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Drishti
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Can't load volume in 2.6.5 #29

Open Raoul-Kima opened 5 years ago

Raoul-Kima commented 5 years ago

Recently I saw that drishti 2.6.5 has been released. When I try to load a volume dataset it gives me an error and closes. I've been using 2.6.4 so far, and never had this issue with that version.

Steps to reproduce:

  1. open drishti
  2. file / Load Volume / Load 1 Volume
  3. select a drishti volume file and press "open".

Here's the contents of the error message:

-------------Error----------------

WARNING: 0:37: 'assign' : implicit type conversion allowed from GLSL 1.20 
WARNING: 0:38: 'assign' : implicit type conversion allowed from GLSL 1.20 
WARNING: 0:39: 'assign' : implicit type conversion allowed from GLSL 1.20 
ERROR: 0:85: ')' : syntax error syntax error

-----------Shader---------------

1 : #extension GL_ARB_texture_rectangle : enable
2 : uniform sampler2D lutTex;
3 : uniform sampler2DRect dragTex;
4 : uniform int gridx;
5 : uniform int gridy;
6 : uniform int gridz;
7 : uniform int ncols;
8 : uniform int llod;
9 : uniform int lgridx;
10 : uniform int lgridy;
11 : uniform int lgridz;
12 : uniform int lncols;
13 : uniform bool opshader;
14 : uniform float tfSet;
15 : void main(void)
16 : {
17 :   vec2 tc = gl_TexCoord[0].xy;
18 :   int lcol = int(tc.x)/lgridx;
19 :   int lrow = int(tc.y)/lgridy;
20 :   float x = tc.x - float(lcol*lgridx);
21 :   float y = tc.y - float(lrow*lgridy);
22 :   float z = float(lrow*lncols + lcol);
23 :   vec3 pos = vec3(x,y,z);
24 :   bvec3 pless = lessThan(pos, vec3(1.5,1.5,1.5));
25 :   bvec3 pgret = greaterThan(pos, vec3(float(lgridx)-2.5,float(lgridy)-2.5,float(lgridz)-2.5));
26 :   if (any(pless) || any(pgret)) 
27 :     { gl_FragColor = vec4(0.0,0.0,0.0,0.0); return; }
28 :   float xO = x*float(llod);
29 :   float yO = y*float(llod);
30 :   float zO = z*float(llod);
31 : int alod = llod-1;
32 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0);
33 : for(int xa=-alod; xa<=alod; xa++)
34 : for(int ya=-alod; ya<=alod; ya++)
35 : for(int za=-alod; za<=alod; za++)
36 : {
37 :   float x = xO + xa;
38 :   float y = yO + ya;
39 :   float z = zO + za;
40 :   int row = int(z)/ncols;
41 :   int col = int(z) - row*ncols;
42 :   row *= gridy;
43 :   col *= gridx;
44 :   tc = vec2(float(col)+x, float(row)+y);
45 :   vec2 vg;
46 :   vg.x = texture2DRect(dragTex, tc.xy).x;
47 :   vec3 sample1, sample2;
48 :   float x1 = max(0.0, float(x-1.0));
49 :   sample1.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x;
50 :   x1 = min(float(gridx-1), float(x+1.0));
51 :   sample2.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x;
52 :   float y1 = max(0.0, float(y-1.0));
53 :   sample1.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x;
54 :   y1 = min(float(gridy-1), float(y+1.0));
55 :   sample2.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x;
56 :   int z1 = int(max(0.0, float(z-1.0)));
57 :   row = z1/ncols;
58 :   col = z1 - row*ncols;
59 :   row *= gridy;
60 :   col *= gridx;
61 :   sample1.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x;
62 :   z1 = int(min(float(gridz-1), float(z+1.0)));
63 :   row = z1/ncols;
64 :   col = z1 - row*ncols;
65 :   row *= gridy;
66 :   col *= gridx;
67 :   sample2.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x;
68 :   vg.y = distance(sample1, sample2);
69 : float val = vg.x;
70 : float grad = vg.y*0.125;
71 : vg.y = tfSet + grad;
72 :  if (opshader)
73 :    {
74 :      float alpha = texture2D(lutTex, vg.xy).a;
75 :      fcolor += vec4(val, grad, alpha, 1.0);
76 :    }
77 :  else
78 :    {
79 :      vec4 clr = texture2D(lutTex, vg.xy);
80 :      clr.rgb *= clr.a;
81 :      clr.a = step(0.01, clr.a);
82 :      fcolor += clr;
83 :    }
84 : }
85 :  gl_FragColor = fcolor/pow(2.0*(float)alod+1, 3.0);
86 : }
87 : 

The file was produced with the import tool that is distributed with 2.6.5. I verified that the same file loads without problems in 2.6.4.

I'm running windows 7 on a laptop using on board graphics (Intel HD graphics 5500).

If I can do anything else to help resolving this issuse I'd be happy to do so.

AjayLimaye commented 5 years ago

Hi Raoul, Please update the graphics driver. That should fix the problem. Cheers, Ajay

On Thu, 24 Jan. 2019, 3:45 am Raoul-Kima <notifications@github.com wrote:

Recently I saw that drishti 2.6.5 has been released. When I try to load a volume dataset it gives me an error and closes. I've been using 2.6.4 so far, and never had this issue with that version.

