Re: [Paraview] Paraview with osmesa cmake issue

2016-08-16 Thread Christopher Neal
That’s what was in the example. I’ve removed that line now.

 

From: Shawn Waldon 
Date: Monday, August 15, 2016 at 4:40 PM
To: Christopher Neal 
Cc: "paraview@paraview.org" 
Subject: Re: [Paraview] Paraview with osmesa cmake issue

 

Hi Chris,

What are you passing in for $*?  CMake, when run in a directory without a 
CMakeCache file interprets the current directory as the build directory and its 
last (non -ed) argument as the source directory.

HTH,

Shawn

 

On Mon, Aug 15, 2016 at 4:34 PM, Christopher Neal  
wrote:

Hi,

I’m trying to compile a version of Paraview that uses osmesa. I downloaded the 
ParaView soruce, and I’m following the directions from: 
http://www.paraview.org/Wiki/ParaView/ParaView_And_Mesa_3D

 

The tutorial gives a sample bash script for compiling with mesa. The only 
trouble that I’m having is that I don’t quite understand how to write a cmake 
shell script. I gave it a shot and it thinks my build directory is my source 
directory. I thought I passed the correct cmake variable to tell cmake where my 
source is and where my build directory are, but it can’t understand what I have 
provided. Below is the shell script that I’m trying to execute. Things above 
the space are my usual build options and things below are for Mesa. It can’t 
seem to understand those first 2 lines under ‘cmake’.

Any thoughts on what could be causing this issue?

Shell file:


#!/bin/bash

 

cmake \

  -DCMAKE_SOURCE_DIR=/home/neal/software/ParaView_osMesa/Source \

  -DCMAKE_INSTALL_PREFIX=/home/neal/software/ParaView_osMesa/build \

  -DCMAKE_BUILD_TYPE:STRING=Release \

  -DCMAKE_SKIP_INSTALL_RPATH:BOOL=YES \

  -DBUILD_TESTING:BOOL=OFF \

  -DPARAVIEW_BUILD_QT_GUI:BOOL=OFF \

  -DVTK_RENDERING_BACKEND=OpenGL2 \

  -DPARAVIEW_USE_MPI:BOOL=ON \

  -DPARAVIEW_ENABLE_PYTHON:BOOL=ON \

  -DPARAVIEW_INSTALL_DEVELOPMENT_FILES:BOOL=ON \

  -DPARAVIEW_BUILD_CATALYST_ADAPTERS:BOOL=ON \

  -DPARAVIEW_BUILD_PLUGIN_AnalyzeNIfTIIO:BOOL=FALSE \

  -DPARAVIEW_BUILD_PLUGIN_ArrowGlyph:BOOL=FALSE \

  -DPARAVIEW_BUILD_PLUGIN_CDIReader:BOOL=FALSE \

  -DPARAVIEW_BUILD_PLUGIN_EyeDomeLighting:BOOL=FALSE \

  -DPARAVIEW_BUILD_PLUGIN_GMVReader:BOOL=FALSE \

  -DPARAVIEW_BUILD_PLUGIN_GeodesicMeasurement:BOOL=FALSE \

  -DPARAVIEW_BUILD_PLUGIN_H5PartReader:BOOL=FALSE \

  -DPARAVIEW_BUILD_PLUGIN_InSituExodus:BOOL=FALSE \

  -DPARAVIEW_BUILD_PLUGIN_MantaView:BOOL=FALSE \

  -DPARAVIEW_BUILD_PLUGIN_Moments:BOOL=FALSE \

  -DPARAVIEW_BUILD_PLUGIN_NonOrthogonalSource:BOOL=FALSE \

  -DPARAVIEW_BUILD_PLUGIN_PacMan:BOOL=FALSE \

  -DPARAVIEW_BUILD_PLUGIN_PointSprite:BOOL=FALSE \

  -DPARAVIEW_BUILD_PLUGIN_RGBZView:BOOL=FALSE \

  -DPARAVIEW_BUILD_PLUGIN_SLACTools:BOOL=FALSE \

  -DPARAVIEW_BUILD_PLUGIN_SciberQuestToolKit:BOOL=FALSE \

  -DPARAVIEW_BUILD_PLUGIN_SierraPlotTools:BOOL=FALSE \

  -DPARAVIEW_BUILD_PLUGIN_StreamingParticles:BOOL=FALSE \

  -DPARAVIEW_BUILD_PLUGIN_SurfaceLIC:BOOL=FALSE \

  -DPARAVIEW_BUILD_PLUGIN_UncertaintyRendering:BOOL=FALSE \

  -DPARAVIEW_BUILD_PLUGIN_AcceleratedAlgorithms:BOOL=OFF \

  -DVTK_USE_CXX11_FEATURES:BOOL=ON \

 

