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GLSL compilation failed: Incompatible types (vec4 and vec3) in assignment

Discussion in ' Shaders ' started by MariuszKowalczyk , Jan 7, 2016 .

MariuszKowalczyk

MariuszKowalczyk

I have a shader that was working fine in 5.2.1 version. Today I have updated Unity to 5.3.1 and my shader is suddenly not working anymore. To make things even more weird it's working when I run the Unity editor on Windows, it is only not working in the editor on Mac OSX. The error I get after pressing Play in the editor (the whole console is being spammed before the game pauses): GLSL compilation failed: ERROR: 0:151: Incompatible types (vec4 and vec3) in assignment (and no available implicit conversion) Click to expand...
  • Shader "Unlit/Billboard Batching" {
  • Properties {
  •       _MainTex ( "Texture Image" , 2D ) = "white" { }
  •       _Cutoff ( "Alpha cutoff" , Range ( 0 , 1 ) ) = 0.5
  •     }
  •    SubShader {
  • Tags { "QUEUE" = "AlphaTest" "IGNOREPROJECTOR" = "true" "RenderType" = "TransparentCutout" "DisableBatching" = "False" }
  • //Tags { "QUEUE"="Transparent" "IGNOREPROJECTOR"="true" "RenderType"="Transparent" "DisableBatching"="False"}
  •       Pass {
  •   Lighting Off ZWrite On
  •   ZTest Less
  •   Offset 0 , 0.15
  •   //Blend SrcAlpha OneMinusSrcAlpha
  •   //Alphatest Greater [_Cutoff]
  •          
  •          CGPROGRAM
  •           #pragma vertex vert
  •           #pragma fragment frag
  •           // User-specified uniforms          
  •          uniform sampler2D _MainTex ;
  •          uniform float _Cutoff ;
  •        
  •          uniform float _CameraAngle ;
  •           struct vertexInput {
  •             half4 vertex : POSITION ;
  •             half2 tex : TEXCOORD0 ;
  •             half2 tex2 : TEXCOORD1 ;
  •           } ;
  •           struct vertexOutput {
  •             half4 pos : SV_POSITION ;
  •             float mCenterX : TEXCOORD3 ;
  •          vertexOutput vert ( vertexInput input )
  •           {
  •             vertexOutput output ;
  •             output . tex = input . tex ;
  •             half scaleX = length ( mul ( _Object2World, half4 ( 1.0 , 0.0 , 0.0 , 0.0 ) ) ) ;
  •             half scaleY = length ( mul ( _Object2World, half4 ( 0.0 , 1.0 , 0.0 , 0.0 ) ) ) ;
  •              float4 newVertex = input . vertex ;
  •             newVertex . x = input . tex2 . x ;
  •             newVertex . y = input . tex2 . y ;
  •             //szukamy srodka obiektu
  •             half4 modelCenter = mul ( UNITY_MATRIX_MV, half4 ( input . vertex . x - newVertex . x , input . vertex . y - newVertex . y , input . vertex . z , input . vertex . w ) ) ;
  •             output . mCenterX = input . vertex . x - newVertex . x ;
  •             //ograniczamy overdraw zmiejeszajac szerokosc, a potem bilansujemy to w koordynatach textury w AudienceManager
  •             scaleX *= 0.66 ;
  •             float dist = length ( modelCenter ) ; //dystans od wierzcholka do kamery
  •             //float dist = sqrt(modelCenter.x * modelCenter.x + modelCenter.y * modelCenter.y + modelCenter.z * modelCenter.z);
  •             //float dist = sqrt(dot(modelCenter, modelCenter));
  •             //float factor = 1.0 / (dist * dist * dist * 0.00001 + 1.0);
  •             float factor = 1.0 / ( dist * dist * dist * 0.001 * 0.01 + 1.0 ) ;
  •             float factor2 = 1.0 / ( dist * dist * dist * 0.005 * 0.001 + 1.0 ) ;
  •                                  
  •             //factor = 1;
  •             //factor2 = 1;
  •             //factor = max(factor, 0.45);
  •             if ( factor < 0.45 )
  •                 factor = 0.45 ;
  •                      
  •             scaleX *= factor ;
  •             scaleY *= factor ;
  •             //factor2 = max(factor2, 0.45);
  •             if ( factor2 < 0.45 )
  •                 factor2 = 0.45 ;
  •             //factor2 = 50;
  •             float texScale = factor2 ;
  •             float texWidthHalf = 0.25 * 0.666 * 0.66 * 0.5 ;
  •             float texHeightHalf = 0.5 * 0.666 * 0.5 ;
  •             float texCenterX ;
  •             float texCenterY ;
  •             int quadNumber ;
  •             if ( newVertex . x < 0.0 )
  •             {
  •                 texCenterX = output . tex . x - texWidthHalf ;
  •                 output . tex . x = ( output . tex . x - texWidthHalf ) + ( texWidthHalf * texScale ) ;
  •             }
  •             else if ( newVertex . x > 0.0 )
  •                 texCenterX = output . tex . x + texWidthHalf ;
  •                 output . tex . x = ( output . tex . x + texWidthHalf ) - ( texWidthHalf * texScale ) ;
  •              
  •             if ( newVertex . y < 0.0 )
  •                 texCenterY = output . tex . y + texHeightHalf ;
  •                 output . tex . y = ( output . tex . y + texHeightHalf ) - ( texHeightHalf * texScale ) ;
  •             else if ( newVertex . y > 0.0 )
  •                 texCenterY = output . tex . y - texHeightHalf ;
  •                 output . tex . y = ( output . tex . y - texHeightHalf ) + ( texHeightHalf * texScale ) ;
  •             quadNumber = ( texCenterX - texWidthHalf ) / 0.25 + int ( ( 1.0 - ( texCenterY - texHeightHalf ) ) / 0.5 ) * 4 ;
  •             float baseAngle = ( _CameraAngle - quadNumber * 45 ) % 360 ;
  •             if ( baseAngle < 0.0 )
  •                 baseAngle = 360 + baseAngle ;
  •             if ( baseAngle >= 0.0 && baseAngle < 90.0 )
  •                 output . tex . x -= texWidthHalf * ( 1.0 - ( baseAngle / 90.0 ) ) * 0.350 ;
  •             else if ( baseAngle >= 90.0 && baseAngle < 180.0 )
  •                 output . tex . x += texWidthHalf * ( ( baseAngle - 90.0 ) / 90.0 ) * 0.350 ;
  •             else if ( baseAngle >= 180.0 && baseAngle < 270.0 )
  •                 output . tex . x += texWidthHalf * ( 1.0 - ( ( baseAngle - 180.0 ) / 90.0 ) ) * 0.350 ;
  •             else if ( baseAngle >= 270.0 && baseAngle < 360.0 )
  •                 output . tex . x -= texWidthHalf * ( ( baseAngle - 270.0 ) / 90.0 ) * 0.350 ;
  •                        
  •               output . pos = mul ( UNITY_MATRIX_P,
  •                              modelCenter - half4 ( newVertex . x * scaleX, - newVertex . y * scaleY, 0.0 , 0.0 ) ) ;
  •             return output ;
  •           }
  •          float4 frag ( vertexOutput input ) : COLOR
  •             //return tex2D(_MainTex, float2(input.tex.xy));
  •             fixed4 col = tex2D ( _MainTex, float2 ( input . tex . xy ) ) ;
  •             clip ( col . a - _Cutoff ) ;
  •             return col ;
  •          ENDCG
  •       }
Ok I have been able to solve this by removing: float mCenterX : TEXCOORD3; I don't need this anyway, it was there from my previous tests. Unfortunately, now I have other problem with RenderTexture and mipmaps. EDIT: the problem with mipmaps can be solved by switching Graphics API from OpenGLCore to OpenGL2 in Project Settings>Player. And my first problem can probably be solved by this too.  