Steps to reproduce:

  1. open drishti
  2. file / Load Volume / Load 1 Volume
  3. select a drishti volume file. (I verified that the same file loads without problems in 2.6.4, but the file was produced with the import tool that is distributed with 2.6.5)

Here's the contents of the error message:

-------------Error----------------

WARNING: 0:37: 'assign' : implicit type conversion allowed from GLSL 1.20 WARNING: 0:38: 'assign' : implicit type conversion allowed from GLSL 1.20 WARNING: 0:39: 'assign' : implicit type conversion allowed from GLSL 1.20 ERROR: 0:85: ')' : syntax error syntax error

-----------Shader---------------

1 : #extension GL_ARB_texture_rectangle : enable 2 : uniform sampler2D lutTex; 3 : uniform sampler2DRect dragTex; 4 : uniform int gridx; 5 : uniform int gridy; 6 : uniform int gridz; 7 : uniform int ncols; 8 : uniform int llod; 9 : uniform int lgridx; 10 : uniform int lgridy; 11 : uniform int lgridz; 12 : uniform int lncols; 13 : uniform bool opshader; 14 : uniform float tfSet; 15 : void main(void) 16 : { 17 : vec2 tc = gl_TexCoord[0].xy; 18 : int lcol = int(tc.x)/lgridx; 19 : int lrow = int(tc.y)/lgridy; 20 : float x = tc.x - float(lcollgridx); 21 : float y = tc.y - float(lrowlgridy); 22 : float z = float(lrowlncols + lcol); 23 : vec3 pos = vec3(x,y,z); 24 : bvec3 pless = lessThan(pos, vec3(1.5,1.5,1.5)); 25 : bvec3 pgret = greaterThan(pos, vec3(float(lgridx)-2.5,float(lgridy)-2.5,float(lgridz)-2.5)); 26 : if (any(pless) || any(pgret)) 27 : { gl_FragColor = vec4(0.0,0.0,0.0,0.0); return; } 28 : float xO = xfloat(llod); 29 : float yO = yfloat(llod); 30 : float zO = zfloat(llod); 31 : int alod = llod-1; 32 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0); 33 : for(int xa=-alod; xa<=alod; xa++) 34 : for(int ya=-alod; ya<=alod; ya++) 35 : for(int za=-alod; za<=alod; za++) 36 : { 37 : float x = xO + xa; 38 : float y = yO + ya; 39 : float z = zO + za; 40 : int row = int(z)/ncols; 41 : int col = int(z) - rowncols; 42 : row = gridy; 43 : col = gridx; 44 : tc = vec2(float(col)+x, float(row)+y); 45 : vec2 vg; 46 : vg.x = texture2DRect(dragTex, tc.xy).x; 47 : vec3 sample1, sample2; 48 : float x1 = max(0.0, float(x-1.0)); 49 : sample1.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x; 50 : x1 = min(float(gridx-1), float(x+1.0)); 51 : sample2.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x; 52 : float y1 = max(0.0, float(y-1.0)); 53 : sample1.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x; 54 : y1 = min(float(gridy-1), float(y+1.0)); 55 : sample2.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x; 56 : int z1 = int(max(0.0, float(z-1.0))); 57 : row = z1/ncols; 58 : col = z1 - rowncols; 59 : row = gridy; 60 : col = gridx; 61 : sample1.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x; 62 : z1 = int(min(float(gridz-1), float(z+1.0))); 63 : row = z1/ncols; 64 : col = z1 - rowncols; 65 : row = gridy; 66 : col = gridx; 67 : sample2.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x; 68 : vg.y = distance(sample1, sample2); 69 : float val = vg.x; 70 : float grad = vg.y0.125; 71 : vg.y = tfSet + grad; 72 : if (opshader) 73 : { 74 : float alpha = texture2D(lutTex, vg.xy).a; 75 : fcolor += vec4(val, grad, alpha, 1.0); 76 : } 77 : else 78 : { 79 : vec4 clr = texture2D(lutTex, vg.xy); 80 : clr.rgb = clr.a; 81 : clr.a = step(0.01, clr.a); 82 : fcolor += clr; 83 : } 84 : } 85 : gl_FragColor = fcolor/pow(2.0(float)alod+1, 3.0); 86 : } 87 :

I'm running windows 7 on a laptop using on board graphics (Intel HD graphics 5500).

If I can do anything else to help resolving this issuse I'd be happy to do so.

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Raoul-Kima commented 5 years ago

Hello Ajay,

thanks for the fast response. I updated the Driver, but the Problem persists. The device manager says my driver version is now from August 2018. Since I have a Lenovo system, I did the update via the Lenovo system update program, which now sais that there are no newer drivers available. (And I did restart the Computer twice after the Install).

Best Regards, Raoul

kierdoyle commented 5 years ago

I am getting the same error message, and after updating the graphics driver the problem persists like Raoul.

Cheers, Kieran

AjayLimaye commented 5 years ago

Hi Raoul & Kieran, I will be back at work next week, will try to figure out the problem. Cheers, Ajay

On Tue, 29 Jan. 2019, 7:28 am kierdoyle <notifications@github.com wrote:

I am getting the same error message, and after updating the graphics driver the problem persists like Raoul.

