From info-volumizer-owner@els.sgi.com Sun Jan  9 19:27:04 2005
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Date: Fri, 7 Jan 2005 11:13:16 -0500
From: Abhijit Lothe <alothe@gmail.com>
To: volumizer mailing list <info-volumizer@els.sgi.com>
Subject: [info-volumizer] multithreading with vzTMRenderAction
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Hi Praveen,
 I am building an MFC application with two windows. One window shows
the whole volume and the other shows a slice out of that volume. Both
of these volumes are managed by a single TM render action. I have a
rendering function that displayes one of these two volumes at a time
using the TM render action. Both windows have their own rendering
contexts and device contexts. And only one of the rendering contexts
is active inside the rendeirng function at any given time. The
rendering function puts the lock at the begining of its execution
thereby preventing any other thread from entering it. The lock is
released at the end of execution.
 Given this, I am now facing a problem that only one of the two
volumes is rendered correctly. The other one comes out completely
white.
I would really appreciate if you could please let me  know what can be
the problem.

I have a trace of how the execution proceeds as follows:

FULL volume window rendering begin
rendering function entered
  lock enabled
     FULL VOLUME SELECTED FOR RENDERING
     rendering using TMRenderAction start
     rendering using TMRenderAction end
  lock disabled
rendering function exited
Update Slice Equation begin
Update Slice Equation End
Post WM_PAINT message to Slice Window 
FULL volume window rendering end

Slice volume window rendering begin
rendering function entered
  lock enabled
     SLICES SELECTED FOR RENDERING
     Applying slice equation
     rendering using TMRenderAction start
     rendering using TMRenderAction end
  lock disabled
rendering function exited
Slice volume window rendering end


Regards,

Abhijit

From info-volumizer-owner@els.sgi.com Sun Jan  9 20:41:51 2005
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From: "Praveen Bhaniramka" <praveenb@sgi.com>
To: <info-volumizer@els.sgi.com>
References: <fafba5fe05010708137d9e1455@mail.gmail.com>
Subject: Re: [info-volumizer] multithreading with vzTMRenderAction
Date: Mon, 10 Jan 2005 10:03:01 +0530
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Hi Abhijit,

This (i.e. sharing a render action across multiple rendering contexts) is not 
such a good idea in general. The vzTMRenderAction assumes a 
valid GL context do to rendering but it also caches various GL objects like 
textures and shaders, internally for re-use later. The first time the volume 
is rendered, the render action creates a texture object for the volume data 
and caches the texture object internally. The next time you render the same 
volume (using slice planes), the render action re-uses the old texture 
object. But this texture object is not valid in the second context, leading 
to the result that you see there.

You can try to use wglShareLists() which allows sharing GL objects across 
contexts. See the following for more information.
http://msdn.microsoft.com/library/default.asp?url=/library/en-us/opengl/ntopnglr_6flf.asp

The best thing to do however would be to make sure that the two windows use 
the same rendering context. You could implement the rendering using a single 
rendering thread and two separate GL viewports. This would also avoids the 
context switch and all the thread synchronization issues that you are 
dealing with right now. Not sure if that works well with other things that 
you might be trying to do in your application though.

hth,
Praveen

----- Original Message ----- 
From: "Abhijit Lothe" <alothe@gmail.com>
To: "volumizer mailing list" <info-volumizer@els.sgi.com>
Sent: Friday, January 07, 2005 9:43 PM
Subject: [info-volumizer] multithreading with vzTMRenderAction


> Hi Praveen,
> I am building an MFC application with two windows. One window shows
> the whole volume and the other shows a slice out of that volume. Both
> of these volumes are managed by a single TM render action. I have a
> rendering function that displayes one of these two volumes at a time
> using the TM render action. Both windows have their own rendering
> contexts and device contexts. And only one of the rendering contexts
> is active inside the rendeirng function at any given time. The
> rendering function puts the lock at the begining of its execution
> thereby preventing any other thread from entering it. The lock is
> released at the end of execution.
> Given this, I am now facing a problem that only one of the two
> volumes is rendered correctly. The other one comes out completely
> white.
> I would really appreciate if you could please let me  know what can be
> the problem.
>
> I have a trace of how the execution proceeds as follows:
>
> FULL volume window rendering begin
> rendering function entered
>  lock enabled
>     FULL VOLUME SELECTED FOR RENDERING
>     rendering using TMRenderAction start
>     rendering using TMRenderAction end
>  lock disabled
> rendering function exited
> Update Slice Equation begin
> Update Slice Equation End
> Post WM_PAINT message to Slice Window
> FULL volume window rendering end
>
> Slice volume window rendering begin
> rendering function entered
>  lock enabled
>     SLICES SELECTED FOR RENDERING
>     Applying slice equation
>     rendering using TMRenderAction start
>     rendering using TMRenderAction end
>  lock disabled
> rendering function exited
> Slice volume window rendering end
>
>
> Regards,
>
> Abhijit 


From info-volumizer-owner@els.sgi.com Sun Jan  9 23:49:44 2005
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Date: Mon, 10 Jan 2005 02:40:17 -0500
From: Abhijit Lothe <alothe@gmail.com>
To: info-volumizer@els.sgi.com
Subject: Re: [info-volumizer] multithreading with vzTMRenderAction
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Thanks Praveen. I must use two seperate windows  for my application. I
need to try the wglShareList function. In the meanwhile, I was
thinking may be two different processes might help. But I think it
will be a costly approach. Will that work according to you? Please let
me know.
Thanks again for your time and help.
abhijit.


On Mon, 10 Jan 2005 10:03:01 +0530, Praveen Bhaniramka <praveenb@sgi.com> wrote:
> Hi Abhijit,
> 
> This (i.e. sharing a render action across multiple rendering contexts) is not
> such a good idea in general. The vzTMRenderAction assumes a
> valid GL context do to rendering but it also caches various GL objects like
> textures and shaders, internally for re-use later. The first time the volume
> is rendered, the render action creates a texture object for the volume data
> and caches the texture object internally. The next time you render the same
> volume (using slice planes), the render action re-uses the old texture
> object. But this texture object is not valid in the second context, leading
> to the result that you see there.
> 
> You can try to use wglShareLists() which allows sharing GL objects across
> contexts. See the following for more information.
> http://msdn.microsoft.com/library/default.asp?url=/library/en-us/opengl/ntopnglr_6flf.asp
> 
> The best thing to do however would be to make sure that the two windows use
> the same rendering context. You could implement the rendering using a single
> rendering thread and two separate GL viewports. This would also avoids the
> context switch and all the thread synchronization issues that you are
> dealing with right now. Not sure if that works well with other things that
> you might be trying to do in your application though.
> 
> hth,
> Praveen
> 
> ----- Original Message -----
> From: "Abhijit Lothe" <alothe@gmail.com>
> To: "volumizer mailing list" <info-volumizer@els.sgi.com>
> Sent: Friday, January 07, 2005 9:43 PM
> Subject: [info-volumizer] multithreading with vzTMRenderAction
> 
> > Hi Praveen,
> > I am building an MFC application with two windows. One window shows
> > the whole volume and the other shows a slice out of that volume. Both
> > of these volumes are managed by a single TM render action. I have a
> > rendering function that displayes one of these two volumes at a time
> > using the TM render action. Both windows have their own rendering
> > contexts and device contexts. And only one of the rendering contexts
> > is active inside the rendeirng function at any given time. The
> > rendering function puts the lock at the begining of its execution
> > thereby preventing any other thread from entering it. The lock is
> > released at the end of execution.
> > Given this, I am now facing a problem that only one of the two
> > volumes is rendered correctly. The other one comes out completely
> > white.
> > I would really appreciate if you could please let me  know what can be
> > the problem.
> >
> > I have a trace of how the execution proceeds as follows:
> >
> > FULL volume window rendering begin
> > rendering function entered
> >  lock enabled
> >     FULL VOLUME SELECTED FOR RENDERING
> >     rendering using TMRenderAction start
> >     rendering using TMRenderAction end
> >  lock disabled
> > rendering function exited
> > Update Slice Equation begin
> > Update Slice Equation End
> > Post WM_PAINT message to Slice Window
> > FULL volume window rendering end
> >
> > Slice volume window rendering begin
> > rendering function entered
> >  lock enabled
> >     SLICES SELECTED FOR RENDERING
> >     Applying slice equation
> >     rendering using TMRenderAction start
> >     rendering using TMRenderAction end
> >  lock disabled
> > rendering function exited
> > Slice volume window rendering end
> >
> >
> > Regards,
> >
> > Abhijit
> 
>

From info-volumizer-owner@els.sgi.com Sun Jan  9 23:56:46 2005
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Message-ID: <033001c4f6e9$a34cd1b0$7a5a0e86@praveenlaptop>
From: "Praveen Bhaniramka" <praveenb@sgi.com>
To: <info-volumizer@els.sgi.com>
References: <fafba5fe05010708137d9e1455@mail.gmail.com> <015e01c4f6cd$7c133a60$7a5a0e86@praveenlaptop> <fafba5fe050109234014c2446d@mail.gmail.com>
Subject: Re: [info-volumizer] multithreading with vzTMRenderAction
Date: Mon, 10 Jan 2005 13:24:33 +0530
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Abhijit,

The real issue is the use of two separate rendering contexts and not the 
threads. You anyway cannot share the same context between threads. If you 
still need to use two separate rendering windows (and hence 
threads/processes), you might be able to accomplish what you want using a 
separate render action for each window. This however would mean that each 
render action would create a separate texture object for the volume data, 
hence wasting texture memory on the graphics card. If your volume data is 
small, this might be acceptable (it rarely is the case though :-) ).

If wglShareLists works, that might be your best bet! Let me know how things 
go.