  -DPARAVIEW_BUILD_QT_GUI=OFF \

  -DVTK_USE_X=OFF \

  -DOPENGL_INCLUDE_DIR=/home/neal/software/Mesa/build/include \

  -DOPENGL_gl_LIBRARY=/home/neal/software/Mesa/build/lib64/libOSMesa.so \

  -DOPENGL_glu_LIBRARY=/home/neal/software/Mesa/build/lib64/libGLU.so \

  -DVTK_OPENGL_HAS_OSMESA=ON \

  -DOSMESA_INCLUDE_DIR=/home/neal/software/Mesa/build/include \

  -DOSMESA_LIBRARY=/home/neal/software/Mesa/build/lib64/libOSMesa.so \

  $*

 

make -j20

make -j20 install



Thank you,

Chris Neal


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Re: [Paraview] [Non-DoD Source] Re: Qt version support update 2016

2016-08-16 Thread Su, Simon M CIV USARMY RDECOM ARL (US)
Shawn,

thanks for the info. I will give it a try

thanks
-simon


From: Shawn Waldon [shawn.wal...@kitware.com]
Sent: Monday, August 15, 2016 9:06 AM
To: Su, Simon M CIV USARMY RDECOM ARL (US)
Cc: Mega Mind; ParaView list
Subject: Re: [Non-DoD Source] Re: [Paraview] Qt version support update 2016

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Mega Mind,

I have a project that is using ParaView with Qt 5.7 on Windows.  Of course we 
use VS 2013 still, so that may be the difference.  It still sounds like you 
forgot to set the PARAVIEW_QT_VERSION to 5.  If this is 4 (the default), the 
CMake scripts will ignore Qt5.  I think it may be smart enough to default to 5 
when there is no Qt4 preset which may be why that build worked.  Our build 
machine has both Qt4 and Qt5 installed and it works fine.  Still, I don't know 
if anyone has tried Qt5 + VS 2015  Anyway, your runtime error with the dll 
not found?  That is a Windows thing.  Not found means it is not in the PATH 
environment variable's list of folders.  Windows doesn't bake into the 
executable the paths to its runtime dependencies.  Linux and OSX do, which is 
why you can typically run things from a build tree there without any problems.  
But to run it from Windows, you will need to add the Qt5 dll's directory to 
your PATH or move it to the same directory as the executable which needs it.

Simon,

The ParaView Superbuild uses a precompiled python 2.7 that was built with VS 
2008.  Python 2.x doesn't support any newer versions (maybe 2010, but we've 
never used that version of python).  Since the API we link against is pure C, 
there are no ABI issues with using this prebuilt version.  You should be able 
to look in the superbuild and find the path for the zip file with the prebuilt 
python and download/use that one.  I know Python 3 is supported in VTK, but I'm 
not sure it is fully supported in ParaView yet.

HTH,
Shawn

On Sat, Aug 13, 2016 at 6:30 PM, Su, Simon M CIV USARMY RDECOM ARL (US) 
 > wrote:
you need python in the path for QT 5 to build for windows. specifically python 
with bz2 module both running configure and nmake

the next problem you will encounter after getting past the QT 5 which I am 
still stuck is to build python. Python 3 will compile with vs2015 express, 
python 2.x will not. c++ time zone related variables changes. But I am not able 
to compile pv with python 3.  I even tried to fix the time zone related 
compile but end up with linking error at the very end.

because of this, i think win7 or win10 pv will only work with vs2013 
express.

hth
-s


From: ParaView [paraview-boun...@paraview.org < 
Caution-mailto:paraview-boun...@paraview.org > ] on behalf of Mega Mind 
[123megam...@gmail.com < Caution-mailto:123megam...@gmail.com > ]
Sent: Saturday, August 13, 2016 5:00 PM
To: Shawn Waldon
Cc: ParaView list
Subject: [Non-DoD Source] Re: [Paraview] Qt version support update 2016

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Have you or anyone successfully built and installed on Win7 64 with Visual 
Studio 2015? I always get errors when building or opening the paraview.exe. For 
Qt the 4.x versions seem to have only x86 installs but I installed 4.8 anyway. 
When trying Qt 5.7 I get a failed build with 3 errors and over 350 warnings. 
Also noted that in Cmake configure it would still reference Qt 4 even after 
setting Qt5_DIR Qt5Core_DIR Qt5Widgets_DIR  etc and changing all paths to 
proper reference directories. The only fix was to uninstall Qt 4 but I was able 
to get a build with no errors when it was using both Qt 4 & 5 strangely but 
when opening paraview,exe the 'system error' message was Qt5Widgets.dll does 
not exist. It does though and is in "C:\Program Files 
(x86)\Qt\5.7\msvc2015_64\bin\" so I tried to manually change that in any Cmake 
config file I could find but nothing worked out. I've tried hundreds of things 
over the past three days and read and followed the wiki many times and I'm 
coming to the conclusion no one is using Win 64 which seems strange to me but I 
guess everyone is using Unix.

