FYI: VTK integrated this fix:
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Jan 13 2020
Dec 16 2019
Nov 25 2019
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Nov 19 2019
In T26653#188477, @kislinsk wrote:I re-enabled depth peeling support based on your pull request and also enabled depth peeling for volumes and FXAA. It works well for surfaces and volumes but totally breaks rendering of images/cross hair with opacity < 1. So this is not yet complete and I/we have to fix this before I am able to merge it.
Nov 13 2019
Pushed new branch T26653-MasterIntegrationFixes.
All remaining issues solved by @maleike. I reintroduced the rendering mode preference but instead of switching between "Standard" (default, basically equivalent to "nothing") and "Depth Peeling" it now allows to switch between "No anti-aliasing" and "Fast Approximate Anti-Aliasing (FXAA)" (default). Depth peeling is always enabled as it only kicks in if there are translucent objects in the scene and in the worst case it is preferable to have not the fasted rendering instead of having a broken rendering. The future will show if we there is really a need to additionally add quality options regarding depth peeling.
Nov 8 2019
Nov 6 2019
Also PointSets have a similar problem with opacity now.
Nov 5 2019
I re-enabled depth peeling support based on your pull request and also enabled depth peeling for volumes and FXAA. It works well for surfaces and volumes but totally breaks rendering of images/cross hair with opacity < 1. So this is not yet complete and I/we have to fix this before I am able to merge it.
Pushed new branch T26653-ReenableDepthPeeling.
Nov 4 2019
Oct 24 2019
Is this solved?
Oct 23 2019
Yes. It's the two fixes that are necessary!
We try to fix these kind of compatibility issues based on the releases/2018-04 branch or backport their fix to the releases/2018-04 branch in case it was fixed only in the master branch. But I think we actually build that branch on macOS Catalina and the two fixes that were necessary are:
Thx, for the clarification. Will there be a new release? The current one is not compatible with the actual Mac OS dev kits.
Oct 17 2019
Oct 16 2019
Sep 13 2019
Pushed new branch T19683-ShowOnlySelectedNodesSecondLevel.
Sep 9 2019
Cool! 👍🏻
Will look into this on Community Day.
Requested code changes in pull request.
Merged into releases/2018-04.
Pushed new branch T26655-GizmoFix.
Not yet working. Tree doesn't collapse only the first time.
Sep 6 2019
Yes, unfortunately the current solution only works for first level.
Sep 3 2019
I experienced a problem with that approach:
I have an image with many segmentation nodes as child nodes. If I want to hide all segmentation nodes except for one (using "show only selected node") it does not hide all other segmentation nodes because they are not on the first level.
Aug 28 2019
Aug 2 2019
If you ask for all the nodes from data storage then you get also child nodes in random order. In the previous implementation, visibility of all child nodes of widgets are set to True when the widgets node is reached. Nonetheless, child nodes visibility were afterwards set to False in the outer loop.
Now the loop is only done on nodes in the first level that contain data, therefore crosshair nodes stay always visible.
Could you elaborate on this? I don't get it: aren't we processing each single data node inside the data storage?
In Ubuntu 18.04 data storage is accessed in random order therefore the visibility of crosshair was set randomly. Fixed in branch: T19683-ShowOnlySelectedNodesCrosshairVisibility-RandomAccess.
Pushed new branch T19683-ShowOnlySelectedNodesCrosshairVisibility-RandomAccess.
Jul 30 2019
FYI: Nvidia used the new MITK extension mechanism to integrate their segmentation tools into MITK without touching the MITK source code.
https://github.com/NVIDIA/ai-assisted-annotation-client/tree/master/mitk-plugin
Jun 3 2019
Through merge conflicts.. The baserenderer argument was added in the master.
QmitkDataNodeShowSelectedNodesAction.cpp and QmitkDataNodeShowSelectedNodesAction2.cpp in Plugins/org.mitk.gui.qt.application/src/
Which 2 actions?
May 28 2019
Why are there now 2 actions? Did we miss some side effects with the base renderer?
May 10 2019
Pushed new branch T19683-ShowOnlySelectedNodesCrosshairVisibilty-baseRenderer.
Apr 26 2019
Would be good to leave the baseRenderer as an argument so that you can set the visibility of a specific node in a predefined base renderer (e.g. by using the RenderWindowManager). This is useful when using the new MultiWidget(Editor).
Pushed new branch T19683-ShowOnlySelectedNodesCrosshairVisibility.
Apr 12 2019
No, I think in 2018.04 we even do not have SimpleITK anymore. So, closing as Invalid eventhough it was valid back then.
Is this still an open topic?
Mar 29 2019
Pushed new branch T26160-PR232.
Pushed new branch T26156-PR230.
Pushed new branch T26155-PR231.
I agree that a correct window geometry restore is preferable but at least this is an improvement, so thank you!
Mar 13 2019
Sorry, this was too close to the MITK 2018.04.2 release to be considered to be part of the bugfix release.
Sorry, this was too close to the MITK 2018.04.2 release to be considered to be part of the bugfix release.
Sorry, this was too close to the MITK 2018.04.2 release to be considered to be part of the bugfix release.
Mar 12 2019
Feb 15 2019
Hi. I completely agree with your comment. I just implemented a handler to avoid a call to terminate() in my application, but the implementation is incomplete. The main problem, as you commented,, is how are we going to let know the main thread that an exception occurred in the tracking thread. There are several possibilities (it would be great to have Qt signals mechanism here), but I think that we have two main options:
Thanks for this contributions! It seems there are some open issues regarding exception handling in the NDITrackingDevice.
Merged pull request as discussed on https://sourceforge.net/p/mitk/mailman/message/36525424/
Pushed new branch T26001-Replaced_GetLastError_for_ERROR_VALUE_in_Windows.
Feb 7 2019
Nov 6 2018
Oct 31 2018
Sep 3 2018
Aug 3 2018
Jul 30 2018
May 16 2018
Thank you! I cherry-picked the fix into the alpha branch.
Pushed new branch T24781-PullRequest226.
May 2 2018
I forgot to add that it's easily visible withe the new dark theme. There's no need of special screenshot and black magic, just follow the colored lines.
I made a new PR. It's almost identical to the first but at least it's tested on the current master. It still compiles and it still work as it should.