- Praveen

----- Original Message ----- 
From: "Abhijit Lothe" <alothe@gmail.com>
To: <info-volumizer@els.sgi.com>
Sent: Monday, January 10, 2005 1:10 PM
Subject: Re: [info-volumizer] multithreading with vzTMRenderAction


> Thanks Praveen. I must use two seperate windows  for my application. I
> need to try the wglShareList function. In the meanwhile, I was
> thinking may be two different processes might help. But I think it
> will be a costly approach. Will that work according to you? Please let
> me know.
> Thanks again for your time and help.
> abhijit.
>
>
> On Mon, 10 Jan 2005 10:03:01 +0530, Praveen Bhaniramka <praveenb@sgi.com> 
> wrote:
>> Hi Abhijit,
>>
>> This (i.e. sharing a render action across multiple rendering contexts) is 
>> not
>> such a good idea in general. The vzTMRenderAction assumes a
>> valid GL context do to rendering but it also caches various GL objects 
>> like
>> textures and shaders, internally for re-use later. The first time the 
>> volume
>> is rendered, the render action creates a texture object for the volume 
>> data
>> and caches the texture object internally. The next time you render the 
>> same
>> volume (using slice planes), the render action re-uses the old texture
>> object. But this texture object is not valid in the second context, 
>> leading
>> to the result that you see there.
>>
>> You can try to use wglShareLists() which allows sharing GL objects across
>> contexts. See the following for more information.
>> http://msdn.microsoft.com/library/default.asp?url=/library/en-us/opengl/ntopnglr_6flf.asp
>>
>> The best thing to do however would be to make sure that the two windows 
>> use
>> the same rendering context. You could implement the rendering using a 
>> single
>> rendering thread and two separate GL viewports. This would also avoids 
>> the
>> context switch and all the thread synchronization issues that you are
>> dealing with right now. Not sure if that works well with other things 
>> that
>> you might be trying to do in your application though.
>>
>> hth,
>> Praveen
>>
>> ----- Original Message -----
>> From: "Abhijit Lothe" <alothe@gmail.com>
>> To: "volumizer mailing list" <info-volumizer@els.sgi.com>
>> Sent: Friday, January 07, 2005 9:43 PM
>> Subject: [info-volumizer] multithreading with vzTMRenderAction
>>
>> > Hi Praveen,
>> > I am building an MFC application with two windows. One window shows
>> > the whole volume and the other shows a slice out of that volume. Both
>> > of these volumes are managed by a single TM render action. I have a
>> > rendering function that displayes one of these two volumes at a time
>> > using the TM render action. Both windows have their own rendering
>> > contexts and device contexts. And only one of the rendering contexts
>> > is active inside the rendeirng function at any given time. The
>> > rendering function puts the lock at the begining of its execution
>> > thereby preventing any other thread from entering it. The lock is
>> > released at the end of execution.
>> > Given this, I am now facing a problem that only one of the two
>> > volumes is rendered correctly. The other one comes out completely
>> > white.
>> > I would really appreciate if you could please let me  know what can be
>> > the problem.
>> >
>> > I have a trace of how the execution proceeds as follows:
>> >
>> > FULL volume window rendering begin
>> > rendering function entered
>> >  lock enabled
>> >     FULL VOLUME SELECTED FOR RENDERING
>> >     rendering using TMRenderAction start
>> >     rendering using TMRenderAction end
>> >  lock disabled
>> > rendering function exited
>> > Update Slice Equation begin
>> > Update Slice Equation End
>> > Post WM_PAINT message to Slice Window
>> > FULL volume window rendering end
>> >
>> > Slice volume window rendering begin
>> > rendering function entered
>> >  lock enabled
>> >     SLICES SELECTED FOR RENDERING
>> >     Applying slice equation
>> >     rendering using TMRenderAction start
>> >     rendering using TMRenderAction end
>> >  lock disabled
>> > rendering function exited
>> > Slice volume window rendering end
>> >
>> >
>> > Regards,
>> >
>> > Abhijit
>>
>> 


From info-volumizer-owner@els.sgi.com Mon Jan 10 19:33:59 2005
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Date: Mon, 10 Jan 2005 13:55:34 -0500
From: Abhijit Lothe <alothe@gmail.com>
To: info-volumizer@els.sgi.com
Subject: Re: [info-volumizer] multithreading with vzTMRenderAction
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Hey praveen,
 Thanks a alot . The wglShareLists did work!  Now I can see the slice
as well as the volume as I wanted. You Really saved my day!

Thanks
-Abhijit




On Mon, 10 Jan 2005 13:24:33 +0530, Praveen Bhaniramka <praveenb@sgi.com> wrote:
> Abhijit,
> 
> The real issue is the use of two separate rendering contexts and not the
> threads. You anyway cannot share the same context between threads. If you
> still need to use two separate rendering windows (and hence
> threads/processes), you might be able to accomplish what you want using a
> separate render action for each window. This however would mean that each
> render action would create a separate texture object for the volume data,
> hence wasting texture memory on the graphics card. If your volume data is
> small, this might be acceptable (it rarely is the case though :-) ).
> 
> If wglShareLists works, that might be your best bet! Let me know how things
> go.
> 
> - Praveen
> 
> ----- Original Message -----
> From: "Abhijit Lothe" <alothe@gmail.com>
> To: <info-volumizer@els.sgi.com>
> Sent: Monday, January 10, 2005 1:10 PM
> Subject: Re: [info-volumizer] multithreading with vzTMRenderAction
> 
> > Thanks Praveen. I must use two seperate windows  for my application. I
> > need to try the wglShareList function. In the meanwhile, I was
> > thinking may be two different processes might help. But I think it
> > will be a costly approach. Will that work according to you? Please let
> > me know.
> > Thanks again for your time and help.
> > abhijit.
> >
> >
> > On Mon, 10 Jan 2005 10:03:01 +0530, Praveen Bhaniramka <praveenb@sgi.com>
> > wrote:
> >> Hi Abhijit,
> >>
> >> This (i.e. sharing a render action across multiple rendering contexts) is
> >> not
> >> such a good idea in general. The vzTMRenderAction assumes a
> >> valid GL context do to rendering but it also caches various GL objects
> >> like
> >> textures and shaders, internally for re-use later. The first time the
> >> volume
> >> is rendered, the render action creates a texture object for the volume
> >> data
> >> and caches the texture object internally. The next time you render the
> >> same
> >> volume (using slice planes), the render action re-uses the old texture
> >> object. But this texture object is not valid in the second context,
> >> leading
> >> to the result that you see there.
> >>
> >> You can try to use wglShareLists() which allows sharing GL objects across
> >> contexts. See the following for more information.
> >> http://msdn.microsoft.com/library/default.asp?url=/library/en-us/opengl/ntopnglr_6flf.asp
> >>
> >> The best thing to do however would be to make sure that the two windows
> >> use
> >> the same rendering context. You could implement the rendering using a
> >> single
> >> rendering thread and two separate GL viewports. This would also avoids
> >> the
> >> context switch and all the thread synchronization issues that you are
> >> dealing with right now. Not sure if that works well with other things
> >> that
> >> you might be trying to do in your application though.
> >>
> >> hth,
> >> Praveen
> >>
> >> ----- Original Message -----
> >> From: "Abhijit Lothe" <alothe@gmail.com>
> >> To: "volumizer mailing list" <info-volumizer@els.sgi.com>
> >> Sent: Friday, January 07, 2005 9:43 PM
> >> Subject: [info-volumizer] multithreading with vzTMRenderAction
> >>
> >> > Hi Praveen,
> >> > I am building an MFC application with two windows. One window shows
> >> > the whole volume and the other shows a slice out of that volume. Both
> >> > of these volumes are managed by a single TM render action. I have a
> >> > rendering function that displayes one of these two volumes at a time
> >> > using the TM render action. Both windows have their own rendering
> >> > contexts and device contexts. And only one of the rendering contexts
> >> > is active inside the rendeirng function at any given time. The
> >> > rendering function puts the lock at the begining of its execution
> >> > thereby preventing any other thread from entering it. The lock is
> >> > released at the end of execution.
> >> > Given this, I am now facing a problem that only one of the two
> >> > volumes is rendered correctly. The other one comes out completely
> >> > white.
> >> > I would really appreciate if you could please let me  know what can be
> >> > the problem.
> >> >
> >> > I have a trace of how the execution proceeds as follows:
> >> >
> >> > FULL volume window rendering begin
> >> > rendering function entered
> >> >  lock enabled
> >> >     FULL VOLUME SELECTED FOR RENDERING
> >> >     rendering using TMRenderAction start
> >> >     rendering using TMRenderAction end
> >> >  lock disabled
> >> > rendering function exited
> >> > Update Slice Equation begin
> >> > Update Slice Equation End
> >> > Post WM_PAINT message to Slice Window
> >> > FULL volume window rendering end
> >> >
> >> > Slice volume window rendering begin
> >> > rendering function entered
> >> >  lock enabled
> >> >     SLICES SELECTED FOR RENDERING
> >> >     Applying slice equation
> >> >     rendering using TMRenderAction start
> >> >     rendering using TMRenderAction end
> >> >  lock disabled
> >> > rendering function exited
> >> > Slice volume window rendering end
> >> >
> >> >
> >> > Regards,
> >> >
> >> > Abhijit
> >>
> >>
> 
>

From info-volumizer-owner@els.sgi.com Mon Jan 10 19:33:59 2005
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From: Ivan Porro <pivan@bio.dist.unige.it>
Organization: Biolab
To: volumizer <info-volumizer@sgi.com>
X-ASG-Orig-Subj: dicom SliceTickness and volumizer 2.7
Subject: [info-volumizer] dicom SliceTickness and volumizer 2.7
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Hi

I've a problem with a custom dicom loader while setting correct volume aspect 
ratio before rendering data. 

I've some datasets with x and y pixelsize around 0.7 millimeter and slice 
thickness from 2 to 5 millimeters. I simply inform volumizer that my images 
are x_pixelsize and y_pizelsize on  x,y...but on Z?  I've tested with empiric 
values, like 0.2, 0.4, and I can find a rule of thumb but not a "scientific 
criteria" to obtain a good representation of my volumes.

Assuming axis (x,y,z), what "the hell" :-) are the aspect ratios on theese 
axis? let me say...(1,1,MagicNumber)?

thank you in advance...and, no it's a legacy software, based upon early 
versions of volumizers (1.x on O2, ported to Octane2, vz2.4, now running on a 
Fuel, vz2.7...I think it's a miracle it's still runnig), about to be 
dismissed  - after an important demo, offcourse - so I cannot rewrite the 
code using newer feature like vzdicom and similar new feature

thank you in advance
 ivan

p.s.

yes, I've planned several times to follow an english course... too much 
work :-/ Can I bag your perdon?


-- 
______________________
www.bio.dist.unige.it
+39 010 353.2789 (tel)
+39 010 353.2948 (fax)

From info-volumizer-owner@els.sgi.com Mon Jan 10 20:12:39 2005
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From: "Praveen Bhaniramka" <praveenb@sgi.com>
To: <info-volumizer@els.sgi.com>
References: <200501102016.02557.pivan@bio.dist.unige.it>
Subject: Re: [info-volumizer] dicom SliceTickness and volumizer 2.7
Date: Tue, 11 Jan 2005 09:38:47 +0530
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Hi Ivan,

I am not sure what your specific question is, but I will still try to answer 
it anyway :-)

- You can specify the (x, y, z) scale of the volume data using the 
geometryROI of the vzParameterVolumeTexture class and the offsets/dimensions 
of your geometry (probably a vzBlock).

- The correct value of z would need to be specified by the application. 
There is really no magic number that you can use AFAIK. Your DICOM loader 
should be able to get the slice thickness value from the DICOM header and 
then set the parameters mentioned above.

hth,
Praveen

P.S. We go through a lot of pain within the Volumizer source trees to 
maintain backward binary compatibility. It's good to hear that this actually 
works :-)


----- Original Message ----- 
From: "Ivan Porro" <pivan@bio.dist.unige.it>
To: "volumizer" <info-volumizer@sgi.com>
Sent: Tuesday, January 11, 2005 12:46 AM
Subject: [info-volumizer] dicom SliceTickness and volumizer 2.7


> Hi
>
> I've a problem with a custom dicom loader while setting correct volume 
> aspect
> ratio before rendering data.
>
> I've some datasets with x and y pixelsize around 0.7 millimeter and slice
> thickness from 2 to 5 millimeters. I simply inform volumizer that my 
> images
> are x_pixelsize and y_pizelsize on  x,y...but on Z?  I've tested with 
> empiric
> values, like 0.2, 0.4, and I can find a rule of thumb but not a 
> "scientific
> criteria" to obtain a good representation of my volumes.
>
> Assuming axis (x,y,z), what "the hell" :-) are the aspect ratios on theese
> axis? let me say...(1,1,MagicNumber)?
>
> thank you in advance...and, no it's a legacy software, based upon early
> versions of volumizers (1.x on O2, ported to Octane2, vz2.4, now running 
> on a
> Fuel, vz2.7...I think it's a miracle it's still runnig), about to be
> dismissed  - after an important demo, offcourse - so I cannot rewrite the
> code using newer feature like vzdicom and similar new feature
>
> thank you in advance
> ivan
>
> p.s.
>
> yes, I've planned several times to follow an english course... too much
> work :-/ Can I bag your perdon?
>
>
> -- 
> ______________________
> www.bio.dist.unige.it
> +39 010 353.2789 (tel)
> +39 010 353.2948 (fax) 


From info-volumizer-owner@els.sgi.com Thu Jan 13 06:31:08 2005
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From: Anton Koning <a.koning@erasmusmc.nl>
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Hi all,

I just installed Volumizer 2.7 on my dual Xeon workstation with Fedora
Core 2.0 (NVidia FX1000, v6629 driver). However when I try to run an 
application I'm getting spammed with the following warning:

Volumizer Warning: Operation failed
vzLUTManager::bindLUT(): attempt to bind a LUT (a0374e0) that has not
been managed

This occurs both with my own application and the basic demo application.