unexpected error in GLSL compilation on ati 48x0

I’m trying to implement simple ward recursive raytracing on the fragment shader in GLSL with a couple of spheres.

So typically i do something like this:

raytrace(…) { … shade(…); … }
shade(…) { … // calculate refection vector raytrace(…); // calculate refraction vector and so on raytrace(…); }

This compiles and works fine, until i add the second recursive call… If i just comment out the second raytrace(…) call, i get reflected spheres with multiple rebounds (2 in this case).

I’m getting only one error in the info log:

Fragment shader(s) failed to link, vertex shader(s) failed to link. unexpected error. unexpected error.

Is there anything hardware related that would forbid multiple recursive function calls on ATI radeon 48x0 series, like, the lack of a stack implementation on shaders?

  • 为什么我在GLSL中遇到不兼容的类型错误?

标签: opengl glsl opengl-3

运行时错误为 0(9) : error C1035: assignment of incompatible types

我在Linux Mint 17.2 64位上使用NVIDIA GeForce GT 740和355.06驱动程序,内核4.1.5

创建错误的片段着色器如下:

我尝试使用.rgb代替.r / .g / .b,直接写入颜色(不使用color_tmp),并使用vec3进行颜色

以下错误也出现同样的错误:

这些着色器基于 http://www.opengl-tutorial.org/intermediate-tutorials/tutorial-11-2d-text/

编译着色器的功能如下:

  • 为什么我收到'不兼容的指针类型'警告?
  • 为什么我会得到“不兼容的指针类型”?
  • 为什么我会收到不兼容的指针类型错误?
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  • 为什么我在这里收到不兼容的指针类型警告?
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Saturday, January 28, 2017

Opengl various errors with shaders.

error c1035 assignment of incompatible types

error C7565

Error c1035, error c3008, error c3004, error c1048, program linking warning, addition of tessellation control shader and tessellation evaluation shader results in black screen, no comments:, post a comment.

