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Flexible VR Visualisation for Volumetric and Geometric Data on the Java VM, powered by Kotlin and Vulkan.

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In VulkanNodeHelpers.kt, function UpdateInstanceBuffers, near the end of the function, the commandBuffer-call for copying a buffer -> it used the old calloc instead of a stackPush.

enhancement
confirmed
vulkan

The scenery project currently depends on gluegen+jogl (jogamp), ffmpeg (javacpp), and lwjgl, all of which have native library dependencies bundled into JAR files, which are published with classifiers for each...

**The Problem** People who work with proteins need more functionality and better interaction with said functionality. **The (not exhaustive) List of Improvements** - [ ] possibility to rotate the proteins...

When setting up a VR-Scene with a volume at an initial negative z position, the following error occurs: ``` [main] ERROR VulkanRenderer - Call to Submit pass rightEye render queue...

bug
needs-verification

At the moment, rendering especially large proteins consumes a lot of memory. This leads to issues like CI failing, for insufficient memory: ``` graphics.scenery.tests.unit.RibbonDiagramTests > numberSubProteinsTest STANDARD_ERROR [Test worker] INFO...

cleanup

Unfortunately, I have not documented the examples very well, which is now a hinderance to new users - and therefore needs to be improved.

bug
documentation

Code to reproduce: https://gist.github.com/moreApi/0fc41615bd5b346e3ade344614f66f04 ![image](https://user-images.githubusercontent.com/10872331/200862625-1b8f8824-147f-4440-8fb6-7ca76b38d81c.png)

The default sun position was influenced by local time, thus screwing with the Argos tests for the `AtmosphereExample`. This PR solves this bug by passing a fixed sun position vector...

bugfix
prague-hackathon-2024

This PR: * fixes an issue where the volume rendering would flicker whenever the BVV LUT was updated, which is quite annoying * this fix double-buffers the LUT and waits...

bugfix
prague-hackathon-2024

This PR adds light falloff to the volume sampling using the volume gradient at the first ray hit and then performs a dot product with the incoming ray direction.

prague-hackathon-2024