Hi Christoph,
Thanks for the fast answer and the fix! I wonder though, it seems
impossible to write '<' and '&' in the xml shader files. The
vtkXMLParser write an error on
parser->Parse(content.c_str());// VtkShaderRepository.cpp, line 198
If it was real xml, I would use < and &, but I can't. The parser
refuses even a single &. I know I can avoid '<' using ! >= and '&&'
using inner if, but it's not really an interesting solution. How am I
supposed to write
for (i = 0; i < gl_VerticesIn; i++) {
and
if ((xMax > gl_PositionIn[i].x && xMin < gl_PositionIn[i].x)|| ...
?
Thanks for your time.
Le 2014-08-20 07:33, Christoph Kolb a écrit :
Hi Nil,
you are right, geometry shaders are not supported by mitk yet.
I just tried to implement them but I am not sure if it works or if we
will support them in the near future:
http://bugs.mitk.org/show_bug.cgi?id=18026
Regards
Christoph
On 08/19/2014 04:15 PM, Nil Goyette wrote:
Hi all,
I tried replacing the Fragment shader in mitkShaderFiberClipping.xml
with a Geometry shader, but I haven't been able to do it. One of the
error was "Invalid scope for shader: GeometryShader", which lead me
to vtkXMLMaterial.cpp where we can see this code:
switch (shader->GetScope()) {
case vtkXMLShader::SCOPE_VERTEX:
this->Internals->VertexShaders.push_back(shader);
break;
case vtkXMLShader::SCOPE_FRAGMENT:
this->Internals->FragmentShaders.push_back(shader);
break;
default:
vtkErrorMacro("Invalid scope for shader: " << shader->GetName());
}
Is it possible that MITK doesn't accept geometry shader?
--
Logo Imeka <http://imeka.ca/> Nil Goyette, M.Sc.
www.imeka.ca <http://imeka.ca/>
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