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[SOLVED] Opendungeons : RTShader System generates wrong shaders

User avatar

Post by paul424 » Wed Feb 05, 2020 9:32 am

High-level program 'ac67f8fa97b37639bf05ec5ffa16a68d_VS' is not supported: 'ac67f8fa97b37639bf05ec5ffa16a68d_VS' 0(58) : error C1035: assignment of incompatible types

Code: Select all

Re: Opendungeons : RTShader System generates wrong shaders

Post by paroj » Wed Feb 05, 2020 10:50 am

Post by paul424 » Wed Feb 05, 2020 11:13 am

Post by paroj » Wed Feb 05, 2020 11:28 am

paul424 wrote: ↑ Wed Feb 05, 2020 11:13 am Thanks , very much , I tried the second solution, however I have to have nuke the current ~/materials/RTShaderLib/ and cp /usr/share/OGRE/Media/RTShaderLib to OD folder ... Is this a standard procedure for games like opendungeons,

Re: [SOLVED] Opendungeons : RTShader System generates wrong shaders

Post by paul424 » Thu Mar 26, 2020 7:22 pm

Post by paroj » Thu Mar 26, 2020 11:19 pm

Post by paul424 » Fri Mar 27, 2020 8:18 am

Post by paroj » Fri Mar 27, 2020 7:36 pm

paul424 wrote: ↑ Fri Mar 27, 2020 8:18 am Hmm seems the snap version does not contain 'ogre.cfg' , that way the game starts with the smallest resolution in the smallest window ...
paul424 wrote: ↑ Fri Mar 27, 2020 8:18 am and to completly discredit myself : FROM where I should copy over the RTShader directory when applying your patch ? ( yes me so stupdio ... )

Post by paul424 » Fri Mar 27, 2020 8:09 pm

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Psx retro shaders / Adapting Unity shaders to BGE ?

Hi everyone,

I’ve been playing with the Blender game engine for some time now, and have been wondering about something quite specific.I hope it’s the right place to talk about in-game shaders.

Long story short, I d’like to port those shaders frome Unity to Blender GLSL ;

The goal with these is to achieve a retro psx game look. Psx games have a very specific look because of the way the graphic processorcalculated polygons position ( all calculations were made with integers instead of float, hence the lack of precision), added with affine texture mapping ( ie; no perpective correction). You can find a more technical explanation here :

I have close to no knowledge in GLSL and was wondering about the feasibilty of porting those shaders, or are there other ways to achieve this ?

no, rewriting the shader in blender GLSL language is the only way to achieve it

In blender to achieve results like those shaders you don’t need GLSL. Simply put BGE into multitexture mode and you’re all set!

Other than that, porting shaders isn’t that hard, but I doubt you’ll find someone else to do it, heck, writing your own per-vertex lighting isn’t hard in GLSL. I think there may even be an example of it in the resources subforum somewhere.

Thanks for your answer sdfgeoff.

I will look into it a bit more then. Do you think the “integers instead of float” in the calculation of polygons position is doable ? Or is it too low level ?

You could do it in a vertex shader simply enough. Or you coupld simply make sure your models are build that way (eg snap vertices to the grid). The difference will only be noticable when objects move.

Okay, so I’v looked into the “vertex shader” thing and have found some interesting ressources to begin with.

Based on the examples here - bgepython.tutorialsforblender3d.com/Shader/setSampler - and here - en.wikibooks.org/wiki/GLSL_Programming/Blender/Minimal_Shader - I’ve been able to apply some simple shaders.

Now, starting with the first code snipet, I’v tried to “port” the following Unity code to GLSL :

Unity code :

Pseudo-GLSL equivalent :

But I get an error about an unexpected NEW_IDENTIFIER…Any hint ?

For reference, the original Unity code is here : github.com/dsoft20/psx_retroshader/blob/master/Assets/Shaders/psx-vertexlit.shader And the full code in BGE is here : pastebin.com/hyZLreit

delete this

Hi I also want to recreate PS1 scenes in blender… Did you solve it?

To recreate the PS1 rendering style in blender you just need:

  • This SnapToPixel function to make polygons shake
  • Disable zbuffer (it is surelly very easy)
  • Disable texture filters (also very easy)
  • Disable GLSL or set specular to 0 in every material
  • Set the render or the game resolution to 320x240

I did it! You have to use “vec4” instead of “float4”

:smiley:

-We have a “polygon jitter” shader working -I don’t think you can disable zbuffer(?)

  • Disabling mipmapping/texture filtering is easy. Just use a python script with BGE.setMipmapping(0)
  • Do not switch to Multitexture shading. It is kind of broken and not very supported. For example, light properties like intensity, color, and falloff can not be properly set (Yes, I know multi texture mode uses vertex shading instead of pixel, but the lights being broken is a reported and confirmed bug that has not yet been fixed) Instead, use GLSL mode and use a basic vertex lighting shader.
  • Rather than setting the resolution of the game to run at 320x240, I would use a render to texture with a resolution of 320x240. This way, It would work well with any monitor resolution

However, there are still two important pieces of the puzzle missing. First of all, PS1 used a special type of color dithering. I believe there is a filter in the resources section, but if I remember right it has some issues.

Second, the PS1 used affine texture projection. Here is an example of what that is: https://m.youtube.com/watch?v=5Pm8GNfquEk (This video uses the Godot engine, but I just want to demonstrate what the effect looks like for those who don’t know.) I have yet to find a way to do this in blender, but I am 99% sure it is possible with a shader.

