Classes in graphics cannot depend on classes in rendering. You can move your 
filter to hybrid. 

Utkarsh



On Oct 26, 2011, at 12:11 AM, Sohail Shafii <[email protected]> wrote:

> Hi,
> 
> I am currently trying to do some shader operations in a standard C++ filter.  
> This filter (inherits from vtkMultiBlockDataSetAlgorithm, resides in 
> VTK/Graphics) will be used to voxelize a polygonal object (basically the 
> result of the contour filter) and write the results to a 3D texture.
> 
> I tried to do the following:
> vtkXMLShader      *xmlShader      = vtkXMLShader::New(); 
>   vtkGLSLShader     *glslShader     = vtkGLSLShader::New();  
> 
> Which results in:
> Undefined symbols for architecture x86_64:
>   "vtkXMLShader::New()", referenced from:
>       vtkRepulsiveForceFieldGenerator::RequestData(vtkInformation*, 
> vtkInformationVector**, vtkInformationVector*)in 
> vtkRepulsiveForceFieldGenerator.cxx.o
>   "vtkGLSLShader::New()", referenced from:
>       vtkRepulsiveForceFieldGenerator::RequestData(vtkInformation*, 
> vtkInformationVector**, vtkInformationVector*)in 
> vtkRepulsiveForceFieldGenerator.cxx.o
> ld: symbol(s) not found for architecture x86_64
> collect2: ld returned 1 exit status
> 
> I'm going to guess that standard filters can't use code like this, and that 
> my filter should reside inside of the VTK/Rendering folder and follow the 
> examples in that folder.
> 
> Thanks,
> Sohail
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