The frequency of the warning slows the application to a crawl, and I
must assume the LUT isn't functioning at all.

Anybody had a similar experience? Praveen, you have any idea what might 
be wrong?

Cheers,

-- 
Anton Koning Ph.D., research scientist, dept. Bioinformatics,
Erasmus Medical Center, Rotterdam, The Netherlands.



From info-volumizer-owner@els.sgi.com Thu Jan 13 06:49:13 2005
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From: "Praveen Bhaniramka" <praveenb@sgi.com>
To: <info-volumizer@els.sgi.com>
References: <41E680B0.2000007@erasmusmc.nl>
Subject: Re: [info-volumizer] Unmanaged LUT warning
Date: Thu, 13 Jan 2005 20:18:15 +0530
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Hi Anton,

Can you send me the output of 'glxinfo' on the system? It is not clear why 
the LUT is not being setup correctly.

- Praveen

----- Original Message ----- 
From: "Anton Koning" <a.koning@erasmusmc.nl>
To: <info-volumizer@sgi.com>
Sent: Thursday, January 13, 2005 7:37 PM
Subject: [info-volumizer] Unmanaged LUT warning


>
> Hi all,
>
> I just installed Volumizer 2.7 on my dual Xeon workstation with Fedora
> Core 2.0 (NVidia FX1000, v6629 driver). However when I try to run an 
> application I'm getting spammed with the following warning:
>
> Volumizer Warning: Operation failed
> vzLUTManager::bindLUT(): attempt to bind a LUT (a0374e0) that has not
> been managed
>
> This occurs both with my own application and the basic demo application.
>
> The frequency of the warning slows the application to a crawl, and I
> must assume the LUT isn't functioning at all.
>
> Anybody had a similar experience? Praveen, you have any idea what might be 
> wrong?
>
> Cheers,
>
> -- 
> Anton Koning Ph.D., research scientist, dept. Bioinformatics,
> Erasmus Medical Center, Rotterdam, The Netherlands.
>
> 


From info-volumizer-owner@els.sgi.com Sat Jan 15 23:43:20 2005
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Date: Fri, 14 Jan 2005 15:25:32 -0500
From: Ahmet Genc <agenc@jhmi.edu>
Subject: [info-volumizer] save SlicePlanes as images?
To: info-volumizer@els.sgi.com
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Hi there,

Is it possible to save any defined -using setPlaneEquation and
setSlicePlanes- SlicePlane as an image e.g. bmp, jpg or in any format?

As an alternative, that would be great if it is permissible to  access
SlicePlane matrix with a command call. 

Any feedback is appreciated.

Thanks,

Ahmet

P.S.> I am using Volumizer 2.6 

From info-volumizer-owner@els.sgi.com Wed Jan 19 21:11:51 2005
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Date: Wed, 19 Jan 2005 12:34:42 -0500
From: Abhijit Lothe <alothe@gmail.com>
To: volumizer mailing list <info-volumizer@els.sgi.com>
Subject: [info-volumizer] texture mapping query
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Hi Praveen,
I am trying to simulate the ultrasound imaging where my volume is
invisible and i see only a probe moving over the volume with the
triangular plane coming out of it. I want to map the texture in the
volume to this triangular plane. It keeps changing as i move the
triangle over the volume. I tried it by setting the slicing plane
equation but the plane is boundless and I want to cut it in the form
of triangular plane.
 I wrote the volume rendering code using 3D texturing and implemented
the above facility by mapping the texture to the triangle instead of
rendering the slices in the
front to back order.  But I want to do it with volumizer . Given this
I would like to know if  there is any way i can modify the geometry of
my volume shape to achieve the above effect. If so could you please
tell me how ? or if there is another way to do it.

Thanks,

Regards
abhijit

From info-volumizer-owner@els.sgi.com Wed Jan 19 21:11:51 2005
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From: sxkockara@ualr.edu
Subject: [info-volumizer] windows installation
To: info-volumizer@els.sgi.com
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 Hello, I'm new volumizer user. I installed volumizer from OpenGLVolumizer27.exe. I'm trying to pave my way for future use. I'm using windows and Visual C 6.0 user. 
My istallation directories are :
Visual C: "E:\Program Files\Microsoft Visual Studio\VC98\"
Volumizer: "E:\Program Files\Silicon Graphics\OpenGL Volumizer\"
Performer: "E:\Program Files\Silicon Graphics\OpenGL Performer"
VTK: "E:\vtk42"
libtiff: "E:\Program Files\GnuWin32\"
nmake and VCVARS32.BAT: "E:\Program Files\Microsoft Visual Studio\VC98\Bin"

I first try to run "simple.exe" under "E:\Program Files\Silicon Graphics\OpenGL Volumizer\bin\demos" directory, but it gave me an error "This application has failed to start because vz.dll", then I put "vz.dll" from "E:\Program Files\Silicon Graphics\OpenGL Volumizer\bin" to "E:\Program Files\Silicon Graphics\OpenGL Volumizer\bin\demos". And it gave me another dll error(libtiff3.dll). Anyway, I put all these dll's into the same directory of  "simple.exe" I run it, but do nothing.
Then tried to run "RUN_simple.bat" from the same directory. This program requested lib-tiff's directory. I wrote "E:\Program Files\GnuWin32". It asked me vtk's directory and I wrote "E:\vtk42". At last it gave me ".\simple.exe is not recognized as an internal or external command, operable program or batch code"

I feel I place myself in a dilemma. Is volumizer that much complex?  What I have to do to run a sample volumizer demo? Is there any thing I did wrong? Lastly, is there any document or web site about installation and compilation of volumizer program using Visual C 6.0? (except Volumizer's pdf docs, because they are not explanotary and so primitive.)

If I solve this problem, I'll start Visual C 6.0 compilation with sample volumizer codes. I mean I'll have certainly more qestions.

Thanks...


From info-volumizer-owner@els.sgi.com Thu Jan 20 04:31:27 2005
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From: "Praveen Bhaniramka" <praveenb@sgi.com>
To: <info-volumizer@els.sgi.com>
References: <fafba5fe05011909345d1d5add@mail.gmail.com>
Subject: Re: [info-volumizer] texture mapping query
Date: Thu, 20 Jan 2005 17:26:48 +0530
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Abhijit,

>From what I understand, you basically want to render a triangular plane 
which is moving through a 3D volume. The best way to do this is to use the 
vzPolyGeometry class interface, which allows you to provide your own draw() 
method for rendering OpenGL geometry through the 3D volume. Please see Page 
67 in the Volumizer 2.7 programming guide for discussion on this topic. A 
sample implementation is shown in the SurfaceViewer example under 
src/apps/simple/tmRenderAction. It uses the SimplePolyGeometry class under 
src/lib/loaders to render arbitrary polygonal geometry intersecting the 
volume data. The basic idea is to create your own derived class from 
vzPolyGeometry and use it as your shape's geometry.

Cheers,
Praveen

P.S. Note that the SurfaceViewer application might not work on Windows due 
to a bug in the loader code for the sgiobj format that it uses right now! 
But the example should be a good start to see how vzPolyGeometry can be used 
in an app.


----- Original Message ----- 
From: "Abhijit Lothe" <alothe@gmail.com>
To: "volumizer mailing list" <info-volumizer@els.sgi.com>
Sent: Wednesday, January 19, 2005 11:04 PM
Subject: [info-volumizer] texture mapping query


> Hi Praveen,
> I am trying to simulate the ultrasound imaging where my volume is
> invisible and i see only a probe moving over the volume with the
> triangular plane coming out of it. I want to map the texture in the
> volume to this triangular plane. It keeps changing as i move the
> triangle over the volume. I tried it by setting the slicing plane
> equation but the plane is boundless and I want to cut it in the form
> of triangular plane.
> I wrote the volume rendering code using 3D texturing and implemented
> the above facility by mapping the texture to the triangle instead of
> rendering the slices in the
> front to back order.  But I want to do it with volumizer . Given this
> I would like to know if  there is any way i can modify the geometry of
> my volume shape to achieve the above effect. If so could you please
> tell me how ? or if there is another way to do it.
>
> Thanks,
>
> Regards
> abhijit 


From info-volumizer-owner@els.sgi.com Thu Jan 20 06:31:04 2005
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From: "Praveen Bhaniramka" <praveenb@sgi.com>
To: <info-volumizer@els.sgi.com>
References: <s1e7e473.092@Cis27.hosts.jhmi.edu>
Subject: Re: [info-volumizer] save SlicePlanes as images?
Date: Thu, 20 Jan 2005 19:26:12 +0530
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Hi Ahmet,

Can you explain more clearly what you are trying to do? 

- Praveen

----- Original Message ----- 
From: "Ahmet Genc" <agenc@jhmi.edu>
To: <info-volumizer@els.sgi.com>
Sent: Saturday, January 15, 2005 1:55 AM
Subject: [info-volumizer] save SlicePlanes as images?


> Hi there,
> 
> Is it possible to save any defined -using setPlaneEquation and
> setSlicePlanes- SlicePlane as an image e.g. bmp, jpg or in any format?
> 
> As an alternative, that would be great if it is permissible to  access
> SlicePlane matrix with a command call. 
> 
> Any feedback is appreciated.
> 
> Thanks,
> 
> Ahmet
> 
> P.S.> I am using Volumizer 2.6

From info-volumizer-owner@els.sgi.com Thu Jan 20 22:45:00 2005
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From: "Praveen Bhaniramka" <praveenb@sgi.com>
To: <info-volumizer@els.sgi.com>
References: <37d122e944f5.41ee816d@ualr.edu>
Subject: Re: [info-volumizer] windows installation
Date: Fri, 21 Jan 2005 12:07:11 +0530
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Hi,

A few simple things to check -

- Do you have the appropriate run-time license at the correct location? In 
your case, it would be E:\Program Files\Silicon Graphics\OpenGL 
Volumizer\license.dat.
- Do you have the right environment variables set to allow Volumizer to find 
the license file? You can try setting the environment variable, VZROOT to 
the above path E:\Program Files\Silicon Graphics\OpenGL Volumizer. (On XP, 
use Control Panel -> System -> Advanced -> Environment Variables to add this 
value).
- What graphics hardware are you running this on?

Let me know, if you still have issues with this.

