- Apr 04, 2012
-
-
jsiegle authored
-
- Apr 02, 2012
-
-
jsiegle authored
-
- Mar 23, 2012
- Mar 22, 2012
-
-
Stuart Layton authored
updated the generateSimulatedSpike to appropriately scale the waveforms. Instead of simply shifting the entire waveform the baseline is leftalone and the peak is scaled. Additionally the spikes are now distributed exponentially in amplitude space rather than uniformly
-
- Mar 21, 2012
-
-
Stuart Layton authored
-
Stuart Layton authored
A preliminary version of the ProjectionAxes that renders projection points using a texture instead of drawing each point. This should allow the plots to translate around the page without problem. Additionally the plot can be flagged to regenerate the texture from scratch using a circular buffer of accumulated amplitudes. This hasn't been tested yet. Additionally this code is very alpha and needs to be cleaned up and could break at any time.
-
Stuart Layton authored
-
Stuart Layton authored
-
Stuart Layton authored
-
Stuart Layton authored
Additionally I fixed a minor bug that was preventing projections from getting plotted for tetrodes this is _the_ commit before I start integrating the texture based rendering for projection plots
-
- Mar 20, 2012
-
-
jsiegle authored
-
jsiegle authored
-
jsiegle authored
-
jsiegle authored
-
jsiegle authored
-
Stuart Layton authored
switched SpikeDisplayCanvas to Stereotrode plots from TetrodePlots as I haven't figured out why the tetrodeplots aren't displaying the projection points yet
-
Stuart Layton authored
-
- Mar 19, 2012
-
-
Stuart Layton authored
Started integrating the TetrodePlot class. Oddly the projection plots aren't working although they were working in the stereotrode class, I'll have to figure that one out
-
Stuart Layton authored
updated spike plotting to show points in the projection plots, points don't persists and I haven't been able to disable anti-aliasing on the mac so those things still need to be done
-
- Mar 16, 2012
-
-
Stuart Layton authored
-
- Mar 15, 2012
-
-
Stuart Layton authored
-
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?
-
- Mar 14, 2012
-
-
Stuart Layton authored
-
Stuart Layton authored
initial checkin of the SpikePlotting directory. This will contain all of the objects used for drawing individual spikep plots
-
- Mar 13, 2012
-
-
Stuart Layton authored
-
Stuart Layton authored
Initial commit of the files needed for the SpikeDisplay. I created an SpikeObject file as well. This is how spikes will be represented in the SpikeDisplayNode and used by the SpikeViewer
-
- Mar 12, 2012
- Mar 11, 2012
- Mar 10, 2012