Cheers, Kieran

— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/nci/drishti/issues/29#issuecomment-458288799, or mute the thread https://github.com/notifications/unsubscribe-auth/AFlarr_TBBwvWswmPvCOof7w-8LAjUweks5vH11ZgaJpZM4aPLzm .

AjayLimaye commented 5 years ago

Please try drishti.exe from here - http://sf.anu.edu.au/~acl900/drishti_perpetualbeta/2.6.5/drishti.exe Cheers, Ajay

On Tue, Jan 29, 2019 at 11:37 AM Ajay Limaye limaye.ajay@gmail.com wrote:

Hi Raoul & Kieran, I will be back at work next week, will try to figure out the problem. Cheers, Ajay

On Tue, 29 Jan. 2019, 7:28 am kierdoyle <notifications@github.com wrote:

I am getting the same error message, and after updating the graphics driver the problem persists like Raoul.

Cheers, Kieran

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Raoul-Kima commented 5 years ago

Hi Ajay,

Thanks. I tried it and, at exactly the same point, now get this error:

 -------------Error----------------

WARNING: 0:3: '' :  #version directive missing
WARNING: 0:31: 'assign' : implicit type conversion allowed from GLSL 1.20 
ERROR: 0:31: '=' :  cannot convert from 'highp float' to 'highp int'
WARNING: 0:37: 'assign' : implicit type conversion allowed from GLSL 1.20 
WARNING: 0:38: 'assign' : implicit type conversion allowed from GLSL 1.20 
WARNING: 0:39: 'assign' : implicit type conversion allowed from GLSL 1.20 

-----------Shader---------------

1 : #extension GL_ARB_texture_rectangle : enable
2 : uniform sampler2D lutTex;
3 : uniform sampler2DRect dragTex;
4 : uniform int gridx;
5 : uniform int gridy;
6 : uniform int gridz;
7 : uniform int ncols;
8 : uniform int llod;
9 : uniform int lgridx;
10 : uniform int lgridy;
11 : uniform int lgridz;
12 : uniform int lncols;
13 : uniform bool opshader;
14 : uniform float tfSet;
15 : void main(void)
16 : {
17 :   vec2 tc = gl_TexCoord[0].xy;
18 :   int lcol = int(tc.x)/lgridx;
19 :   int lrow = int(tc.y)/lgridy;
20 :   float x = tc.x - float(lcol*lgridx);
21 :   float y = tc.y - float(lrow*lgridy);
22 :   float z = float(lrow*lncols + lcol);
23 :   vec3 pos = vec3(x,y,z);
24 :   bvec3 pless = lessThan(pos, vec3(1.5,1.5,1.5));
25 :   bvec3 pgret = greaterThan(pos, vec3(float(lgridx)-2.5,float(lgridy)-2.5,float(lgridz)-2.5));
26 :   if (any(pless) || any(pgret)) 
27 :     { gl_FragColor = vec4(0.0,0.0,0.0,0.0); return; }
28 :   float xO = x*float(llod);
29 :   float yO = y*float(llod);
30 :   float zO = z*float(llod);
31 : int alod = max(1.0, float(llod)-1.0);
32 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0);
33 : for(int xa=-alod; xa<=alod; xa++)
34 : for(int ya=-alod; ya<=alod; ya++)
35 : for(int za=-alod; za<=alod; za++)
36 : {
37 :   float x = xO + xa;
38 :   float y = yO + ya;
39 :   float z = zO + za;
40 :   int row = int(z)/ncols;
41 :   int col = int(z) - row*ncols;
42 :   row *= gridy;
43 :   col *= gridx;
44 :   tc = vec2(float(col)+x, float(row)+y);
45 :   vec2 vg;
46 :   vg.x = texture2DRect(dragTex, tc.xy).x;
47 :   vec3 sample1, sample2;
48 :   float x1 = max(0.0, float(x-1.0));
49 :   sample1.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x;
50 :   x1 = min(float(gridx-1), float(x+1.0));
51 :   sample2.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x;
52 :   float y1 = max(0.0, float(y-1.0));
53 :   sample1.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x;
54 :   y1 = min(float(gridy-1), float(y+1.0));
55 :   sample2.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x;
56 :   int z1 = int(max(0.0, float(z-1.0)));
57 :   row = z1/ncols;
58 :   col = z1 - row*ncols;
59 :   row *= gridy;
60 :   col *= gridx;
61 :   sample1.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x;
62 :   z1 = int(min(float(gridz-1), float(z+1.0)));
63 :   row = z1/ncols;
64 :   col = z1 - row*ncols;
65 :   row *= gridy;
66 :   col *= gridx;
67 :   sample2.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x;
68 :   vg.y = distance(sample1, sample2);
69 : float val = vg.x;
70 : float grad = vg.y*0.125;
71 : vg.y = tfSet + grad;
72 :  if (opshader)
73 :    {
74 :      float alpha = texture2D(lutTex, vg.xy).a;
75 :      fcolor += vec4(val, grad, alpha, 1.0);
76 :    }
77 :  else
78 :    {
79 :      vec4 clr = texture2D(lutTex, vg.xy);
80 :      clr.rgb *= clr.a;
81 :      clr.a = step(0.01, clr.a);
82 :      fcolor += clr;
83 :    }
84 : }
85 :  gl_FragColor = fcolor/pow(2.0*float(alod)+1.0, 3.0);
86 : }
87 : 
AjayLimaye commented 5 years ago