- Praveen


----- Original Message ----- 
From: <sxkockara@ualr.edu>
To: <info-volumizer@els.sgi.com>
Sent: Thursday, January 20, 2005 3:19 AM
Subject: [info-volumizer] windows installation


> Hello, I'm new volumizer user. I installed volumizer from 
> OpenGLVolumizer27.exe. I'm trying to pave my way for future use. I'm using 
> windows and Visual C 6.0 user.
> My istallation directories are :
> Visual C: "E:\Program Files\Microsoft Visual Studio\VC98\"
> Volumizer: "E:\Program Files\Silicon Graphics\OpenGL Volumizer\"
> Performer: "E:\Program Files\Silicon Graphics\OpenGL Performer"
> VTK: "E:\vtk42"
> libtiff: "E:\Program Files\GnuWin32\"
> nmake and VCVARS32.BAT: "E:\Program Files\Microsoft Visual 
> Studio\VC98\Bin"
>
> I first try to run "simple.exe" under "E:\Program Files\Silicon 
> Graphics\OpenGL Volumizer\bin\demos" directory, but it gave me an error 
> "This application has failed to start because vz.dll", then I put "vz.dll" 
> from "E:\Program Files\Silicon Graphics\OpenGL Volumizer\bin" to 
> "E:\Program Files\Silicon Graphics\OpenGL Volumizer\bin\demos". And it 
> gave me another dll error(libtiff3.dll). Anyway, I put all these dll's 
> into the same directory of  "simple.exe" I run it, but do nothing.
> Then tried to run "RUN_simple.bat" from the same directory. This program 
> requested lib-tiff's directory. I wrote "E:\Program Files\GnuWin32". It 
> asked me vtk's directory and I wrote "E:\vtk42". At last it gave me 
> ".\simple.exe is not recognized as an internal or external command, 
> operable program or batch code"
>
> I feel I place myself in a dilemma. Is volumizer that much complex?  What 
> I have to do to run a sample volumizer demo? Is there any thing I did 
> wrong? Lastly, is there any document or web site about installation and 
> compilation of volumizer program using Visual C 6.0? (except Volumizer's 
> pdf docs, because they are not explanotary and so primitive.)
>
> If I solve this problem, I'll start Visual C 6.0 compilation with sample 
> volumizer codes. I mean I'll have certainly more qestions.
>
> Thanks...
> 


From info-volumizer-owner@els.sgi.com Fri Jan 21 09:17:32 2005
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Date: Fri, 21 Jan 2005 10:39:42 -0500
From: Ahmet Genc <agenc@jhmi.edu>
Subject: Re: [info-volumizer] save SlicePlanes as images?
To: info-volumizer@els.sgi.com
Message-id: <s1f0dbf9.076@Cis27.hosts.jhmi.edu>
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Praveen,

I am trying to display long axis and short axis view of the cardiac
images using Volumizer vzSlicePlaneSet tool.

I have to let user to select two points from the displayed image in
order to get those specific views for the heart.

Any arbitrary plane can be displayed in 3d framework -with no problem
-using Volumizer. However, I need to display that prescribed plane
-using setPlaneEquation- in 2d window so that user can click on it for
determining two points for axis definition.

What I am asking also is whether it is possible to access to the raw
image data matrix -2d- of that prescribed plane.

I hope this will help for understanding my problem.

Thanks,
Ahmet  

>>> praveenb@sgi.com 01/20/05 8:56 AM >>>
Hi Ahmet,

Can you explain more clearly what you are trying to do? 

- Praveen

----- Original Message ----- 
From: "Ahmet Genc" <agenc@jhmi.edu>
To: <info-volumizer@els.sgi.com>
Sent: Saturday, January 15, 2005 1:55 AM
Subject: [info-volumizer] save SlicePlanes as images?


> Hi there,
> 
> Is it possible to save any defined -using setPlaneEquation and
> setSlicePlanes- SlicePlane as an image e.g. bmp, jpg or in any format?
> 
> As an alternative, that would be great if it is permissible to  access
> SlicePlane matrix with a command call. 
> 
> Any feedback is appreciated.
> 
> Thanks,
> 
> Ahmet
> 
> P.S.> I am using Volumizer 2.6


From info-volumizer-owner@els.sgi.com Sat Jan 22 00:47:51 2005
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Date: Fri, 21 Jan 2005 14:18:46 -0500
From: Abhijit Lothe <alothe@gmail.com>
To: info-volumizer@els.sgi.com
Subject: Re: [info-volumizer] texture mapping query
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Hi Praveen,
  I tried deriving from the vzPolyGeometry and setting it as my
vzShape's geometry using setGeometry method. Also I referred to the
example under simpleapp/tmRenderAction and set the geometry ROI for
the volume texture. I reffered to sgiobj class impletementation for
the computeBoundingBox method and the draw method and implemented
similar technique in my code. However, I am getting segmentation
fault.
I am trying to draw a texture mapped triangle from MIDDLE OF the
texture cube. I am confused about what should be the bounding box for
this and the coordinates of the triangle. I would really appreciate if
you could throw some light on how to compute the bounding box and what
should be the coordinates of the triangle.

The trace is as follows:

Initializing debug Level to: 10
Volumizer (3): ================================================
Volumizer (3): Checking for 'volumizer_windows' license
Volumizer (1): ================================================
Volumizer (1): =             OpenGL Volumizer 2.7             =
Volumizer (1): =                 FULL EDITION                 =
Volumizer (1): ================================================
Volumizer MR 2.7, Build #1 (Date: Jul 15 2004 09:29)

Volumizer (2): TIFFLoader::loadBrick(): Position = (0, 0, 0), Size =
(128, 128, 38). File = (128, 128, 38)
Data dimensions 128     128     38
Volumizer (4): Object 5abc90 ref() -> Ref count = 2
Volumizer (4): Object 5abc90 unref() -> Ref count = 1
Volumizer (4): Object 5ac418 ref() -> Ref count = 2
Volumizer (4): Object 5abaa0 unref() -> Ref count = 0
Volumizer (4): Object 5abaa0 ref() -> Ref count = 2
Volumizer (4): Object 5abd00 ref() -> Ref count = 2
Volumizer (4): Object 5abe30 ref() -> Ref count = 2
Volumizer (4): Object 5abaa0 unref() -> Ref count = 1
Volumizer (4): Object 5abe30 unref() -> Ref count = 1
Volumizer (4): Object 5abaa0 unref() -> Ref count = 0
Volumizer (4): Object 5abd00 unref() -> Ref count = 1
Volumizer (2): NULL WGLContext. Creating dummy context!!!
Volumizer (5): Client attribute stack maximum depth = 16
Volumizer (4): Vendor string = ATI Technologies Inc.
Volumizer (4): Renderer string = Fire GL 8x00/Fire GL E1 DDR Pentium 4 (SSE2)
Volumizer (2): FireGL graphics
Volumizer (5): vzPlatformInfo::vzPlatformInfo(): ARBImaging = no
Volumizer (5): vzPlatformInfo::vzPlatformInfo(): ARBFragmentProgram = no
Volumizer (5): vzPlatformInfo::vzPlatformInfo(): ARBVertexProgram = no
Volumizer (5): vzPlatformInfo::vzPlatformInfo(): ATIFragmentShader = yes
Volumizer (6): vzPlatformInfo::vzPlatformInfo(): ATIVertexArrayObject = yes
Volumizer (6): vzPlatformInfo::vzPlatformInfo(): ATIElementArray = yes
Volumizer (6): vzPlatformInfo::vzPlatformInfo(): ATIVertexAttribArrayObject = no
Volumizer (5): vzPlatformInfo::vzPlatformInfo(): SGITextureColorTable = no
Volumizer (5): vzPlatformInfo::vzPlatformInfo(): SGIColorMatrix = no
Volumizer (5): glColorTable not supported on this graphics system
Volumizer (5): glBlendEquation not supported on this graphics system
Volumizer (3): TMFragmentShader::TMFragmentShader():
GL_ATI_fragment_shader supported
Volumizer (3): TMFragmentShader::TMFragmentShader(): NULL Proc
addresses for GL_ARB_fragment_program entry points
Volumizer (3): vzRenderAction::manage : Number of shapes currently managed = 0
Volumizer (3): Shape 5abed0 has 1 volume textures
Volumizer (3): Total size for all the textures = 1048576, maximum
texture memory = 134217728
Volumizer (4): Object 5abed0 ref() -> Ref count = 2
Volumizer (4): Object 5abd00 ref() -> Ref count = 2
Volumizer (4): Object 5abc90 ref() -> Ref count = 2
Volumizer (4): Object 5ac418 ref() -> Ref count = 3
Volumizer (6): initTextureObject():Calling createTextureObject. Object
= 5afbc8, DataPtr = 8920020, Texture = 5ac418, Dimensions = (128, 128,
64)
Volumizer (5): Executing slow path for texture download!
Volumizer (5): glTexImage3d called for (128, 128, 38) texture, object
dims (128, 128, 64), ID = 1
Volumizer (5): vzTMRenderAction: Total texture memory consumed: 1048576


Thanks

Abhijit



On Thu, 20 Jan 2005 17:26:48 +0530, Praveen Bhaniramka <praveenb@sgi.com> wrote:
> Abhijit,
> 
> From what I understand, you basically want to render a triangular plane
> which is moving through a 3D volume. The best way to do this is to use the
> vzPolyGeometry class interface, which allows you to provide your own draw()
> method for rendering OpenGL geometry through the 3D volume. Please see Page
> 67 in the Volumizer 2.7 programming guide for discussion on this topic. A
> sample implementation is shown in the SurfaceViewer example under
> src/apps/simple/tmRenderAction. It uses the SimplePolyGeometry class under
> src/lib/loaders to render arbitrary polygonal geometry intersecting the
> volume data. The basic idea is to create your own derived class from
> vzPolyGeometry and use it as your shape's geometry.
> 
> Cheers,
> Praveen
> 
> P.S. Note that the SurfaceViewer application might not work on Windows due
> to a bug in the loader code for the sgiobj format that it uses right now!
> But the example should be a good start to see how vzPolyGeometry can be used
> in an app.
> 
> 
> ----- Original Message -----
> From: "Abhijit Lothe" <alothe@gmail.com>
> To: "volumizer mailing list" <info-volumizer@els.sgi.com>
> Sent: Wednesday, January 19, 2005 11:04 PM
> Subject: [info-volumizer] texture mapping query
> 
> > Hi Praveen,
> > I am trying to simulate the ultrasound imaging where my volume is
> > invisible and i see only a probe moving over the volume with the
> > triangular plane coming out of it. I want to map the texture in the
> > volume to this triangular plane. It keeps changing as i move the
> > triangle over the volume. I tried it by setting the slicing plane
> > equation but the plane is boundless and I want to cut it in the form
> > of triangular plane.
> > I wrote the volume rendering code using 3D texturing and implemented
> > the above facility by mapping the texture to the triangle instead of
> > rendering the slices in the
> > front to back order.  But I want to do it with volumizer . Given this
> > I would like to know if  there is any way i can modify the geometry of
> > my volume shape to achieve the above effect. If so could you please
> > tell me how ? or if there is another way to do it.
> >
> > Thanks,
> >
> > Regards
> > abhijit
> 
>

From info-volumizer-owner@els.sgi.com Sat Jan 22 06:25:48 2005
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Message-ID: <41F2FB0B.1040407@sgi.com>
Date: Sat, 22 Jan 2005 17:16:59 -0800
From: Vaibhav Saxena <vaibhav@sgi.com>
Organization: SGI
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Subject: Re: [info-volumizer] windows installation
References: <37d122e944f5.41ee816d@ualr.edu> <01be01c4ff83$a6d08aa0$545a0e86@praveenlaptop>
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Just to add couple of things to this checklist.