So basically, to best replicate the PS1 aesthetic, we just need color dithering and affine texture projection (I don’t think anything can be done to disable the zbuffer)

Just wanted to post about this:

Not really - you do need to use custom shaders to get the look and feel of an early-gen 3D title. Simply using Multitexture just changes how lighting is calculated, not lowering the fidelity of how textures are fundamentally applied to a model or where its vertices are rendered.

Yes, a vertex shader would work fine. The difference when the models move (that polygon instability - that shakiness) is what people are aiming for when they want PS1-style visuals, I think.

Here’s another video to work with that shows this polygon instability.

I tested the vertex shader to make 3d scenes as rendered by a super FX chip from Super Nintendo Games:

To use the vertex shader in blender, you also have to overwrite the material properties with a fragment shader, in this script I added a basic fragment shader that uses the texture from the material, and it also uses the light source (it does not work very well).

You also have to add this at the start of the game to disable texture filters:

The jittering effect doesn’t work for me at all, I even tried opening your Super Mario FX Blender file, 0 jittering. Any tips?

I just looked at the console, it’s a mess-

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QOpenGLShader::compile(Fragment): 0:7(1): error: No precision specified in this scope for type `float' #1516

@cor-mt

cor-mt commented Jul 11, 2016

@daid

daid commented Jul 11, 2016

Sorry, something went wrong.

@daid

BagelOrb commented Jul 11, 2016

@kg1011

kg1011 commented Dec 29, 2018

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error c1035 assignment of incompatible types

stefanoribes (Member) asked a question.

  • ERROR : [ VRFC 10 - 900 ] incompatible complex type assignment [ C : /Users/ .../ axi_module_tb . sv : 190 ]
  • design_1_axi_vip_0_1_mst_t kernel_agent ;
  • kernel_agent = new ( "Kernel vip agent" , DUT . design_1_i . axi_vip_kernel . inst . IF );
  • Simulation & Verification

error c1035 assignment of incompatible types

betontalpfa (Member)

error c1035 assignment of incompatible types

florentw (AMD)

stefanoribes (Member)

781135_001_block_diagram.png

781135_001_axi_hls_module_tb.sv

error c1035 assignment of incompatible types

rayhaynes (Member)

  • I deleted the VHDL wrapper.
  • Changed the target language to Verilog.
  • Automatically generated the wrapper (this time it's in Verilog).
  • Generated output products and validated the design.
  • Started simulation.
  • ERROR : [ VRFC 10 - 51 ] axi_vip_kernel_mst_t is an unknown type [ C : /Users/ .../ axi_module_tb . sv : 145 ] ERROR : [ VRFC 10 - 2063 ] Module <design_1_wrapper> not found while processing module instance < DUT > ERROR : [ XSIM 43 - 3322 ] Static elaboration of top level Verilog design unit ( s ) in library work failed . INFO : [ USF - XSim - 69 ] 'elaborate' step finished in '1' seconds
  • [...] axi_vip_kernel : component design_1_axi_vip_0_1
  • aclk => clk_wiz_clk_out1 ,
  • aresetn => rst_clk_wiz_100M_peripheral_aresetn ( 0 ),
  • m_axi_araddr ( 31 downto 0 ) => S00_AXI_araddr_1 ( 31 downto 0 ),
  • m_axi_arburst ( 1 downto 0 ) => axi_vip_0_M_AXI_ARBURST ( 1 downto 0 ),
  • m_axi_arcache ( 3 downto 0 ) => axi_vip_0_M_AXI_ARCACHE ( 3 downto 0 ),
  • m_axi_arlen ( 7 downto 0 ) => S00_AXI_arlen_1 ( 7 downto 0 ),
  • ERROR : [ VRFC 10 - 93 ] IF is not declared under prefix inst [ C : /Users/ .../ testbench . sv : 185 ]
  • ERROR : [ VRFC 10 - 93 ] IF is not declared under prefix inst [ C : /Users/ .../ testbench . sv : 186 ]
  • ERROR : [ VRFC 10 - 93 ] IF is not declared under prefix inst [ C : /Users/ .../ testbench . sv : 187 ]
  • ps_agent = new ( "PS vip agent" , DUT . design_1_i . axi_vip_ps_ctrl . inst . IF );
  • mem_agent = new ( "DDR vip agent" , DUT . design_1_i . axi_vip_mem . inst . IF );

@stefanoribes,

Thank you for sending you project. The reson for you new issue:

ERROR: [VRFC 10-93] IF is not declared under prefix inst [C:/Users/.../ testbench.sv :185] ERROR: [VRFC 10-93] IF is not declared under prefix inst [C:/Users/.../ testbench.sv :186] ERROR: [VRFC 10-93] IF is not declared under prefix inst [C:/Users/.../ testbench.sv :187]

is because the bd name is design_1_i and not design_1

kernel_agent = new("Kernel vip agent", DUT.design_1_i.axi_vip_kernel.inst.IF); ps_agent = new("PS vip agent", DUT.design_1_i.axi_vip_ps_ctrl.inst.IF); mem_agent = new("DDR vip agent", DUT.design_1_i.axi_vip_mem.inst.IF);