Updated the shader code - Please try again http://sf.anu.edu.au/~acl900/drishti_perpetualbeta/2.6.5/drishti.exe

On Tue, Feb 5, 2019 at 4:44 AM Raoul-Kima notifications@github.com wrote:

Hi Ajay,

Thanks. I tried it and, at exactly the same point, now get this error:

-------------Error----------------

WARNING: 0:3: '' : #version directive missing WARNING: 0:31: 'assign' : implicit type conversion allowed from GLSL 1.20 ERROR: 0:31: '=' : cannot convert from 'highp float' to 'highp int' WARNING: 0:37: 'assign' : implicit type conversion allowed from GLSL 1.20 WARNING: 0:38: 'assign' : implicit type conversion allowed from GLSL 1.20 WARNING: 0:39: 'assign' : implicit type conversion allowed from GLSL 1.20

-----------Shader---------------

1 : #extension GL_ARB_texture_rectangle : enable 2 : uniform sampler2D lutTex; 3 : uniform sampler2DRect dragTex; 4 : uniform int gridx; 5 : uniform int gridy; 6 : uniform int gridz; 7 : uniform int ncols; 8 : uniform int llod; 9 : uniform int lgridx; 10 : uniform int lgridy; 11 : uniform int lgridz; 12 : uniform int lncols; 13 : uniform bool opshader; 14 : uniform float tfSet; 15 : void main(void) 16 : { 17 : vec2 tc = gl_TexCoord[0].xy; 18 : int lcol = int(tc.x)/lgridx; 19 : int lrow = int(tc.y)/lgridy; 20 : float x = tc.x - float(lcollgridx); 21 : float y = tc.y - float(lrowlgridy); 22 : float z = float(lrowlncols + lcol); 23 : vec3 pos = vec3(x,y,z); 24 : bvec3 pless = lessThan(pos, vec3(1.5,1.5,1.5)); 25 : bvec3 pgret = greaterThan(pos, vec3(float(lgridx)-2.5,float(lgridy)-2.5,float(lgridz)-2.5)); 26 : if (any(pless) || any(pgret)) 27 : { gl_FragColor = vec4(0.0,0.0,0.0,0.0); return; } 28 : float xO = xfloat(llod); 29 : float yO = yfloat(llod); 30 : float zO = zfloat(llod); 31 : int alod = max(1.0, float(llod)-1.0); 32 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0); 33 : for(int xa=-alod; xa<=alod; xa++) 34 : for(int ya=-alod; ya<=alod; ya++) 35 : for(int za=-alod; za<=alod; za++) 36 : { 37 : float x = xO + xa; 38 : float y = yO + ya; 39 : float z = zO + za; 40 : int row = int(z)/ncols; 41 : int col = int(z) - rowncols; 42 : row = gridy; 43 : col = gridx; 44 : tc = vec2(float(col)+x, float(row)+y); 45 : vec2 vg; 46 : vg.x = texture2DRect(dragTex, tc.xy).x; 47 : vec3 sample1, sample2; 48 : float x1 = max(0.0, float(x-1.0)); 49 : sample1.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x; 50 : x1 = min(float(gridx-1), float(x+1.0)); 51 : sample2.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x; 52 : float y1 = max(0.0, float(y-1.0)); 53 : sample1.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x; 54 : y1 = min(float(gridy-1), float(y+1.0)); 55 : sample2.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x; 56 : int z1 = int(max(0.0, float(z-1.0))); 57 : row = z1/ncols; 58 : col = z1 - rowncols; 59 : row = gridy; 60 : col = gridx; 61 : sample1.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x; 62 : z1 = int(min(float(gridz-1), float(z+1.0))); 63 : row = z1/ncols; 64 : col = z1 - rowncols; 65 : row = gridy; 66 : col = gridx; 67 : sample2.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x; 68 : vg.y = distance(sample1, sample2); 69 : float val = vg.x; 70 : float grad = vg.y0.125; 71 : vg.y = tfSet + grad; 72 : if (opshader) 73 : { 74 : float alpha = texture2D(lutTex, vg.xy).a; 75 : fcolor += vec4(val, grad, alpha, 1.0); 76 : } 77 : else 78 : { 79 : vec4 clr = texture2D(lutTex, vg.xy); 80 : clr.rgb = clr.a; 81 : clr.a = step(0.01, clr.a); 82 : fcolor += clr; 83 : } 84 : } 85 : gl_FragColor = fcolor/pow(2.0float(alod)+1.0, 3.0); 86 : } 87 :

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AjayLimaye commented 5 years ago

Hi Raoul, Kieran, Please check whether Drishti is being run on the discrete graphics card if you have one on your laptop. Cheers, Ajay

On Tue, Feb 5, 2019 at 11:30 AM Ajay Limaye limaye.ajay@gmail.com wrote:

Updated the shader code - Please try again http://sf.anu.edu.au/~acl900/drishti_perpetualbeta/2.6.5/drishti.exe

On Tue, Feb 5, 2019 at 4:44 AM Raoul-Kima notifications@github.com wrote:

Hi Ajay,

Thanks. I tried it and, at exactly the same point, now get this error:

-------------Error----------------

WARNING: 0:3: '' : #version directive missing WARNING: 0:31: 'assign' : implicit type conversion allowed from GLSL 1.20 ERROR: 0:31: '=' : cannot convert from 'highp float' to 'highp int' WARNING: 0:37: 'assign' : implicit type conversion allowed from GLSL 1.20 WARNING: 0:38: 'assign' : implicit type conversion allowed from GLSL 1.20 WARNING: 0:39: 'assign' : implicit type conversion allowed from GLSL 1.20

-----------Shader---------------

1 : #extension GL_ARB_texture_rectangle : enable 2 : uniform sampler2D lutTex; 3 : uniform sampler2DRect dragTex; 4 : uniform int gridx; 5 : uniform int gridy; 6 : uniform int gridz; 7 : uniform int ncols; 8 : uniform int llod; 9 : uniform int lgridx; 10 : uniform int lgridy; 11 : uniform int lgridz; 12 : uniform int lncols; 13 : uniform bool opshader; 14 : uniform float tfSet; 15 : void main(void) 16 : { 17 : vec2 tc = gl_TexCoord[0].xy; 18 : int lcol = int(tc.x)/lgridx; 19 : int lrow = int(tc.y)/lgridy; 20 : float x = tc.x - float(lcollgridx); 21 : float y = tc.y - float(lrowlgridy); 22 : float z = float(lrowlncols + lcol); 23 : vec3 pos = vec3(x,y,z); 24 : bvec3 pless = lessThan(pos, vec3(1.5,1.5,1.5)); 25 : bvec3 pgret = greaterThan(pos, vec3(float(lgridx)-2.5,float(lgridy)-2.5,float(lgridz)-2.5)); 26 : if (any(pless) || any(pgret)) 27 : { gl_FragColor = vec4(0.0,0.0,0.0,0.0); return; } 28 : float xO = xfloat(llod); 29 : float yO = yfloat(llod); 30 : float zO = zfloat(llod); 31 : int alod = max(1.0, float(llod)-1.0); 32 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0); 33 : for(int xa=-alod; xa<=alod; xa++) 34 : for(int ya=-alod; ya<=alod; ya++) 35 : for(int za=-alod; za<=alod; za++) 36 : { 37 : float x = xO + xa; 38 : float y = yO + ya; 39 : float z = zO + za; 40 : int row = int(z)/ncols; 41 : int col = int(z) - rowncols; 42 : row = gridy; 43 : col = gridx; 44 : tc = vec2(float(col)+x, float(row)+y); 45 : vec2 vg; 46 : vg.x = texture2DRect(dragTex, tc.xy).x; 47 : vec3 sample1, sample2; 48 : float x1 = max(0.0, float(x-1.0)); 49 : sample1.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x; 50 : x1 = min(float(gridx-1), float(x+1.0)); 51 : sample2.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x; 52 : float y1 = max(0.0, float(y-1.0)); 53 : sample1.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x; 54 : y1 = min(float(gridy-1), float(y+1.0)); 55 : sample2.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x; 56 : int z1 = int(max(0.0, float(z-1.0))); 57 : row = z1/ncols; 58 : col = z1 - rowncols; 59 : row = gridy; 60 : col = gridx; 61 : sample1.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x; 62 : z1 = int(min(float(gridz-1), float(z+1.0))); 63 : row = z1/ncols; 64 : col = z1 - rowncols; 65 : row = gridy; 66 : col = gridx; 67 : sample2.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x; 68 : vg.y = distance(sample1, sample2); 69 : float val = vg.x; 70 : float grad = vg.y0.125; 71 : vg.y = tfSet + grad; 72 : if (opshader) 73 : { 74 : float alpha = texture2D(lutTex, vg.xy).a; 75 : fcolor += vec4(val, grad, alpha, 1.0); 76 : } 77 : else 78 : { 79 : vec4 clr = texture2D(lutTex, vg.xy); 80 : clr.rgb = clr.a; 81 : clr.a = step(0.01, clr.a); 82 : fcolor += clr; 83 : } 84 : } 85 : gl_FragColor = fcolor/pow(2.0float(alod)+1.0, 3.0); 86 : } 87 :

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Raoul-Kima commented 5 years ago

Hi Ajay,

I only have onboard graphics (Intel HD graphics 5500). Does that answer your question? The Processor is an Intel Core i5-5200U.

With the new version still the same behaviour, here's the message:

-------------Error----------------

WARNING: 0:3: '' :  #version directive missing
WARNING: 0:22: 'assign' : implicit type conversion allowed from GLSL 1.20 
WARNING: 0:22: 'assign' : implicit type conversion allowed from GLSL 1.20 
ERROR: 0:22: '=' :  cannot convert from 'uniform highp float' to 'highp int'
WARNING: 0:26: 'assign' : implicit type conversion allowed from GLSL 1.20 
WARNING: 0:34: 'assign' : implicit type conversion allowed from GLSL 1.20 
WARNING: 0:35: 'assign' : implicit type conversion allowed from GLSL 1.20 

