RenderKit / ospray

An Open, Scalable, Portable, Ray Tracing Based Rendering Engine for High-Fidelity Visualization
http://ospray.org
Apache License 2.0
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Devel docs remarks #350

Closed paulmelis closed 4 years ago

paulmelis commented 5 years ago

Here's some things I noted in the current docs on the devel branch. Some of these are more general than specifically for 2.0, but I figured I'd list them anyway.

Incorrect:

Unclear/ambiguous:

Good to know:

paulmelis commented 5 years ago
ahota commented 5 years ago

Thanks for taking the time to make this list. We've been updating quite a few things and the documentation has gone out of sync a bit. @jeffamstutz and @johguenther can clarify more, but for some of your points:

Thanks again for taking a look! We'll try to get these updated and clarified.

johguenther commented 5 years ago

ospSetObject and ospSetData are actually aliases.

paulmelis commented 4 years ago

https://github.com/ospray/ospray/blob/9527f27984f6ba7daeb3d64df7c0d4615866ddab/README.md#L741-L746

But an error is sent to the error handler in this case:

null handle provided to void ospRelease(OSPObject)
johguenther commented 4 years ago

Is there a way to color an isosurface by setting a material on the GeometricModel? I.e. bypassing the TF completely for cases where one isn't needed?

Yes, an isosurface is a geometry like all others and can get a material assigned (via the geometric model). However, a TF is currently still required for the volumetric model (we may relax this in future, in particular for this use case).

Is a subdivision geometry the go-to mesh structure when you don't have a pure-tri or pure-quad? Would setting level to 0 (i.e. no subdivision) give similar performance as the pure-tri/quad meshes or would it be better to convert an n-gon mesh into tris?

Mixed tri/quad meshes can be handled by the "mesh" geometry, higher n-gons should better be tessellated, because the subdivision geometry is rather costly.