@rayhaynes,

Stefano was able to solve this issue by creating a new project. I am not sure what went wrong. If you can send a full test case that could help to understand. To have less chance to have an issue:

-> make sure your project target language is Verilog and that the BD output products and wrapper are in verilog

-> make sure you have validated the BD

-> try to regenerate the output products

Kind Regards,

Hi @florentw,

If I change the name from "design_1_axi_vip_0_1_mst_t" to "axi_vip_kernel_mst_t", when I declare the agent, I get the following error:

ERROR: [VRFC 10-51] axi_vip_kernel_mst_t is an unknown type [C:/Users/.../axi_module_tb.sv:145] ERROR: [VRFC 10-2063] Module <design_1_wrapper> not found while processing module instance <DUT> ERROR: [XSIM 43-3322] Static elaboration of top level Verilog design unit(s) in library work failed. INFO: [USF-XSim-69] 'elaborate' step finished in '1' seconds

But your right, in my top design ("design_1.vhd", automatically generated) that VIP component is indeed instantiated with that name:

axi_vip_kernel: component design_1_axi_vip_0_1 port map ( aclk => clk_wiz_clk_out1, aresetn => rst_clk_wiz_100M_peripheral_aresetn(0), m_axi_araddr(31 downto 0) => S00_AXI_araddr_1(31 downto 0), m_axi_arburst(1 downto 0) => axi_vip_0_M_AXI_ARBURST(1 downto 0), m_axi_arcache(3 downto 0) => axi_vip_0_M_AXI_ARCACHE(3 downto 0), m_axi_arlen(7 downto 0) => S00_AXI_arlen_1(7 downto 0),

Thanks, best,

error c1035 assignment of incompatible types

D13g0 (Member)

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VTK multi-volume ROI not working

image

Also if I go from VTK multi-volume back to GPU ray casting, slicer crashes.

[DEBUG][Qt] 29.01.2020 13:32:04 (unknown:0) - Session start time …: 2020-01-29 13:32:04 [DEBUG][Qt] 29.01.2020 13:32:04 (unknown:0) - Slicer version …: 4.11.0-2020-01-20 (revision 28737) win-amd64 - installed release [DEBUG][Qt] 29.01.2020 13:32:04 (unknown:0) - Operating system …: Windows / Professional / (Build 9200) - 64-bit [DEBUG][Qt] 29.01.2020 13:32:04 (unknown:0) - Memory …: 130742 MB physical, 174630 MB virtual [DEBUG][Qt] 29.01.2020 13:32:04 (unknown:0) - CPU …: GenuineIntel , 12 cores, 12 logical processors [DEBUG][Qt] 29.01.2020 13:32:04 (unknown:0) - VTK configuration …: OpenGL2 rendering, TBB threading [DEBUG][Qt] 29.01.2020 13:32:04 (unknown:0) - Qt configuration …: version 5.10.1, with SSL, requested OpenGL 3.2 (compatibility profile) [DEBUG][Qt] 29.01.2020 13:32:04 (unknown:0) - Developer mode enabled …: no [DEBUG][Qt] 29.01.2020 13:32:04 (unknown:0) - Prefer executable CLI …: yes [DEBUG][Qt] 29.01.2020 13:32:04 (unknown:0) - Application path …: C:/Users/bordi/AppData/Local/NA-MIC/Slicer 4.11.0-2020-01-20/bin [DEBUG][Qt] 29.01.2020 13:32:04 (unknown:0) - Additional module paths …: C:/Users/bordi/slicerltrace/Multicore, C:/Users/bordi/AppData/Roaming/NA-MIC/Extensions-28737/SegmentEditorExtraEffects/lib/Slicer-4.11/qt-scripted-modules [DEBUG][Python] 29.01.2020 13:32:07 [Python] (C:\Users\bordi\AppData\Local\NA-MIC\Slicer 4.11.0-2020-01-20\lib\Slicer-4.11\qt-scripted-modules\SubjectHierarchyPlugins\AbstractScriptedSubjectHierarchyPlugin.py:36) - Scripted subject hierarchy plugin registered: Annotations [DEBUG][Python] 29.01.2020 13:32:07 [Python] (C:\Users\bordi\AppData\Local\NA-MIC\Slicer 4.11.0-2020-01-20\lib\Slicer-4.11\qt-scripted-modules\SubjectHierarchyPlugins\AbstractScriptedSubjectHierarchyPlugin.py:36) - Scripted subject hierarchy plugin registered: SegmentEditor [DEBUG][Python] 29.01.2020 13:32:07 [Python] (C:\Users\bordi\AppData\Local\NA-MIC\Slicer 4.11.0-2020-01-20\lib\Slicer-4.11\qt-scripted-modules\SubjectHierarchyPlugins\AbstractScriptedSubjectHierarchyPlugin.py:36) - Scripted subject hierarchy plugin registered: SegmentStatistics [DEBUG][Qt] 29.01.2020 13:32:08 (unknown:0) - Switch to module: “Welcome” [INFO][VTK] 29.01.2020 13:32:16 [vtkMRMLVolumeArchetypeStorageNode (00000195E4B6D600)] (D:\D\P\Slicer-0\Libs\MRML\Core\vtkMRMLVolumeArchetypeStorageNode.cxx:471) - Loaded volume from file: C:/Users/bordi/AppData/Local/Temp/Slicer/RemoteIO/MR-head.nrrd. Dimensions: 256x256x130. Number of components: 1. Pixel type: short. [DEBUG][Qt] 29.01.2020 13:32:16 (unknown:0) - “Volume” Reader has successfully read the file “C:/Users/bordi/AppData/Local/Temp/Slicer/RemoteIO/MR-head.nrrd” “[0.16s]” [DEBUG][Qt] 29.01.2020 13:32:23 (unknown:0) - Switch to module: “VolumeRendering” [ERROR][VTK] 29.01.2020 13:33:01 [vtkShaderProgram (00000195F03AC460)] (D:\D\P\Slicer-0-build\VTK\Rendering\OpenGL2\vtkShaderProgram.cxx:461) - 1: #version 150