-----------Shader---------------

1 : #extension GL_ARB_texture_rectangle : enable
2 : uniform sampler2DRect lightTex;
3 : uniform int gridx;
4 : uniform int gridy;
5 : uniform int gridz;
6 : uniform int ncols;
7 : uniform float llod;
8 : uniform int lgridx;
9 : uniform int lgridy;
10 : uniform int lncols;
11 : void main(void)
12 : {
13 :   vec2 tc = gl_TexCoord[0].xy;
14 :   int col = int(tc.x)/gridx;
15 :   int row = int(tc.y)/gridy;
16 :   float x = tc.x - float(col*gridx);
17 :   float y = tc.y - float(row*gridy);
18 :   float z = float(row*ncols + col);
19 :   float xO = x*float(llod);
20 :   float yO = y*float(llod);
21 :   float zO = z*float(llod);
22 : int alod = llod-1;
23 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0);
24 : for(int za=-alod; za<=alod; za++)
25 : {
26 :   float z = zO + za;
27 :   int lrow = int(z)/lncols;
28 :   int lcol = int(z) - lrow*lncols;
29 :   lrow *= lgridy;
30 :   lcol *= lgridx;
31 :   for(int xa=-alod; xa<=alod; xa++)
32 :   for(int ya=-alod; ya<=alod; ya++)
33 :   {
34 :     float x = xO + xa;
35 :     float y = yO + ya;
36 :     vec2 ltc = vec2(float(lcol)+x, float(lrow)+y);
37 :     fcolor += vec4(texture2DRect(lightTex, ltc).rgb, 1.0);
38 :   }
39 : }
40 :  gl_FragColor = fcolor/pow(2.0*float(alod)+1.0, 3.0);
41 : }
42 : 

Thanks, Raoul

ZhaoSQ-CH commented 4 years ago

Hello, I also encountered the same problem

The computer configuration:lenovo ideapad 300-15isk Intel(R) HD Graphics 520。

-------------Error----------------

WARNING: 0:3: '' : #version directive missing WARNING: 0:37: 'assign' : implicit type conversion allowed from GLSL 1.20 WARNING: 0:38: 'assign' : implicit type conversion allowed from GLSL 1.20 WARNING: 0:39: 'assign' : implicit type conversion allowed from GLSL 1.20 ERROR: 0:85: ')' : syntax error syntax error

-----------Shader---------------

1 : #extension GL_ARB_texture_rectangle : enable 2 : uniform sampler2D lutTex; 3 : uniform sampler2DRect dragTex; 4 : uniform int gridx; 5 : uniform int gridy; 6 : uniform int gridz; 7 : uniform int ncols; 8 : uniform int llod; 9 : uniform int lgridx; 10 : uniform int lgridy; 11 : uniform int lgridz; 12 : uniform int lncols; 13 : uniform bool opshader; 14 : uniform float tfSet; 15 : void main(void) 16 : { 17 : vec2 tc = gl_TexCoord[0].xy; 18 : int lcol = int(tc.x)/lgridx; 19 : int lrow = int(tc.y)/lgridy; 20 : float x = tc.x - float(lcollgridx); 21 : float y = tc.y - float(lrowlgridy); 22 : float z = float(lrowlncols + lcol); 23 : vec3 pos = vec3(x,y,z); 24 : bvec3 pless = lessThan(pos, vec3(1.5,1.5,1.5)); 25 : bvec3 pgret = greaterThan(pos, vec3(float(lgridx)-2.5,float(lgridy)-2.5,float(lgridz)-2.5)); 26 : if (any(pless) || any(pgret)) 27 : { gl_FragColor = vec4(0.0,0.0,0.0,0.0); return; } 28 : float xO = xfloat(llod); 29 : float yO = yfloat(llod); 30 : float zO = zfloat(llod); 31 : int alod = llod-1; 32 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0); 33 : for(int xa=-alod; xa<=alod; xa++) 34 : for(int ya=-alod; ya<=alod; ya++) 35 : for(int za=-alod; za<=alod; za++) 36 : { 37 : float x = xO + xa; 38 : float y = yO + ya; 39 : float z = zO + za; 40 : int row = int(z)/ncols; 41 : int col = int(z) - rowncols; 42 : row = gridy; 43 : col = gridx; 44 : tc = vec2(float(col)+x, float(row)+y); 45 : vec2 vg; 46 : vg.x = texture2DRect(dragTex, tc.xy).x; 47 : vec3 sample1, sample2; 48 : float x1 = max(0.0, float(x-1.0)); 49 : sample1.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x; 50 : x1 = min(float(gridx-1), float(x+1.0)); 51 : sample2.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x; 52 : float y1 = max(0.0, float(y-1.0)); 53 : sample1.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x; 54 : y1 = min(float(gridy-1), float(y+1.0)); 55 : sample2.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x; 56 : int z1 = int(max(0.0, float(z-1.0))); 57 : row = z1/ncols; 58 : col = z1 - rowncols; 59 : row = gridy; 60 : col = gridx; 61 : sample1.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x; 62 : z1 = int(min(float(gridz-1), float(z+1.0))); 63 : row = z1/ncols; 64 : col = z1 - rowncols; 65 : row = gridy; 66 : col = gridx; 67 : sample2.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x; 68 : vg.y = distance(sample1, sample2); 69 : float val = vg.x; 70 : float grad = vg.y0.125; 71 : vg.y = tfSet + grad; 72 : if (opshader) 73 : { 74 : float alpha = texture2D(lutTex, vg.xy).a; 75 : fcolor += vec4(val, grad, alpha, 1.0); 76 : } 77 : else 78 : { 79 : vec4 clr = texture2D(lutTex, vg.xy); 80 : clr.rgb = clr.a; 81 : clr.a = step(0.01, clr.a); 82 : fcolor += clr; 83 : } 84 : } 85 : gl_FragColor = fcolor/pow(2.0(float)alod+1, 3.0); 86 : } 87 :