> A few simple things to check -
>
> - Do you have the appropriate run-time license at the correct 
> location? In your case, it would be E:\Program Files\Silicon 
> Graphics\OpenGL Volumizer\license.dat.
> - Do you have the right environment variables set to allow Volumizer 
> to find the license file? You can try setting the environment 
> variable, VZROOT to the above path E:\Program Files\Silicon 
> Graphics\OpenGL Volumizer. (On XP, use Control Panel -> System -> 
> Advanced -> Environment Variables to add this value).
> - What graphics hardware are you running this on?
>
After checking the above list, try running  start->All Programs->SGI 
OpenGL Volumizer->Simple test application (On XP)
This script will automatically ask you whatever paths it needs.   

Sometimes we have also seen some issues when multiple users are logged 
on to the windows. If there are multiple users on your windows
machine, make sure you are the only one currently logged on.

BTW, We will be adding couple of things with Volumizer 2.8 release  ( to 
be come out soon) on Windows compilation and installation.

- Vaibhav


>
>
> ----- Original Message ----- From: <sxkockara@ualr.edu>
> To: <info-volumizer@els.sgi.com>
> Sent: Thursday, January 20, 2005 3:19 AM
> Subject: [info-volumizer] windows installation
>
>
>> Hello, I'm new volumizer user. I installed volumizer from 
>> OpenGLVolumizer27.exe. I'm trying to pave my way for future use. I'm 
>> using windows and Visual C 6.0 user.
>> My istallation directories are :
>> Visual C: "E:\Program Files\Microsoft Visual Studio\VC98\"
>> Volumizer: "E:\Program Files\Silicon Graphics\OpenGL Volumizer\"
>> Performer: "E:\Program Files\Silicon Graphics\OpenGL Performer"
>> VTK: "E:\vtk42"
>> libtiff: "E:\Program Files\GnuWin32\"
>> nmake and VCVARS32.BAT: "E:\Program Files\Microsoft Visual 
>> Studio\VC98\Bin"
>>
>> I first try to run "simple.exe" under "E:\Program Files\Silicon 
>> Graphics\OpenGL Volumizer\bin\demos" directory, but it gave me an 
>> error "This application has failed to start because vz.dll", then I 
>> put "vz.dll" from "E:\Program Files\Silicon Graphics\OpenGL 
>> Volumizer\bin" to "E:\Program Files\Silicon Graphics\OpenGL 
>> Volumizer\bin\demos". And it gave me another dll error(libtiff3.dll). 
>> Anyway, I put all these dll's into the same directory of  
>> "simple.exe" I run it, but do nothing.
>> Then tried to run "RUN_simple.bat" from the same directory. This 
>> program requested lib-tiff's directory. I wrote "E:\Program 
>> Files\GnuWin32". It asked me vtk's directory and I wrote "E:\vtk42". 
>> At last it gave me ".\simple.exe is not recognized as an internal or 
>> external command, operable program or batch code"
>>
>> I feel I place myself in a dilemma. Is volumizer that much complex?  
>> What I have to do to run a sample volumizer demo? Is there any thing 
>> I did wrong? Lastly, is there any document or web site about 
>> installation and compilation of volumizer program using Visual C 6.0? 
>> (except Volumizer's pdf docs, because they are not explanotary and so 
>> primitive.)
>>
>> If I solve this problem, I'll start Visual C 6.0 compilation with 
>> sample volumizer codes. I mean I'll have certainly more qestions.
>>
>> Thanks...
>>
>




From info-volumizer-owner@els.sgi.com Sun Jan 23 21:10:44 2005
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Message-ID: <013601c501d1$9e03a9c0$545a0e86@praveenlaptop>
From: "Praveen Bhaniramka" <praveenb@sgi.com>
To: <info-volumizer@els.sgi.com>
References: <fafba5fe05011909345d1d5add@mail.gmail.com> <00dc01c4fee7$233d7ff0$545a0e86@praveenlaptop> <fafba5fe050121111838b00e0b@mail.gmail.com>
Subject: Re: [info-volumizer] texture mapping query
Date: Mon, 24 Jan 2005 10:30:19 +0530
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Hi Abhijit,

It is not clear where exactly your code is seg faulting. From the debug 
messages, everything looks fine so far.

Geometry and bounding box - For starters you can try using the bounding box 
of the geometry to be the same as the geometryROI of the volume texture e.g. 
(0, 0, 0, 1, 1, 1). Pages 53 to 56 in the 2.7 programming guide discussion 
this in more detail.

If your geometryROI is (0, 0, 0, 1, 1, 1), the following quad intersects the 
middle of the volume -
(0, 0, 0.5)
(1, 0, 0.5)
(1, 1, 0.5)
(0, 1, 0.5)

Let me know if you are still having trouble with this.

- Praveen

----- Original Message ----- 
From: "Abhijit Lothe" <alothe@gmail.com>
To: <info-volumizer@els.sgi.com>
Sent: Saturday, January 22, 2005 12:48 AM
Subject: Re: [info-volumizer] texture mapping query


> Hi Praveen,
>  I tried deriving from the vzPolyGeometry and setting it as my
> vzShape's geometry using setGeometry method. Also I referred to the
> example under simpleapp/tmRenderAction and set the geometry ROI for
> the volume texture. I reffered to sgiobj class impletementation for
> the computeBoundingBox method and the draw method and implemented
> similar technique in my code. However, I am getting segmentation
> fault.
> I am trying to draw a texture mapped triangle from MIDDLE OF the
> texture cube. I am confused about what should be the bounding box for
> this and the coordinates of the triangle. I would really appreciate if
> you could throw some light on how to compute the bounding box and what
> should be the coordinates of the triangle.
>
> The trace is as follows:
>
> Initializing debug Level to: 10
> Volumizer (3): ================================================
> Volumizer (3): Checking for 'volumizer_windows' license
> Volumizer (1): ================================================
> Volumizer (1): =             OpenGL Volumizer 2.7             =
> Volumizer (1): =                 FULL EDITION                 =
> Volumizer (1): ================================================
> Volumizer MR 2.7, Build #1 (Date: Jul 15 2004 09:29)
>
> Volumizer (2): TIFFLoader::loadBrick(): Position = (0, 0, 0), Size =
> (128, 128, 38). File = (128, 128, 38)
> Data dimensions 128     128     38
> Volumizer (4): Object 5abc90 ref() -> Ref count = 2
> Volumizer (4): Object 5abc90 unref() -> Ref count = 1
> Volumizer (4): Object 5ac418 ref() -> Ref count = 2
> Volumizer (4): Object 5abaa0 unref() -> Ref count = 0
> Volumizer (4): Object 5abaa0 ref() -> Ref count = 2
> Volumizer (4): Object 5abd00 ref() -> Ref count = 2
> Volumizer (4): Object 5abe30 ref() -> Ref count = 2
> Volumizer (4): Object 5abaa0 unref() -> Ref count = 1
> Volumizer (4): Object 5abe30 unref() -> Ref count = 1
> Volumizer (4): Object 5abaa0 unref() -> Ref count = 0
> Volumizer (4): Object 5abd00 unref() -> Ref count = 1
> Volumizer (2): NULL WGLContext. Creating dummy context!!!
> Volumizer (5): Client attribute stack maximum depth = 16
> Volumizer (4): Vendor string = ATI Technologies Inc.
> Volumizer (4): Renderer string = Fire GL 8x00/Fire GL E1 DDR Pentium 4 
> (SSE2)
> Volumizer (2): FireGL graphics
> Volumizer (5): vzPlatformInfo::vzPlatformInfo(): ARBImaging = no
> Volumizer (5): vzPlatformInfo::vzPlatformInfo(): ARBFragmentProgram = no
> Volumizer (5): vzPlatformInfo::vzPlatformInfo(): ARBVertexProgram = no
> Volumizer (5): vzPlatformInfo::vzPlatformInfo(): ATIFragmentShader = yes
> Volumizer (6): vzPlatformInfo::vzPlatformInfo(): ATIVertexArrayObject = 
> yes
> Volumizer (6): vzPlatformInfo::vzPlatformInfo(): ATIElementArray = yes
> Volumizer (6): vzPlatformInfo::vzPlatformInfo(): 
> ATIVertexAttribArrayObject = no
> Volumizer (5): vzPlatformInfo::vzPlatformInfo(): SGITextureColorTable = no
> Volumizer (5): vzPlatformInfo::vzPlatformInfo(): SGIColorMatrix = no
> Volumizer (5): glColorTable not supported on this graphics system
> Volumizer (5): glBlendEquation not supported on this graphics system
> Volumizer (3): TMFragmentShader::TMFragmentShader():
> GL_ATI_fragment_shader supported
> Volumizer (3): TMFragmentShader::TMFragmentShader(): NULL Proc
> addresses for GL_ARB_fragment_program entry points
> Volumizer (3): vzRenderAction::manage : Number of shapes currently managed 
> = 0
> Volumizer (3): Shape 5abed0 has 1 volume textures
> Volumizer (3): Total size for all the textures = 1048576, maximum
> texture memory = 134217728
> Volumizer (4): Object 5abed0 ref() -> Ref count = 2
> Volumizer (4): Object 5abd00 ref() -> Ref count = 2
> Volumizer (4): Object 5abc90 ref() -> Ref count = 2
> Volumizer (4): Object 5ac418 ref() -> Ref count = 3
> Volumizer (6): initTextureObject():Calling createTextureObject. Object
> = 5afbc8, DataPtr = 8920020, Texture = 5ac418, Dimensions = (128, 128,
> 64)
> Volumizer (5): Executing slow path for texture download!
> Volumizer (5): glTexImage3d called for (128, 128, 38) texture, object
> dims (128, 128, 64), ID = 1
> Volumizer (5): vzTMRenderAction: Total texture memory consumed: 1048576
>
>
> Thanks
>
> Abhijit
>
>
>
> On Thu, 20 Jan 2005 17:26:48 +0530, Praveen Bhaniramka <praveenb@sgi.com> 
> wrote:
>> Abhijit,
>>
>> From what I understand, you basically want to render a triangular plane
>> which is moving through a 3D volume. The best way to do this is to use 
>> the
>> vzPolyGeometry class interface, which allows you to provide your own 
>> draw()
>> method for rendering OpenGL geometry through the 3D volume. Please see 
>> Page
>> 67 in the Volumizer 2.7 programming guide for discussion on this topic. A
>> sample implementation is shown in the SurfaceViewer example under
>> src/apps/simple/tmRenderAction. It uses the SimplePolyGeometry class 
>> under
>> src/lib/loaders to render arbitrary polygonal geometry intersecting the
>> volume data. The basic idea is to create your own derived class from
>> vzPolyGeometry and use it as your shape's geometry.
>>
>> Cheers,
>> Praveen
>>
>> P.S. Note that the SurfaceViewer application might not work on Windows 
>> due
>> to a bug in the loader code for the sgiobj format that it uses right now!
>> But the example should be a good start to see how vzPolyGeometry can be 
>> used
>> in an app.
>>
>>
>> ----- Original Message -----
>> From: "Abhijit Lothe" <alothe@gmail.com>
>> To: "volumizer mailing list" <info-volumizer@els.sgi.com>
>> Sent: Wednesday, January 19, 2005 11:04 PM
>> Subject: [info-volumizer] texture mapping query
>>
>> > Hi Praveen,
>> > I am trying to simulate the ultrasound imaging where my volume is
>> > invisible and i see only a probe moving over the volume with the
>> > triangular plane coming out of it. I want to map the texture in the
>> > volume to this triangular plane. It keeps changing as i move the
>> > triangle over the volume. I tried it by setting the slicing plane
>> > equation but the plane is boundless and I want to cut it in the form
>> > of triangular plane.
>> > I wrote the volume rendering code using 3D texturing and implemented
>> > the above facility by mapping the texture to the triangle instead of
>> > rendering the slices in the
>> > front to back order.  But I want to do it with volumizer . Given this
>> > I would like to know if  there is any way i can modify the geometry of
>> > my volume shape to achieve the above effect. If so could you please
>> > tell me how ? or if there is another way to do it.
>> >
>> > Thanks,
>> >
>> > Regards
>> > abhijit
>>
>> 