========A LOT OF CODE HERE========

[ERROR][VTK] 29.01.2020 13:33:03 [vtkShaderProgram (00000195E4292220)] (D:\D\P\Slicer-0-build\VTK\Rendering\OpenGL2\vtkShaderProgram.cxx:462) - 0(816) : error C7623: implicit narrowing of type from “vec4” to “float” 0(816) : error C1103: too few parameters in function call 0(815) : error C7623: implicit narrowing of type from “vec4” to “float” 0(816) : error C1102: incompatible type for parameter #2 (“colorTF.72”) 0(815) : error C1035: assignment of incompatible types [ERROR][VTK] 29.01.2020 13:33:03 [vtkOpenGLGPUVolumeRayCastMapper (00000195E0FC9810)] (D:\D\P\Slicer-0-build\VTK\Rendering\VolumeOpenGL2\vtkOpenGLGPUVolumeRayCastMapper.cxx:2938) - Shader failed to compile

Multi-volume rendering is still experimental. Shading and clipping are not supported yet.

@pieper indicated that we need to use the multi-volume if we need to display multiple volumes: display incorrectly when two volume rendering by3D slicer 4.10.0 - #2 by pieper

When I use the GPU ray-casting, I have the same isse as in display incorrectly when two volume rendering by3D slicer 4.10.0

The top head is always showing in foreground:

image

Multi-volume rendering will allow you to intermix multiple volumes correctly. However, until its limitations (shading, cropping, and maybe a few others that we are not aware yet) are addressed, you can use workarounds including using independent volume renderers (for highly transparent volumes they may provide acceptable quality), merging multiple volumes into a single volume, and/or using model and segmentation nodes for visualization.

I’ve added an issue to track resolving of mult-volume rendering limitations: https://issues.slicer.org/view.php?id=4719

Thank you, I think it would be a great improvement for Slicer. Great job.

I would like to reopen this question to ask if VTK multi-volume ROI works now with the latest VTK version.

Related Topics

Getting this error: incompatible types in assignment of 'int' to 'char [16]'

I'm struggling to add a certain string (or char[]) to an array of struct because of the error on the top. I would appreciate it so much if I could get some help with this. The problem is on the line "channels[i].create = Serial.read();".

Serial.read returns an int, but you're trying to assign that int to an array.

Your code lacks a loop function

Ooooh I see. So could I add a loop with an index that goes from 0-25 that has 26 different values?

No, because that array has only 16 elements

Interesting...

My only issue is trying to make it work like:

an-array-of-structure-1504600972923

Do you have any tips?

I don't know what it is you're trying to do. The diagram you posted doesn't seem to relate to the code you posted.

This topic was automatically closed 180 days after the last reply. New replies are no longer allowed.

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OverTake (Formerly RaceDepartment)

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Racer v0.9.0 RC5 released

  • Thread starter Ruud
  • Start date Nov 15, 2012
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RACER Developer

  • Nov 15, 2012
  • Gearbox shift times not working properly, step from 0 > 1 clutch position over the time rather than smooth linear transition.
  • Water reflection not rendering, needs clarification on functionality.
  • Qlog discrepancies (I'll let Boomer clarify those.
  • Odd console readouts about tyre slip angles or something popping up (same goes for gearbox manual/auto setting, doesn't need to be console displayed imo)
  • PerfSDK not working as advertised, broken?
  • Multiplayer joining to IP's seems glitched, the person joining has their brake stuck on and are unable to shift
  • The Multiplayer Lobby does not let you connect, and subsequently let you host, despite the right ports being forwarded. (Anyone else experiencing this bug?)
  • The particles pop-out of existence at the end of their specified lifetime instead of fading away smoothly. It would be nice to have some better control over the fade-in and out over the lifetime of the particle since tiresmoke starts out thick and opaque then disperses and becomes more transparent over time, while gravel or dirt fades in a bit at first then eventually fades away.
  • Smoke flickers in the reflections, as though it's missing every other frame.
  • Replay bugs: No smoke effects, ghost car is left on track.
  • The starter sound plays all the way to the end of the sample instead of stopping when you let off the starter.
  • Ghost doesn't work on endless tracks.
  • track special.ini: timeline.point_to_point=1, timeline.auto_return=0 - The auto_return setting doesn't seem to work here. I have a point to point track and the car resets 3000ms (3s) after crossing the finishing line, but I don't want it to.
  • No reflection in the Racer garage when selecting a car.
  • The unsprung weight apparently applies a downforce, try making a 150kg rear axle with the front suspension lighter and the car will act as though it has high downforce when jumping off of a ramp.
  • If the wipers are set to rotate in opposite directions then the intermittent position does not rotate back and forth smoothly. It snaps back.
  • In RC5c at least, the camera bug is still evident, and on Carlswood (spline based cameras) you can often get stuck so you can't get back to the in-car camera view which is really annoying! - Courtesy of Dave