AjayLimaye commented 4 years ago

Hi Zhao, Please try 2.6.6 (currently beta) from https://cloudstor.aarnet.edu.au/plus/s/ykqMmmikfXxHxKC Cheers, Ajay

On Thu, Apr 9, 2020 at 3:24 PM ZhaoSQ notifications@github.com wrote:

Hello, I also encountered the same problem

The computer configuration:lenovo ideapad 300-15isk Intel(R) HD Graphics 520。

-------------Error----------------

WARNING: 0:3: '' : #version directive missing WARNING: 0:37: 'assign' : implicit type conversion allowed from GLSL 1.20 WARNING: 0:38: 'assign' : implicit type conversion allowed from GLSL 1.20 WARNING: 0:39: 'assign' : implicit type conversion allowed from GLSL 1.20 ERROR: 0:85: ')' : syntax error syntax error

-----------Shader---------------

1 : #extension GL_ARB_texture_rectangle : enable 2 : uniform sampler2D lutTex; 3 : uniform sampler2DRect dragTex; 4 : uniform int gridx; 5 : uniform int gridy; 6 : uniform int gridz; 7 : uniform int ncols; 8 : uniform int llod; 9 : uniform int lgridx; 10 : uniform int lgridy; 11 : uniform int lgridz; 12 : uniform int lncols; 13 : uniform bool opshader; 14 : uniform float tfSet; 15 : void main(void) 16 : { 17 : vec2 tc = gl_TexCoord[0].xy; 18 : int lcol = int(tc.x)/lgridx; 19 : int lrow = int(tc.y)/lgridy; 20 : float x = tc.x - float(lcol lgridx); 21 : float y = tc.y - float(lrowlgridy); 22 : float z = float(lrow

lncols + lcol); 23 : vec3 pos = vec3(x,y,z); 24 : bvec3 pless = lessThan(pos, vec3(1.5,1.5,1.5)); 25 : bvec3 pgret = greaterThan(pos, vec3(float(lgridx)-2.5,float(lgridy)-2.5,float(lgridz)-2.5)); 26 : if (any(pless) || any(pgret)) 27 : { gl_FragColor = vec4(0.0,0.0,0.0,0.0); return; } 28 : float xO = xfloat(llod); 29 : float yO = y float(llod); 30 : float zO = zfloat(llod); 31 : int alod = llod-1; 32 : vec4 fcolor = vec4(0.0,0.0,0.0,0.0); 33 : for(int xa=-alod; xa<=alod; xa++) 34 : for(int ya=-alod; ya<=alod; ya++) 35 : for(int za=-alod; za<=alod; za++) 36 : { 37 : float x = xO + xa; 38 : float y = yO + ya; 39 : float z = zO + za; 40 : int row = int(z)/ncols; 41 : int col = int(z) - rowncols; 42 : row = gridy; 43 : col

= gridx; 44 : tc = vec2(float(col)+x, float(row)+y); 45 : vec2 vg; 46 : vg.x = texture2DRect(dragTex, tc.xy).x; 47 : vec3 sample1, sample2; 48 : float x1 = max(0.0, float(x-1.0)); 49 : sample1.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x; 50 : x1 = min(float(gridx-1), float(x+1.0)); 51 : sample2.x = texture2DRect(dragTex, vec2(float(col)+x1, float(row)+y)).x; 52 : float y1 = max(0.0, float(y-1.0)); 53 : sample1.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x; 54 : y1 = min(float(gridy-1), float(y+1.0)); 55 : sample2.y = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y1)).x; 56 : int z1 = int(max(0.0, float(z-1.0))); 57 : row = z1/ncols; 58 : col = z1 - rowncols; 59 : row *= gridy; 60 : col

= gridx; 61 : sample1.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x; 62 : z1 = int(min(float(gridz-1), float(z+1.0))); 63 : row = z1/ncols; 64 : col = z1 - rowncols; 65 : row *= gridy; 66 : col

= gridx; 67 : sample2.z = texture2DRect(dragTex, vec2(float(col)+x, float(row)+y)).x; 68 : vg.y = distance(sample1, sample2); 69 : float val = vg.x; 70 : float grad = vg.y0.125; 71 : vg.y = tfSet + grad; 72 : if (opshader) 73 : { 74 : float alpha = texture2D(lutTex, vg.xy).a; 75 : fcolor += vec4(val, grad, alpha, 1.0); 76 : } 77 : else 78 : { 79 : vec4 clr = texture2D(lutTex, vg.xy); 80 : clr.rgb

= clr.a; 81 : clr.a = step(0.01, clr.a); 82 : fcolor += clr; 83 : } 84 : } 85 : gl_FragColor = fcolor/pow(2.0(float)alod+1, 3.0); 86 : } 87 :

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AjayLimaye commented 1 year ago

Hi Vincent, Please check the Texture Memory Size setting under the Preferences panel. Set it to the size of the texture memory you have on your graphics card. Default value is very low (128Mb).

