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  1. Apr 10, 2012
    • Stuart Layton's avatar
      added check to ProjectionAxes::createFBO() such that glDeleteFramebuffers and... · 775aa5b4
      Stuart Layton authored
      added check to ProjectionAxes::createFBO() such that glDeleteFramebuffers and glDeleteRenderbuffers are only called if the FBO and RBO have already been generated. OpenGL specs indicate it is fine to call these functions on non existant handles, like on the initial creation of the texture. This wasn't a problem on linux but it was for OSX. It was causing each projection plot to share a single texture and all spikes were going to a single plot. As when the 2nd projection plot called createFBO it deleted the FBO for projection plot 1 and 3 did it for 2, resulting in a single fbo for all plots.  This should resolve most of the projection plotting issues for mac
      775aa5b4
    • Stuart Layton's avatar
      fixed mipmap generation bug for OSX. Previous versions of OpenGl wanted you to... · fac69f15
      Stuart Layton authored
      fixed mipmap generation bug for OSX. Previous versions of OpenGl wanted you to hint to generate mipmaps, OSX wants you to explicity call the function that generates them.
      fac69f15
  2. Mar 29, 2012
  3. Mar 28, 2012
  4. Mar 27, 2012
  5. Mar 26, 2012
  6. Mar 23, 2012
  7. Mar 22, 2012
  8. Mar 21, 2012
  9. Mar 20, 2012
  10. Mar 19, 2012
  11. Mar 16, 2012
  12. Mar 15, 2012
    • Stuart Layton's avatar
      The spikeviewer shows up without segfaults! That was more painful than it should have been. · 167a58d7
      Stuart Layton authored
      The SpikeDisplayNode object isn't working properly. Queueing of spikes there appeared to be what was causing the problem.
      
      I need to consider an alternative way of handling the SpikeObjects. In the past I've used a circular buffer but that has
      problems with having a set size. I can use an stl::queue but queues are not thread safe, which is something that we
      definitely need.
      
      Anyway the plots show up and dance when the viewer is turned on.  I still need to implement a Stereotrode plot and then the
      tetrode plot. I'll probably derive them from the ElectrodePlot base class instead of creating a base classs from which all
      three plot types are derived from.
      
      Finally I need to get a better handle on the setup of the OpenGLCanvas and how its sized.  How the "Magical" scroll bars work
      and how to auto place the plots.
      
      Do we force all the plots to be of the same type? Or do we mix in Electrode Plots with Tetrode Plots?  If so how do we orient them all?
      167a58d7
  13. Mar 14, 2012
  14. Mar 13, 2012
  15. Mar 12, 2012
  16. Mar 11, 2012
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