From info-volumizer-owner@els.sgi.com Sun Jan 23 21:26:03 2005
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Message-ID: <016501c501d5$04d83ff0$545a0e86@praveenlaptop>
From: "Praveen Bhaniramka" <praveenb@sgi.com>
To: <info-volumizer@els.sgi.com>
References: <s1f0dbf9.076@Cis27.hosts.jhmi.edu>
Subject: Re: [info-volumizer] save SlicePlanes as images?
Date: Mon, 24 Jan 2005 10:54:40 +0530
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Ahmet,

When you render a slice plane using Volumizer, the data values are 
interpolated by the OpenGL hardware to generate the output image. The only 
way to access this interpolated image data is to render the slice plane such 
that the plane is viewport-aligned (perpendicular to the viewing direction) 
and then readback the data values rendered on the screen using glReadPixels.

hth,
Praveen

----- Original Message ----- 
From: "Ahmet Genc" <agenc@jhmi.edu>
To: <info-volumizer@els.sgi.com>
Sent: Friday, January 21, 2005 9:09 PM
Subject: Re: [info-volumizer] save SlicePlanes as images?


> Praveen,
>
> I am trying to display long axis and short axis view of the cardiac
> images using Volumizer vzSlicePlaneSet tool.
>
> I have to let user to select two points from the displayed image in
> order to get those specific views for the heart.
>
> Any arbitrary plane can be displayed in 3d framework -with no problem
> -using Volumizer. However, I need to display that prescribed plane
> -using setPlaneEquation- in 2d window so that user can click on it for
> determining two points for axis definition.
>
> What I am asking also is whether it is possible to access to the raw
> image data matrix -2d- of that prescribed plane.
>
> I hope this will help for understanding my problem.
>
> Thanks,
> Ahmet
>
>>>> praveenb@sgi.com 01/20/05 8:56 AM >>>
> Hi Ahmet,
>
> Can you explain more clearly what you are trying to do?
>
> - Praveen
>
> ----- Original Message ----- 
> From: "Ahmet Genc" <agenc@jhmi.edu>
> To: <info-volumizer@els.sgi.com>
> Sent: Saturday, January 15, 2005 1:55 AM
> Subject: [info-volumizer] save SlicePlanes as images?
>
>
>> Hi there,
>>
>> Is it possible to save any defined -using setPlaneEquation and
>> setSlicePlanes- SlicePlane as an image e.g. bmp, jpg or in any format?
>>
>> As an alternative, that would be great if it is permissible to  access
>> SlicePlane matrix with a command call.
>>
>> Any feedback is appreciated.
>>
>> Thanks,
>>
>> Ahmet
>>
>> P.S.> I am using Volumizer 2.6
> 


From info-volumizer-owner@els.sgi.com Mon Jan 24 10:38:12 2005
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Date: Mon, 24 Jan 2005 12:07:29 -0500
From: Abhijit Lothe <alothe@gmail.com>
To: info-volumizer@els.sgi.com
Subject: Re: [info-volumizer] texture mapping query
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Hi Praveen,
 I am still getting an abnormal program termination. I am including
the code for my geometry class and how I am using it below. The goal
is the same i.e to render a triangle from the middle of the texture
cube. Please let me know what is going wrong.

class myGeometry:public vzPolyGeometry
{
   float *bb; //bounding box

public:
     myGeometry(GLdouble groi[6])
       {
	bb = new float[6];
	bb[0] =  groi[0];  
	bb[1] =  groi[1]; 
	bb[2] =  groi[2];
	bb[3] =  groi[3];  
	bb[4] =  groi[4];  
	bb[5]  = groi[5];
      }

     void draw(double geometryROI[6]) const
     {
	glBegin(GL_QUADS);
	   glVertex3f(0, 0, 0.5);
	   glVertex3f(1, 0, 0.5);
	   glVertex3f(1, 1, 0.5);
	   glVertex3f(0, 1, 0.5);
	glEnd();
       }
private:
    void computeBoundingBox (float bbox[6]) const
    {
        for(int i = 0; i < 6; i++)
        {
           bbox[i] = bb[i];
       }
  }
};

void init()
{
    // Create a data loader
    IFLLoader *loader = IFLLoader::open(fname);
    if (loader == NULL)  { cerr<<"Error: couldn't open file
"<<fname<<endl; exit(0); }

    // Load the volume data
    vzParameterVolumeTexture *volume = loader->loadVolume();

    // Initialize appearance
    vzShader        *shader          = new vzTMSimpleShader();
    vzAppearance *appearance   = new vzAppearance(shader);
    shader->unref();
    appearance->setParameter("volume", volume);

    // Initialize geometry
    double geometryROI[6];
    volume->getGeometryROI(geometryROI);
    myGeometry *myGeo = new myGeometry(geometryROI);

    // Initialize shape node
    volumeShape = new vzShape(myGeo, appearance);
    myGeo->unref();
    appearance->unref();
     
     if( !renderAction ) 
     {
          // Initialize the render action
         renderAction = new vzTMRenderAction(1);
         renderAction->manage(volumeShape);
     }
}

void display()
{
    ....
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    glRotated( 90 + angleY, 1, 0, 0);
    glRotated(180 , 0, 0, 1);
    glScalef(1.5, 1.5, 1.5);
    glTranslatef(- 0.5, - 0.5, - 0.5);
    glEnable(GL_LINE_SMOOTH);
    renderAction->beginDraw(VZ_RESTORE_GL_STATE_BIT);
    renderAction->draw(volumeShape);
    renderAction->endDraw();
    glDisable(GL_BLEND);
    ...
}

Thank you.

- Abhijit

FYI: I am using volumizer 2.7 for windows. 


On Mon, 24 Jan 2005 10:30:19 +0530, Praveen Bhaniramka <praveenb@sgi.com> wrote:
> Hi Abhijit,
> 
> It is not clear where exactly your code is seg faulting. From the debug
> messages, everything looks fine so far.
> 
> Geometry and bounding box - For starters you can try using the bounding box
> of the geometry to be the same as the geometryROI of the volume texture e.g.
> (0, 0, 0, 1, 1, 1). Pages 53 to 56 in the 2.7 programming guide discussion
> this in more detail.
> 
> If your geometryROI is (0, 0, 0, 1, 1, 1), the following quad intersects the
> middle of the volume -
> (0, 0, 0.5)
> (1, 0, 0.5)
> (1, 1, 0.5)
> (0, 1, 0.5)
> 
> Let me know if you are still having trouble with this.
> 
> - Praveen
> 
> ----- Original Message -----
> From: "Abhijit Lothe" <alothe@gmail.com>
> To: <info-volumizer@els.sgi.com>
> Sent: Saturday, January 22, 2005 12:48 AM
> Subject: Re: [info-volumizer] texture mapping query
> 
> > Hi Praveen,
> >  I tried deriving from the vzPolyGeometry and setting it as my
> > vzShape's geometry using setGeometry method. Also I referred to the
> > example under simpleapp/tmRenderAction and set the geometry ROI for
> > the volume texture. I reffered to sgiobj class impletementation for
> > the computeBoundingBox method and the draw method and implemented
> > similar technique in my code. However, I am getting segmentation
> > fault.
> > I am trying to draw a texture mapped triangle from MIDDLE OF the
> > texture cube. I am confused about what should be the bounding box for
> > this and the coordinates of the triangle. I would really appreciate if
> > you could throw some light on how to compute the bounding box and what
> > should be the coordinates of the triangle.
> >
> > The trace is as follows:
> >
> > Initializing debug Level to: 10
> > Volumizer (3): ================================================
> > Volumizer (3): Checking for 'volumizer_windows' license
> > Volumizer (1): ================================================
> > Volumizer (1): =             OpenGL Volumizer 2.7             =
> > Volumizer (1): =                 FULL EDITION                 =
> > Volumizer (1): ================================================
> > Volumizer MR 2.7, Build #1 (Date: Jul 15 2004 09:29)
> >
> > Volumizer (2): TIFFLoader::loadBrick(): Position = (0, 0, 0), Size =
> > (128, 128, 38). File = (128, 128, 38)
> > Data dimensions 128     128     38
> > Volumizer (4): Object 5abc90 ref() -> Ref count = 2
> > Volumizer (4): Object 5abc90 unref() -> Ref count = 1
> > Volumizer (4): Object 5ac418 ref() -> Ref count = 2
> > Volumizer (4): Object 5abaa0 unref() -> Ref count = 0
> > Volumizer (4): Object 5abaa0 ref() -> Ref count = 2
> > Volumizer (4): Object 5abd00 ref() -> Ref count = 2
> > Volumizer (4): Object 5abe30 ref() -> Ref count = 2
> > Volumizer (4): Object 5abaa0 unref() -> Ref count = 1
> > Volumizer (4): Object 5abe30 unref() -> Ref count = 1
> > Volumizer (4): Object 5abaa0 unref() -> Ref count = 0
> > Volumizer (4): Object 5abd00 unref() -> Ref count = 1
> > Volumizer (2): NULL WGLContext. Creating dummy context!!!
> > Volumizer (5): Client attribute stack maximum depth = 16
> > Volumizer (4): Vendor string = ATI Technologies Inc.
> > Volumizer (4): Renderer string = Fire GL 8x00/Fire GL E1 DDR Pentium 4
> > (SSE2)
> > Volumizer (2): FireGL graphics
> > Volumizer (5): vzPlatformInfo::vzPlatformInfo(): ARBImaging = no
> > Volumizer (5): vzPlatformInfo::vzPlatformInfo(): ARBFragmentProgram = no
> > Volumizer (5): vzPlatformInfo::vzPlatformInfo(): ARBVertexProgram = no
> > Volumizer (5): vzPlatformInfo::vzPlatformInfo(): ATIFragmentShader = yes
> > Volumizer (6): vzPlatformInfo::vzPlatformInfo(): ATIVertexArrayObject =
> > yes
> > Volumizer (6): vzPlatformInfo::vzPlatformInfo(): ATIElementArray = yes
> > Volumizer (6): vzPlatformInfo::vzPlatformInfo():
> > ATIVertexAttribArrayObject = no
> > Volumizer (5): vzPlatformInfo::vzPlatformInfo(): SGITextureColorTable = no
> > Volumizer (5): vzPlatformInfo::vzPlatformInfo(): SGIColorMatrix = no
> > Volumizer (5): glColorTable not supported on this graphics system
> > Volumizer (5): glBlendEquation not supported on this graphics system
> > Volumizer (3): TMFragmentShader::TMFragmentShader():
> > GL_ATI_fragment_shader supported
> > Volumizer (3): TMFragmentShader::TMFragmentShader(): NULL Proc
> > addresses for GL_ARB_fragment_program entry points
> > Volumizer (3): vzRenderAction::manage : Number of shapes currently managed
> > = 0
> > Volumizer (3): Shape 5abed0 has 1 volume textures
> > Volumizer (3): Total size for all the textures = 1048576, maximum
> > texture memory = 134217728
> > Volumizer (4): Object 5abed0 ref() -> Ref count = 2
> > Volumizer (4): Object 5abd00 ref() -> Ref count = 2
> > Volumizer (4): Object 5abc90 ref() -> Ref count = 2
> > Volumizer (4): Object 5ac418 ref() -> Ref count = 3
> > Volumizer (6): initTextureObject():Calling createTextureObject. Object
> > = 5afbc8, DataPtr = 8920020, Texture = 5ac418, Dimensions = (128, 128,
> > 64)
> > Volumizer (5): Executing slow path for texture download!
> > Volumizer (5): glTexImage3d called for (128, 128, 38) texture, object
> > dims (128, 128, 64), ID = 1
> > Volumizer (5): vzTMRenderAction: Total texture memory consumed: 1048576
> >
> >
> > Thanks
> >
> > Abhijit
> >
> >
> >
> > On Thu, 20 Jan 2005 17:26:48 +0530, Praveen Bhaniramka <praveenb@sgi.com>
> > wrote:
> >> Abhijit,
> >>
> >> From what I understand, you basically want to render a triangular plane
> >> which is moving through a 3D volume. The best way to do this is to use
> >> the
> >> vzPolyGeometry class interface, which allows you to provide your own
> >> draw()
> >> method for rendering OpenGL geometry through the 3D volume. Please see
> >> Page
> >> 67 in the Volumizer 2.7 programming guide for discussion on this topic. A
> >> sample implementation is shown in the SurfaceViewer example under
> >> src/apps/simple/tmRenderAction. It uses the SimplePolyGeometry class
> >> under
> >> src/lib/loaders to render arbitrary polygonal geometry intersecting the
> >> volume data. The basic idea is to create your own derived class from
> >> vzPolyGeometry and use it as your shape's geometry.
> >>
> >> Cheers,
> >> Praveen
> >>
> >> P.S. Note that the SurfaceViewer application might not work on Windows
> >> due
> >> to a bug in the loader code for the sgiobj format that it uses right now!
> >> But the example should be a good start to see how vzPolyGeometry can be
> >> used
> >> in an app.
> >>
> >>
> >> ----- Original Message -----
> >> From: "Abhijit Lothe" <alothe@gmail.com>
> >> To: "volumizer mailing list" <info-volumizer@els.sgi.com>
> >> Sent: Wednesday, January 19, 2005 11:04 PM
> >> Subject: [info-volumizer] texture mapping query
> >>
> >> > Hi Praveen,
> >> > I am trying to simulate the ultrasound imaging where my volume is
> >> > invisible and i see only a probe moving over the volume with the
> >> > triangular plane coming out of it. I want to map the texture in the
> >> > volume to this triangular plane. It keeps changing as i move the
> >> > triangle over the volume. I tried it by setting the slicing plane
> >> > equation but the plane is boundless and I want to cut it in the form
> >> > of triangular plane.
> >> > I wrote the volume rendering code using 3D texturing and implemented
> >> > the above facility by mapping the texture to the triangle instead of
> >> > rendering the slices in the
> >> > front to back order.  But I want to do it with volumizer . Given this
> >> > I would like to know if  there is any way i can modify the geometry of
> >> > my volume shape to achieve the above effect. If so could you please
> >> > tell me how ? or if there is another way to do it.
> >> >
> >> > Thanks,
> >> >
> >> > Regards
> >> > abhijit
> >>
> >>
> 
>