Mr Whippy

Nice work, thank you Ruud! Downloading now. Interesting about the understeer/oversteer noises. You'd think the noise was just a function of the four (or however many) tyres slip angles/ratios combined. Perhaps better to look at the state of the tyres sa/sr sum in understeer/oversteer situations and see what is different between the two? Then try make the sound system react to those variables? All good news any way! Any word on being able to add our own supplementary sounds via Onyx? Or supplementary accessible variables from Onyx > views.ini variables? Thanks Dave  

Alexander Knoll

Never give up.

hmm... all i does was to change the resolution and to fullscreen, render once off, mirror off.... Code: Thu Nov 15 17:08:42 (INFO ): [racer] --- application start --- Thu Nov 15 17:08:42 (INFO ): [racer] Racer version 0.9.0 RC5: $Revision: 3579 $ (Nov 15 2012/15:25:40) - customer: Internet (32-bits) [main.cpp:206 / main] Thu Nov 15 17:08:42 (INFO ): [racer] Hostname 'XXXXX', IP XXXXXXXXX [main.cpp:211 / main] Thu Nov 15 17:08:42 (INFO ): [racer] Render engine using Cg (3.30 NVIDIA via Cg compiler) [dgpushader.cpp:47 / DGPUShaderManager::DGPUShaderManager] Thu Nov 15 17:08:43 (INFO ): [racer] Graphics card has support for 0 groups, 0 barriers [dframelock.cpp:367 / DFrameLock::GetFunctions] Thu Nov 15 17:08:43 (INFO ): [racer] DFrameLock::SetVSync: set vsync to 0 (verify that it now is 0) [dframelock.cpp:175 / DFrameLock::SetVSync] Thu Nov 15 17:08:43 (INFO ): [racer] Physics engine: NEWTON v2.34, architecture 0 [rmanager.cpp:1475 / RManager::Create] Thu Nov 15 17:08:43 (INFO ): [racer] FMOD: modified software format is rate 44100, fmt 2, outChannels 2, inChannels 6, resampler 3, bits 16 [qsample.cpp:1415 / QSampleSetup] Thu Nov 15 17:08:43 (INFO ): [racer] Controls: main control file is 'profile1.ini' [rcontrolengine.cpp:823 / RControllerEngine::OpenConfig] Thu Nov 15 17:08:44 (INFO ): [racer] Safety changed to: SAFE [rcontrolengine.cpp:463 / RControllerEngine::StepInput] Thu Nov 15 17:09:24 (ERR ): [racer] Unreleased texture(s) exist (9 are active) [dtexture.cpp:447 / DTexture::CreateTexture] Thu Nov 15 17:09:25 (INFO ): [racer] Crash detected - attempting to recover some data before displaying the crash dialog [main.cpp:97 / crashProc] Thu Nov 15 17:09:34 (FATAL): [racer] Exception 0xC0000005, flags 0, Address 0x0058ECBC (this dialog text is stored in QLOG.txt) OS-Version: 6.1.7601 (Service Pack 1) 0x100-0x1 0x0058ECBC c:\source\trunk\dev_racer\src\libw\world.cpp (line 264): RWorld::LoadShaders() 0x0046A255 c:\source\trunk\dev_racer\src\lib\rmanager.cpp (line 1093): RManager::Create() 0x0055A63A c:\source\trunk\dev_racer\src\ui_public\menuprop.cpp (line 498): RMenuPropPage::Save() 0x0055A680 c:\source\trunk\dev_racer\src\ui_public\menuprop.cpp (line 420): RMenuPropPage::HandleEvent() 0x005595D0 c:\source\trunk\dev_racer\src\ui_public\supgfx.cpp (line 194): Do() 0x00559633 c:\source\trunk\dev_racer\src\ui_public\supgfx.cpp (line 225): rrSetupGfx() 0x00551041 c:\source\trunk\dev_racer\src\ui_public\supmain.cpp (line 135): Do() 0x005510C7 c:\source\trunk\dev_racer\src\ui_public\supmain.cpp (line 174): rrSetupMain() 0x0054A4C4 c:\source\trunk\dev_racer\src\ui_public\menu.cpp (line 1839): Do() 0x0054A66B c:\source\trunk\dev_racer\src\ui_public\menu.cpp (line 1959): RMenuRun() 0x00403AC1 c:\source\trunk\dev_racer\src\mrun.cpp (line 1937): Setup() 0x00403FD1 c:\source\trunk\dev_racer\src\mrun.cpp (line 2234): Run() 0x0040161F c:\source\trunk\dev_racer\src\main.cpp (line 271): main() 0x004016A3 c:\source\trunk\dev_racer\src\main.cpp (line 278): WinMain() 0x0059D30B f:\dd\vctools\crt_bld\self_x86\crt\src\crt0.c (line 263): __tmainCRTStartup() 0x759433AA [kernel32]: (filename not available): BaseThreadInitThunk 0x778B9EF2 [ntdll]: (filename not available): RtlInitializeExceptionChain 0x778B9EC5 [ntdll]: (filename not available): RtlInitializeExceptionChain [%s]  

