a5a73cb2da
Fix typos in GLSL comments and add constants PURE_RED
, PURE_GREEN
, PURE_BLUE
( #2340 )
...
* Fix typos in GLSL comments
* Fix typos in GLSL comments
* add constants PURE_RED, PURE_GREEN, PURE_BLUE
2025-06-10 08:12:11 -07:00
db421e3981
Video work ( #2318 )
...
* Only use -no-pdf for xelatex rendering
* Instead of tracking du and dv points on surface, track points off the surface in the normal direction
This means that surface shading will not necessarily work well for arbitrary transformations of the surface. But the existing solution was flimsy anyway, and caused annoying issues with singularity points.
* Have density of anchor points on arcs depend on arc length
* Allow for specifying true normals and orientation of Sphere
* Change miter threshold on stroke shader
* Add get_start_and_end to DashedLine
* Add min_total_width option to DecimalNumber
* Have BackgroundRectangle.set_style absorb (and ignore) added configuration
Note, this feels suboptimal
* Add LineBrace
* Update font_size adjustment in Tex
2025-02-26 07:52:59 -08:00
fbce0b132c
Temporary band-aide for degenerate normal vector calculations
...
This solution is a bit too specific to the case of spheres.
2024-11-25 12:39:32 -07:00
dd51b696e5
Only apply non-flat-stroke correction in non-zero joint angle vertices
2024-11-25 12:35:32 -07:00
9cd6a87ff8
Make sure VMobject uniform flat_stroke matches the use inside the quadratic_bezier/stroke/geom.glsl code
2024-11-25 12:28:31 -07:00
54c8a9014b
Add scale_stroke_with_zoom option to VMobject
2024-11-25 11:27:11 -07:00
aaa28a2712
Discard transparent parts of textured surfaces
2024-10-17 12:31:53 -05:00
09e9e65ba4
Merge branch 'master' of github.com:3b1b/manim into video-work
2024-10-01 13:29:42 -05:00
f0bf50eb7f
Remove use of gl_VertexID
2024-09-28 09:54:28 -05:00
95fca885c9
Push clip plane functionality up to all Mobjects
2024-09-17 17:20:19 -05:00
6d23df0497
Clean up changes associated with fixing aspect ratio issue
2024-09-06 12:50:19 -05:00
fcc5dc00f9
Treat objects fixed in frame as having flat stroke
2024-08-23 14:17:26 -05:00
5d6a1f30c4
Count joints near 180 degrees as straight
2024-08-23 13:55:10 -05:00
ada66ee8fb
Remove stray comment
2024-08-22 15:31:10 -05:00
9a7bfdd1c9
For Surface, calculate normals with neighboring points
2024-08-22 15:21:40 -05:00
bda894959b
Keeps stroke width as a function of pixels, independent of zoom level
2024-08-21 16:12:56 -05:00
d870bb29de
Fix the non-flat stroke edge case for tangents near line of sight
2024-08-21 16:12:13 -05:00
9a5386b022
Instead of passing in joint_products to stroke shader, just track joint_angles and pass in global unit normal
2024-08-21 11:59:48 -05:00
dfc5f152dd
Have border width pre-multiply by alpha, and don't use a separate texture for that border width
2024-08-20 22:03:45 -05:00
82582d08bd
Fewer parameters for stroke frag shader
2024-08-20 13:32:52 -05:00
0a313eb119
Reorganize quadratic bezier shader files
2024-08-20 12:58:34 -05:00
5eb5a11499
Don't have absolute stroke width change with frame size (at least temporarily)
2024-08-20 12:36:28 -05:00
0b2c59ac6b
More explicitly unpack v_base_normal
2024-08-19 21:45:26 -05:00
c064b11e2a
Interleave base_point and unit_normal in the same array
2024-08-19 16:50:49 -05:00
195264f079
Stop pretending to support non-winding fill in the fill shader.
...
Possibly, if we want to reintroduce it later on, it should have its own dedicated shader, and maybe a distinct Mobject type too
2024-08-19 14:37:11 -05:00
39bcead679
Clean up
2024-08-19 14:22:10 -05:00
3b5d63d2fa
Add depth shader to handle winding fill depth test.
2024-08-19 14:09:07 -05:00
24b160f9f9
Update VMobject shader wrapper
...
Use a combined VBO
Render with TRIANGLE_STRIP, and ignore every other
2024-08-19 08:05:32 -05:00
0267740bde
Change STROKE_WIDTH_CONVERSION width back to older value
2024-08-16 15:03:47 -05:00
d8edccdab4
Fix zero stroke width issue
2024-08-16 14:59:18 -05:00
04347e7876
Fix thin stroke issue for low resolutions
2024-08-15 17:11:02 -05:00
a4858918dd
Small reformatting
2024-08-08 13:59:50 -07:00
31b6affabb
Push up pointwise styling update
2024-08-08 13:56:16 -07:00
cff3bdf8d4
Remove unnecessary flat stroke option
2024-08-08 13:55:48 -07:00
9f54b85c4e
Change miter threshold to global constant
2024-08-08 13:55:25 -07:00
c345d76de0
Patch for glitches associated with non-flat stroke when tangency direction lines up with camera view
2024-08-08 11:36:28 -05:00
099aaaee43
Increase polyline factor
2024-08-07 14:46:26 -05:00
70862a068f
Don't buff out stroke width by antialias width
2024-08-07 14:46:17 -05:00
f677a02036
Allow for manually setting miter or bevel joints
2024-08-07 14:45:55 -05:00
0a43a3ff9a
Remove unnecessary stroke vert input
2024-08-07 14:10:50 -05:00
61a2b4d0da
Improve flat stroke for sharp corners with a smooth transition to miter joints
2024-08-07 10:34:47 -05:00
edb438e5e2
Further clean up to stroke shader
2024-08-06 15:45:21 -05:00
ec88673e92
Fix kink issue in flat stroke
2024-08-06 10:41:31 -05:00
a5926195ee
Clean up stroke shader
2024-08-05 15:01:02 -05:00
557819ad03
Remove pre-computation of curve points and joint products
2024-08-05 14:25:15 -05:00
f363eaa2fd
Add stand in for a ribboning effect
2024-08-05 13:37:34 -05:00
c61c18486c
Don't bevel corners on inner joints of quadratic bezier curves
2024-08-05 13:37:17 -05:00
26249c34bb
Have non-flat stroke operate based on projecting tangents
2024-08-05 09:15:06 -05:00
b3bbc31ea9
Small clean up to stroke shaders
2024-08-03 08:12:00 -05:00
aea747b6d3
Final refinements on polyline stroke implementations
2024-08-01 07:41:32 -05:00