From info-volumizer-owner@els.sgi.com Mon Jan 24 20:59:52 2005
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Subject: Re: [info-volumizer] windows installation
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Hello Praveen,
I've just saw your email. No I don't have license.dat file. I'm using demo version of volumizer. How could I get "license.dat" file? In addition, environmental variables are okay.


From info-volumizer-owner@els.sgi.com Mon Jan 24 21:20:07 2005
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Message-ID: <011c01c5029d$151adc10$545a0e86@praveenlaptop>
From: "Praveen Bhaniramka" <praveenb@sgi.com>
To: <info-volumizer@els.sgi.com>
References: <e8cff2377981.41f51657@ualr.edu>
Subject: Re: [info-volumizer] windows installation
Date: Tue, 25 Jan 2005 10:46:47 +0530
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The following message from Thomas Tannert should have instructions for 
downloading an evaluation license.

http://els.sgi.com/cgi-bin/vilma_hiliter/info-volumizer/200403/msg00000.html

Even though the instructions are for IRIX and Linux, the same should work 
for Windows as well.

- Praveen

----- Original Message ----- 
From: <sxkockara@ualr.edu>
To: <info-volumizer@els.sgi.com>
Sent: Tuesday, January 25, 2005 3:07 AM
Subject: Re: [info-volumizer] windows installation


>
> Hello Praveen,
> I've just saw your email. No I don't have license.dat file. I'm using demo 
> version of volumizer. How could I get "license.dat" file? In addition, 
> environmental variables are okay.
> 


From info-volumizer-owner@els.sgi.com Mon Jan 24 21:25:55 2005
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From: "Praveen Bhaniramka" <praveenb@sgi.com>
To: <info-volumizer@els.sgi.com>
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Subject: Re: [info-volumizer] texture mapping query
Date: Tue, 25 Jan 2005 10:54:51 +0530
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Hi Abhijit,

Does the following code link properly? You need to override the following 
pure virtual methods in your derived class -

    virtual void draw(double geometryROI[6]) const;
    virtual void computeBoundingBox(float bbox[6]) const;

Rest everything looks OK as far as I can tell. Last thing I can suggest is 
to use a debugger to see where your appliation is messing up :-)

- Praveen

----- Original Message ----- 
From: "Abhijit Lothe" <alothe@gmail.com>
To: <info-volumizer@els.sgi.com>
Sent: Monday, January 24, 2005 10:37 PM
Subject: Re: [info-volumizer] texture mapping query


> Hi Praveen,
> I am still getting an abnormal program termination. I am including
> the code for my geometry class and how I am using it below. The goal
> is the same i.e to render a triangle from the middle of the texture
> cube. Please let me know what is going wrong.
>
> class myGeometry:public vzPolyGeometry
> {
>   float *bb; //bounding box
>
> public:
>     myGeometry(GLdouble groi[6])
>       {
> bb = new float[6];
> bb[0] =  groi[0];
> bb[1] =  groi[1];
> bb[2] =  groi[2];
> bb[3] =  groi[3];
> bb[4] =  groi[4];
> bb[5]  = groi[5];
>      }
>
>     void draw(double geometryROI[6]) const
>     {
> glBegin(GL_QUADS);
>    glVertex3f(0, 0, 0.5);
>    glVertex3f(1, 0, 0.5);
>    glVertex3f(1, 1, 0.5);
>    glVertex3f(0, 1, 0.5);
> glEnd();
>       }
> private:
>    void computeBoundingBox (float bbox[6]) const
>    {
>        for(int i = 0; i < 6; i++)
>        {
>           bbox[i] = bb[i];
>       }
>  }
> };
>
> void init()
> {
>    // Create a data loader
>    IFLLoader *loader = IFLLoader::open(fname);
>    if (loader == NULL)  { cerr<<"Error: couldn't open file
> "<<fname<<endl; exit(0); }
>
>    // Load the volume data
>    vzParameterVolumeTexture *volume = loader->loadVolume();
>
>    // Initialize appearance
>    vzShader        *shader          = new vzTMSimpleShader();
>    vzAppearance *appearance   = new vzAppearance(shader);
>    shader->unref();
>    appearance->setParameter("volume", volume);
>
>    // Initialize geometry
>    double geometryROI[6];
>    volume->getGeometryROI(geometryROI);
>    myGeometry *myGeo = new myGeometry(geometryROI);
>
>    // Initialize shape node
>    volumeShape = new vzShape(myGeo, appearance);
>    myGeo->unref();
>    appearance->unref();
>
>     if( !renderAction )
>     {
>          // Initialize the render action
>         renderAction = new vzTMRenderAction(1);
>         renderAction->manage(volumeShape);
>     }
> }
>
> void display()
> {
>    ....
>    glEnable(GL_BLEND);
>    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
>
>    glRotated( 90 + angleY, 1, 0, 0);
>    glRotated(180 , 0, 0, 1);
>    glScalef(1.5, 1.5, 1.5);
>    glTranslatef(- 0.5, - 0.5, - 0.5);
>    glEnable(GL_LINE_SMOOTH);
>    renderAction->beginDraw(VZ_RESTORE_GL_STATE_BIT);
>    renderAction->draw(volumeShape);
>    renderAction->endDraw();
>    glDisable(GL_BLEND);
>    ...
> }
>
> Thank you.
>
> - Abhijit
>
> FYI: I am using volumizer 2.7 for windows.


From info-volumizer-owner@els.sgi.com Tue Jan 25 08:01:00 2005
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 I downloaded my evaluation license as you said Praveen. However, I did not run the simple.exe under the E:\Program Files\Silicon Graphics\OpenGL Volumizer\bin\demos. I have ATI Radeon 7500 graphic card. I tried to increase my hardware acceleration from display settings>Advanced>Troubleshoot>Hardware Acceleration tag. Finally, simple.exe is running now.
Thanks for help.  


From info-volumizer-owner@els.sgi.com Tue Jan 25 08:08:43 2005
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From: sxkockara@ualr.edu
Subject: [info-volumizer] dlls
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 When I'm trying to run any exe sample file, it asks for some dlls like vzdicom.dll or libtiff.dll etc. Everytime I need to copy every requested dll to the same directory with the exe file. I don't want to copy each and every dll to the same directory. How can I solve this? Can I solve using environmental variables?


From info-volumizer-owner@els.sgi.com Wed Jan 26 01:32:18 2005
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Subject: [info-volumizer] glut.dsw
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Hi again. Now I'm trying to compile and run the Visual C project "glut.dsw" under "E:\Program Files\Silicon Graphics\OpenGL Volumizer\src\apps\simple\pguide". When I compile it, I get these errors:
"glut.cxx
e:\program files\microsoft visual studio\vc98\include\gl\gl.h(1152) : error C2144: syntax error : missing ';' before type 'void'
e:\program files\microsoft visual studio\vc98\include\gl\gl.h(1152) : error C2501: 'WINGDIAPI' : missing storage-class or type specifiers
e:\program files\microsoft visual studio\vc98\include\gl\gl.h(1152) : fatal error C1004: unexpected end of file found
Error executing cl.exe.

glut.exe - 3 error(s), 0 warning(s)
"
How can I get rid of these errors?


