Comments (11)
I believe shader version 410 should handle Float64, so I am not sure why you are seeing the problem.
Yeah but my shader don't support them ^^
from meshing.jl.
Adding GLTriangleFace
worked for this. I foolishly assumed that if I specified Float32 on all the other arguments it would be sufficient.
I'm one step closer to beautiful brain parcellations!!!
from meshing.jl.
Hm, seems like I'm missing some conversions for Float64
+ Triangle{Int}
meshes.
Try:
m = GeometryBasics.mesh(A,MarchingTetrahedra(1f0),origin=Point3f0(0) ,widths=Point3f0(1), pointtype=Point3f0, facetype=GLTriangle)
But this still doesn't work since the boundingbox is not finite:
julia> FRect3D(m)
GeometryBasics.HyperRectangle{3,Float32}(Float32[Inf, Inf, Inf], Float32[-Inf, -Inf, -Inf])
This must be a problem with Meshing.jl! Not sure if it's a regression from the GeometryBasic switch...
from meshing.jl.
I'll try to dig a little more but I'm not sure I'm familiar enough with these packages to figure it out in addition to the changing API.
from meshing.jl.
You could just try to switch back to the latest tag without GeometryBasics and see if the bounding box is also Inf
from meshing.jl.
This is what I get on the latest tagged release.
julia> A = rand(20,20,20);
julia> m = GLNormalMesh(A,MarchingTetrahedra(1.0),origin=Point(Float32(0),Float32(0),Float32(0)),widths=Point(Float32(1),Float32(1),Float32(1)))
HomogenousMesh(
)
julia> GeometryTypes.FRect3D(m)
HyperRectangle{3,Float32}(Float32[Inf, Inf, Inf], Float32[-Inf, -Inf, -Inf])
from meshing.jl.
Ok, so at that points its a meshing problem ;) Maybe try not random data? :D
from meshing.jl.
I get this on the latest tagged release with real data
julia> m = GLNormalMesh(A,MarchingTetrahedra(1.0),origin=Point(Float32(0),Float32(0),Float32(0)),widths=Point(Float32(1),Float32(1),Float32(1)))
HomogenousMesh(
faces: 613576xFace{3,OffsetInteger{-1,UInt32}}, vertices: 306342xPoint{3,Float32}, normals: 306342xNormal{3,Float32}, )
julia> GeometryTypes.FRect3D(m)
HyperRectangle{3,Float32}(Float32[0.2266541, 0.23978494, 0.0888582], Float32[0.5302575, 0.5390215, 0.55203134])
I'll see what it does on master now...
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Okay, it works on master but Makie.mesh(m)
still throws that big error containing
┌ Warning: shader /Users/zchristensen/.julia/packages/GLMakie/S9Zib/src/GLVisualize/assets/shader/standard.vert didn'
t compile.
│ ERROR: 0:33: No matching function for call to to_3d(dvec3)
│ ERROR: 0:34: Use of undeclared identifier 'v'
└ @ GLMakie.GLAbstraction ~/.julia/packages/GLMakie/S9Zib/src/GLAbstraction/GLShader.jl:139
Error showing value of type Scene:
ERROR: program 34 not linked. Error in:
/Users/zchristensen/.julia/packages/GLMakie/S9Zib/src/GLVisualize/assets/shader/fragment_output.frag or /Users/zchris
tensen/.julia/packages/GLMakie/S9Zib/src/GLVisualize/assets/shader/util.vert or /Users/zchristensen/.julia/packages/G
LMakie/S9Zib/src/GLVisualize/assets/shader/standard.vert or /Users/zchristensen/.julia/packages/GLMakie/S9Zib/src/GLV
isualize/assets/shader/standard.frag
ERROR: One or more attached shaders not successfully compiled
I am able to run some examples from the Makie docs using meshes, so I don't think it's an installation problem.
from meshing.jl.
That's still including Float64! You need to make sure that the mesh is using Point3f0 + GLTriangleFace
from meshing.jl.
Thanks for the report. I am actually seeing the same error, and got some fixes last night. The error I see is slightly different and my shaders are version 330. I believe shader version 410 should handle Float64, so I am not sure why you are seeing the problem.
Regardless, the conversion machinery needs to be here in a lot of cases. Caution that the API on master might change in order to fix.
from meshing.jl.
Related Issues (20)
- Gracefully handle requests for integer points HOT 1
- Isocaps HOT 2
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