documentation improvements, bindings (thanks @phaedon,@kenshi84!)
Full Changelog: v2.4.0...v2.5.0
v2.4.0
See release notes at: https://github.com/nmwsharp/polyscope/releases/tag/v2.4.0
v2.3.0
Update to Polyscope 2.3.0 https://github.com/nmwsharp/polyscope/releases/tag/v2.3.0
Add a few missing bindings to control flow and picking.
v2.2.1
v2.2.0
Update Polyscope to v2.2.0. See https://github.com/nmwsharp/polyscope/releases/tag/v2.2.0
v2.1.0
- Fix bugs in image dimensions and volume grid adders (thanks @abhimadan)
- Add bindings for scalar quantity isolines
- Make scalar minimax limits persistent
v2.0.0
This represents a whole bunch of changes that had accumulated over the past >2 years.
Key new features:
- New structure: Camera View. Represents a camera in the scene, add images/renderings and view them through the camera's perspective.
- New structure: Volume Grid. Values on the nodes or cells of a regular grid in 3D space. Visualize with slices through the grid, or view levelsets via marching cubes.
- New quantity: color & scalar images. These are a new kind of 'floating' quantity, add them to the whole scene, or to any structure.
- New quantity: render images. Images that represent renderings of the scene, and can depth-composite with other content, etc.
- New quantity: mesh texture images. Texture-mapped color and scalar values on meshes.
- Alternate control flow method for simulations & interactive apps that already have a main loop.
- Flat material circumvents shading & tonemapping to display colors onscreen exactly as specified.
- More helper functions for manipulating views and getting info about mouse clicks.
- C++ data adaptor taking {ptr, size} to from any flat buffer for adding structures & quantities.
- Surface Meshes no longer let you select halfedges/edges by default
- Big backend perf & memory improvements. Added shader cache. Total rewrite of backed data management, so we never store duplicate copies of data. Updating data in a tight loop should be much faster now.
- Beta/partial/undocumented support for directly updating buffers from the GPU without a CPU round-trip.
- Cleaned up docs website to scale better to more content. New FAQ section.
Just a few small breaking changes:
- Rename intrinsic vector quantities to tangent. Change interpretation of symmetric data. Track bases per-quantity rather than per-structure.
- Remove ability to set vertex- and face- permutations for surface meshes.
- Remove poorly-supported surface mesh quantities: surface graph (superseded by Curve Network), count quantity, subset quantity