From info-volumizer-owner@els.sgi.com Wed Jan 26 01:32:18 2005
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Date: Tue, 25 Jan 2005 11:44:39 -0500
From: Abhijit Lothe <alothe@gmail.com>
To: info-volumizer@els.sgi.com
Subject: Re: [info-volumizer] texture mapping query
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Hi Praveen,
 Sorry to bother you again. But I am not able to find any bug since
the error comes from within the draw function of  render action. I can
not debug inside this function since I dont have its source code. I
have overloaded the draw and computeBoundingBox functions.
 Some questions: Is vzPolyGeometry class supported on Windows
platform? is it being tested on windows platform? Please let me know.

My code is as follows:

class myGeometry:public vzPolyGeometry
{
	float *bb;

public:

	myGeometry(GLdouble groi[6])
	{
		bb = new float[6];
		bb[0] =  groi[0];  
		bb[1] =  groi[1]; 
		bb[2] =  groi[2];
		bb[3] =  groi[3];  
		bb[4] =  groi[4];  
		bb[5]  = groi[5];
	}

	virtual void draw(double geometryROI[6]) const
	{
		cout << "drawing polygonal geometry" << endl;

		for(int i = 0; i <6; i++)
			cout << geometryROI[i] << " ";
		cout << endl;

		glDisable(GL_BLEND);

		glBegin(GL_QUADS);
			glVertex3f(0, 0, 0.5);
			glVertex3f(1, 0, 0.5);
			glVertex3f(1, 1, 0.5);
			glVertex3f(0, 1, 0.5);
		glEnd();

		glEnable(GL_BLEND);
	}
	
	
private:
    virtual void computeBoundingBox (float bbox[6]) const
	{
		for(int i = 0; i < 6; i++)
		{
			bbox[i] = bb[i];
		}
	}
};

void init(char *fname)
{
    // Print the volumizer version string
    cerr<<vzGetVersionString()<<endl;

    // Create a data loader
    IFLLoader *loader = IFLLoader::open(fname);
    
	if (loader == NULL) 
	{
        cerr<<"Error: couldn't open file "<<fname<<endl;
		exit(0);
    }

    // Load the volume data
    vzParameterVolumeTexture *volume = loader->loadVolume();

    if(volume == NULL) 
	{
		delete loader;
        cerr<<"Error: couldn't read volume data"<<endl;
 		exit(0);
    }
	
	// Initialize appearance
    vzShader	 *shader	 = new vzTMSimpleShader();
    vzAppearance *appearance = new vzAppearance(shader);
    
	shader->unref();
    appearance->setParameter("volume", volume);
	volume->unref();

    // Initialize geometry
	double geometryROI[6] = {0.25, 0.25, 0.25, 0.75, 0.75, 0.25};
	volume->setGeometryROI(geometryROI);
	myGeometry *myGeo = new myGeometry(geometryROI);
	vzBlock *block = new vzBlock();
   
	// Initialize shape node
    volumeShape = new vzShape(myGeo, appearance);
	myGeo->unref();	
	block->unref();

	float boundingBox[6];
	
	myGeo->getBoundingBox(boundingBox);

	for(i = 0; i < 6; i++)
		cout << boundingBox[i] << "\t";
	cout << endl;


    appearance->unref();

    if(!renderAction) 
	{
      // Initialize the render action
      renderAction = new vzTMRenderAction(1);
      renderAction->manage(volumeShape);
    }
}


void display()
{
	glClearColor(0, 0, 0, 1);
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LEQUAL);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
	
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(60, 1, 1, 100);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	gluLookAt(0, 0, 1, 0, 0, 0, 0, 1, 0);
	glTranslatef(0, 0, -2);
	glColor4f(1, 1, 1, 1);

	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    glRotated( 90 + angleY, 1, 0, 0);
    glRotated(180 , 0, 0, 1);
    glScalef(1.5, 1.5, 1.5);
    glTranslatef(- 0.5, - 0.5, - 0.5);
     glEnable(GL_LINE_SMOOTH);
	
       renderAction->beginDraw(VZ_RESTORE_GL_STATE_BIT);
	renderAction->draw(volumeShape);
	renderAction->endDraw();
	glDisable(GL_BLEND);

	glutSwapBuffers();
}


Thanks.
Abhijit


On Tue, 25 Jan 2005 10:54:51 +0530, Praveen Bhaniramka <praveenb@sgi.com> wrote:
> Hi Abhijit,
> 
> Does the following code link properly? You need to override the following
> pure virtual methods in your derived class -
> 
>    virtual void draw(double geometryROI[6]) const;
>    virtual void computeBoundingBox(float bbox[6]) const;
> 
> Rest everything looks OK as far as I can tell. Last thing I can suggest is
> to use a debugger to see where your appliation is messing up :-)
> 
> - Praveen
> 
> ----- Original Message -----
> From: "Abhijit Lothe" <alothe@gmail.com>
> To: <info-volumizer@els.sgi.com>
> Sent: Monday, January 24, 2005 10:37 PM
> Subject: Re: [info-volumizer] texture mapping query
> 
> > Hi Praveen,
> 
> > I am still getting an abnormal program termination. I am including
> > the code for my geometry class and how I am using it below. The goal
> > is the same i.e to render a triangle from the middle of the texture
> > cube. Please let me know what is going wrong.
> >
> > class myGeometry:public vzPolyGeometry
> > {
> >   float *bb; //bounding box
> >
> > public:
> >     myGeometry(GLdouble groi[6])
> >       {
> > bb = new float[6];
> > bb[0] =  groi[0];
> > bb[1] =  groi[1];
> > bb[2] =  groi[2];
> > bb[3] =  groi[3];
> > bb[4] =  groi[4];
> > bb[5]  = groi[5];
> >      }
> >
> >     void draw(double geometryROI[6]) const
> >     {
> > glBegin(GL_QUADS);
> >    glVertex3f(0, 0, 0.5);
> >    glVertex3f(1, 0, 0.5);
> >    glVertex3f(1, 1, 0.5);
> >    glVertex3f(0, 1, 0.5);
> > glEnd();
> >       }
> > private:
> >    void computeBoundingBox (float bbox[6]) const
> >    {
> >        for(int i = 0; i < 6; i++)
> >        {
> >           bbox[i] = bb[i];
> >       }
> >  }
> > };
> >
> > void init()
> > {
> >    // Create a data loader
> >    IFLLoader *loader = IFLLoader::open(fname);
> >    if (loader == NULL)  { cerr<<"Error: couldn't open file
> > "<<fname<<endl; exit(0); }
> >
> >    // Load the volume data
> >    vzParameterVolumeTexture *volume = loader->loadVolume();
> >
> >    // Initialize appearance
> >    vzShader        *shader          = new vzTMSimpleShader();
> >    vzAppearance *appearance   = new vzAppearance(shader);
> >    shader->unref();
> >    appearance->setParameter("volume", volume);
> >
> >    // Initialize geometry
> >    double geometryROI[6];
> >    volume->getGeometryROI(geometryROI);
> >    myGeometry *myGeo = new myGeometry(geometryROI);
> >
> >    // Initialize shape node
> >    volumeShape = new vzShape(myGeo, appearance);
> >    myGeo->unref();
> >    appearance->unref();
> >
> >     if( !renderAction )
> >     {
> >          // Initialize the render action
> >         renderAction = new vzTMRenderAction(1);
> >         renderAction->manage(volumeShape);
> >     }
> > }
> >
> > void display()
> > {
> >    ....
> >    glEnable(GL_BLEND);
> >    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
> >
> >    glRotated( 90 + angleY, 1, 0, 0);
> >    glRotated(180 , 0, 0, 1);
> >    glScalef(1.5, 1.5, 1.5);
> >    glTranslatef(- 0.5, - 0.5, - 0.5);
> >    glEnable(GL_LINE_SMOOTH);
> >    renderAction->beginDraw(VZ_RESTORE_GL_STATE_BIT);
> >    renderAction->draw(volumeShape);
> >    renderAction->endDraw();
> >    glDisable(GL_BLEND);
> >    ...
> > }
> >
> > Thank you.
> >
> > - Abhijit
> >
> > FYI: I am using volumizer 2.7 for windows.
> 
>

From info-volumizer-owner@els.sgi.com Wed Jan 26 21:26:32 2005
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From: "Praveen Bhaniramka" <praveenb@sgi.com>
To: <info-volumizer@els.sgi.com>
References: <4748d029274e.41f61a02@ualr.edu>
Subject: Re: [info-volumizer] dlls
Date: Thu, 27 Jan 2005 10:53:54 +0530
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Hi,

You can copy all the DLLs that your apps need to a directory on your system 
and then set the PATH environment variable to include this directory. 
Alternatively, you can simply copy all the DLLs to your C:\Windows\System32 
directory, since it is included in your PATH environment variable by 
default.

hth,
Praveen

----- Original Message ----- 
From: <sxkockara@ualr.edu>
To: <info-volumizer@els.sgi.com>
Sent: Tuesday, January 25, 2005 9:35 PM
Subject: [info-volumizer] dlls


> When I'm trying to run any exe sample file, it asks for some dlls like 
> vzdicom.dll or libtiff.dll etc. Everytime I need to copy every requested 
> dll to the same directory with the exe file. I don't want to copy each and 
> every dll to the same directory. How can I solve this? Can I solve using 
> environmental variables?
> 


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From: "Praveen Bhaniramka" <praveenb@sgi.com>
To: <info-volumizer@els.sgi.com>
References: <5e682294915.41f62dab@ualr.edu>
Subject: Re: [info-volumizer] glut.dsw
Date: Thu, 27 Jan 2005 10:59:43 +0530
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Looks like the <windows.h> header file is not getting included by your 
application. Volumizer sample code assumes the preprocessor marco _WINDOWS 
to be defined on Windows. Use the Project -> Settings -> C/C++ -> Project 
Options menu to simply add /D_WINDOWS and things should work as expected.

Have fun!
Praveen

----- Original Message ----- 
From: <sxkockara@ualr.edu>
To: <info-volumizer@els.sgi.com>
Sent: Tuesday, January 25, 2005 10:59 PM
Subject: [info-volumizer] glut.dsw


>
> Hi again. Now I'm trying to compile and run the Visual C project 
> "glut.dsw" under "E:\Program Files\Silicon Graphics\OpenGL 
> Volumizer\src\apps\simple\pguide". When I compile it, I get these errors:
> "glut.cxx
> e:\program files\microsoft visual studio\vc98\include\gl\gl.h(1152) : 
> error C2144: syntax error : missing ';' before type 'void'
> e:\program files\microsoft visual studio\vc98\include\gl\gl.h(1152) : 
> error C2501: 'WINGDIAPI' : missing storage-class or type specifiers
> e:\program files\microsoft visual studio\vc98\include\gl\gl.h(1152) : 
> fatal error C1004: unexpected end of file found
> Error executing cl.exe.
>
> glut.exe - 3 error(s), 0 warning(s)
> "
> How can I get rid of these errors?
> 


From info-volumizer-owner@els.sgi.com Wed Jan 26 21:22:34 2005
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From: "Praveen Bhaniramka" <praveenb@sgi.com>
To: <info-volumizer@els.sgi.com>
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Subject: Re: [info-volumizer] texture mapping query
Date: Thu, 27 Jan 2005 10:47:30 +0530
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This is a multi-part message in MIME format.

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Hi again,

Yes, the vzPolyGeometry class is supported on Windows. Just to cross-check, 
I quickly modified the SimplePolyGeometry class in src/lib/loaders to render 
a quad as in your example in the SimplePolyGeometry::draw(geometryROI) 
method and it does the right th