Alexander Knoll said: hmm... all i does was to change the resolution and to fullscreen, render once off, mirror off.... Click to expand...

I have a problem with tyres. Watching slip ratio and under braking the tyres won't seem to go above 1.0 SR. When accelerating hard (ie, burnout) they go above 1.0 to 1.5 SR as before. The problem seems to be that when braking hard and locking my wheels they seem to generate maximum slip force, so I can brake at 1.4g slipping, or 1.4g threshold braking. Under acceleration and spinning rear wheels I can't accelerate harder than 0.4g. So it seems that under braking when the SR won't go above 1.0 (seem to hit a wall there), the tyre forces also stay too high and we brake with far too much efficiency. Cheers Dave  

Not sure what you mean, Dave. Under braking, SR should go negative. -1.0 is the max braking slip ratio, at which point the wheel stands still. With spinning at acceleration SR can grow above 1.0 (spinning at more than 100% surface speed).  

Alex Forbin

Ruud said: Not sure what you mean, Dave. Under braking, SR should go negative. -1.0 is the max braking slip ratio, at which point the wheel stands still. With spinning at acceleration SR can grow above 1.0 (spinning at more than 100% surface speed). Click to expand...

error c1035 assignment of incompatible types

  • Nov 16, 2012
Mr Whippy said: Considering I lose accelerative g's when accelerating and spinning the wheels too much, the drop-off of grip seems to be working for spinning the wheels under acceleration. But when braking it seems to be backwards? No idea how that might happen but it's a pretty fundamental inaccuracy. Dave Click to expand...
Alexander Knoll said: hmm...there is some thing wired with tracked... Click to expand...
Mr Whippy said: Hi Ruud, Sorry yes, the SR goes negative which is correct, but I'm certain it used to go above 1. However, the problem of tyres having much too much grip when slipping under braking only is still clear. Click to expand...
Alex Forbin said: Just to elaborate a bit, I think he's saying that the text on the upper-right is not showing up. Alex Forbin Click to expand...
Ruud said: Progress sofar: SR indeed goes upto -1.5 when sliding around, due to velocity reversal. With just hard braking, it sticks at -1. At that point I do see Fx (longitudinal tire force) rise above the default calculation. It's a secondary effect though, as I see the entire tire forces is pointed to -wheelVelocity (block-of-rubber force direction). The rise in force is due to extreme slip angles building up. The slip angles build up because of... Looking into that. Click to expand...
Alex Forbin said: I almost got the water shader to work but really need the right textures I think to make it work well. The waves seem VERY large (wide) and the foam texture appears to repeat at about 2m. The basic shader layout I'm using is... Code: shader_water~vf_water2 { reflect=1 fresnel { bias=0.05 scale=1.15 power=10.0 } scale=0.03 layer0 { map=water512n.tga mode=linear } layer1 { map=water512n1.tga mode=linear } layer2 { map=$water_reflection } layer3 { map=noise.tga mode=linear } layer4 { map=foam.tga mode=linear } layer5 { map=water512.tga mode=linear } ;Of course nothing for layer6 since it's reading the zbuffer } I end up with a sea of white milk. Hmmm. (oops sorry Dave ) Alex Forbin Click to expand...

The water shader is really a sea/ocean type indeed. Actually, the water displacement requires a lot of work to use a couple of noise layers. They are mimicked in C++ to be able to do water height detection. Anyway, that's another story. ;-) There's an updated (full version) at http://www.mediafire.com/file/zdn8i0kntl3h579/racer0.9.0_rc5b.7z That fixes the trackcam sequence, the braking bug and has a TrackEd with visible buttons. The braking turned out to be a small (but relevant) change in slip angle calculations; for wheel velocity, it took angular velocity*radius, instead of velocity above the road. That does not work nicely when blocking the wheel, which was what gave the big slip angle when blocking the wheels.  

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    Also if I go from VTK multi-volume back to GPU ray casting, slicer crashes. Multi-volume rendering is still experimental. Shading and clipping are not supported yet. @pieper indicated that we need to use the multi-volume if we need to display multiple volumes: display incorrectly when two volume rendering by3D slicer 4.10.0 - #2 by pieper.

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