In the next update, I have put in a condition to check whether the user has changed the texture memory size from default value; if not then prompt to change the value. Unfortunately, I cannot easily guess the texture memory size of the graphics card, hence the solution.

Cheers, Ajay

On Sun, Oct 30, 2022 at 10:56 PM vincentroy105 @.***> wrote:

Hi Ajay,

I've been working with Drishti for all of my master's degree, and I've worked on 2.6.2 and 2.6.3. Recently, I wanted to access this data with either 2.6.3 or even 3.0.0 and also couldn't load any pvl.nc files I created back in the days.

I've tried with my PC which is equipped with latest drivers of a GTX 1080ti and my laptop with also the latest drivers and a RTX 3060.

Thank you

— Reply to this email directly, view it on GitHub https://github.com/nci/drishti/issues/29#issuecomment-1296235238, or unsubscribe https://github.com/notifications/unsubscribe-auth/ABMVVLUD2HYKSAG5MREMSX3WFZO73ANCNFSM4GR4XTTA . You are receiving this because you commented.Message ID: @.***>

vincentroy105 commented 1 year ago

Hi Ajay,

I’m sorry, I deleted the post because I found the issue and it was a previous issue that I brought up back in the days.

It wasn’t loading because the data was on my external hard drive and I can’t get the software to have full permission there apparently, even if it’s all checked!

Putting the data directly in a public document, such as ‘Downloads’, did the trick!

Thank you.

Vincent Roy, M. Sc. Biologie [Titre : instagram - Description : icône Instagram]https://www.instagram.com/vinceender/ [Titre : LinkedIn - Description : Icône LinkedIn] https://www.linkedin.com/in/vincent-roy-34183121b/

De : AjayLimaye @.> Envoyé : 30 octobre 2022 22:50 À : nci/drishti @.> Cc : vincentroy105 @.>; Comment @.> Objet : Re: [nci/drishti] Can't load volume in 2.6.5 (#29)

Hi Vincent, Please check the Texture Memory Size setting under the Preferences panel. Set it to the size of the texture memory you have on your graphics card. Default value is very low (128Mb).

In the next update, I have put in a condition to check whether the user has changed the texture memory size from default value; if not then prompt to change the value. Unfortunately, I cannot easily guess the texture memory size of the graphics card, hence the solution.

Cheers, Ajay

On Sun, Oct 30, 2022 at 10:56 PM vincentroy105 @.***> wrote:

Hi Ajay,

I've been working with Drishti for all of my master's degree, and I've worked on 2.6.2 and 2.6.3. Recently, I wanted to access this data with either 2.6.3 or even 3.0.0 and also couldn't load any pvl.nc files I created back in the days.

I've tried with my PC which is equipped with latest drivers of a GTX 1080ti and my laptop with also the latest drivers and a RTX 3060.

Thank you

— Reply to this email directly, view it on GitHub https://github.com/nci/drishti/issues/29#issuecomment-1296235238, or unsubscribe https://github.com/notifications/unsubscribe-auth/ABMVVLUD2HYKSAG5MREMSX3WFZO73ANCNFSM4GR4XTTA . You are receiving this because you commented.Message ID: @.***>

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AjayLimaye commented 1 year ago

Cheers. Ajay

On Mon, Oct 31, 2022 at 11:38 PM vincentroy105 @.***> wrote:

Hi Ajay,

I’m sorry, I deleted the post because I found the issue and it was a previous issue that I brought up back in the days.

It wasn’t loading because the data was on my external hard drive and I can’t get the software to have full permission there apparently, even if it’s all checked!

Putting the data directly in a public document, such as ‘Downloads’, did the trick!

Thank you.

Vincent Roy, M. Sc. Biologie [Titre : instagram - Description : icône Instagram]< https://www.instagram.com/vinceender/> [Titre : LinkedIn - Description : Icône LinkedIn] https://www.linkedin.com/in/vincent-roy-34183121b/

De : AjayLimaye @.> Envoyé : 30 octobre 2022 22:50 À : nci/drishti @.> Cc : vincentroy105 @.>; Comment @.> Objet : Re: [nci/drishti] Can't load volume in 2.6.5 (#29)

Hi Vincent, Please check the Texture Memory Size setting under the Preferences panel. Set it to the size of the texture memory you have on your graphics card. Default value is very low (128Mb).

In the next update, I have put in a condition to check whether the user has changed the texture memory size from default value; if not then prompt to change the value. Unfortunately, I cannot easily guess the texture memory size of the graphics card, hence the solution.

Cheers, Ajay

On Sun, Oct 30, 2022 at 10:56 PM vincentroy105 @.***> wrote:

Hi Ajay,

I've been working with Drishti for all of my master's degree, and I've worked on 2.6.2 and 2.6.3. Recently, I wanted to access this data with either 2.6.3 or even 3.0.0 and also couldn't load any pvl.nc files I created back in the days.

I've tried with my PC which is equipped with latest drivers of a GTX 1080ti and my laptop with also the latest drivers and a RTX 3060.

Thank you

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