On Fri, Aug 12, 2016 at 5:18 AM, Shawn Waldon   < 
Caution-Caution-mailto:shawn.wal...@kitware.com < 
Caution-mailto:shawn.wal...@kitware.com >  > > wrote:
To use Qt5, you have to set the PARAVIEW_QT_VERSION variable to 5 (it still 
defaults to 4, which is why cmake is 

Re: [Paraview] Merging two datasets

2016-08-16 Thread Moreland, Kenneth
Does the Append Attributes filter do what you want? That combines the fields of 
the two data sets into one. 

-Ken

Sent from my iPad so blame autocorrect.

> On Aug 15, 2016, at 6:31 PM, Salazar De Troya, Miguel 
>  wrote:
> 
> Hello,
> 
> I have two data sets that share the same mesh and are both cell data. I want 
> to put them together in a single dataset so I can extract a selection of 
> cells given a criteria from one of the original datasets and then apply a 
> filter to the other dataset. I tried doing GroupDataSet, but it doesn’t 
> correctly plot one of the datasets. In the selection of the coloring I can 
> see “partial” next to the original dataset’s name. How can we do this?
> 
> Thanks
> Miguel
> 
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[Paraview] Question about colorize a link-path between particles with a scalar

2016-08-16 Thread Lancelot Boulet
Dear all,

I am trying to visualise the path of one particle with the line colored by a 
scalar. But I don’t really know how to do that.
For example, I want to visualize the evolution of the temperature along the 
path of my particle.
I have a data file with point coordinates (each line represents its evolution 
in time) and some scalars (like temperature, diameter) as input.
"x", "y", "z", "scalar1", "scalar2"
0, 0, 0, 300, 12.5
0, 12, 7, 302, 35.4
...

What I had already done is to convert my data into Table Of Points. Then, I 
used this Programmable Filter to connect the points :

pdi = self.GetPolyDataInput()
pdo =  self.GetPolyDataOutput()
numPoints = pdi.GetNumberOfPoints()
pdo.Allocate()
for i in range(0, numPoints-1):
points = [i, i+1]
# VTK_LINE is 3
pdo.InsertNextCell(3, 2, points)


I have found, on the Paraview Wiki, a way to give a unique color for the line 
that link all the coordinates :

pdi = self.GetPolyDataInput()
pdo =  self.GetPolyDataOutput()
numPoints = pdi.GetNumberOfPoints()
pdo.Allocate()

colors = vtk.vtkUnsignedCharArray()
colors.SetNumberOfComponents(3)
colors.SetName("Colors")
 
for i in range(0, numPoints-1):
points = [i, i+1]
# VTK_LINE is 3
pdo.InsertNextCell(3, 2, points)
colors.InsertNextTuple3(255,0,0)
 
pdo.GetPointData().AddArray(colors)
del colors


Do you have any idea how I can do that (with a Programmable Filter or not) ?

Thank you in advance.___
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Re: [Paraview] Feasibility of and documentation on implementing a Paraview Client.

2016-08-16 Thread Shawn Waldon
Hi Magnus,

I don't know much about getting ParaView to work in the client-server mode
you describe and less about the Unreal engine, but if you are willing to
sacrifice a little bit of rendering speed would be to build VTK with OSMesa
and let it do software rendering rather than requiring a hardware context
(which it can't seem to get due to some interference with Unreal).  I just
thought I would point out the option, you can try it and decide if you
think the rendering speed hit is too much.

HTH,
Shawn

On Tue, Aug 16, 2016 at 8:49 AM, corinna reuter 
wrote:

> Sorry, my Paraview experience is too limited and my Unreal knowledge is
> zero, so that I won't be able to give you anything else than some ideas.
> First of all, Paraview cannot compete with game engines in terms of
> rendering speed, because the data structures are more complicated.
> Still, if you write your own "Paraview client", you'll end up with the
> original paraview application reduced to only the 3d view widget. You could
> suppress its output and grab the image data.
> I guess you have already considered fixing the OpenGL setup. If you are
> running on a headless cluster, you could install the osmesa implementation.
> But without a thorough understanding of how you are interfacing with the
> Unreal engine in detail and what data type and sizes and frame rates you
> expect, I cannot suggest anything else than following the wiki on custom
> Paraview applications. I am sure, others on this list will help.
>
> Corinna
>
> On Tue, Aug 16, 2016 at 2:02 PM, Magnus Elden 
> wrote:
>
>> Hi,
>>
>>
>>
>> I think you should explain why you don't want to use the paraview
>> application as your client.
>>
>>
>>
>> I am using the Unreal Engine 4 for my project and I want to use the power
>> of Paraview to read and render scientific volume data. I tried writing a
>> small program using the VTK library, but I was unable to get it to work due
>> to the program complaining about not being able to find/create an OpenGL
>> context. As such I am forced to separate the rendering and the Unreal
>> program. Having the client and the servers separated is something that
>> Paraview supports natively and as such I do not imagine that it should be
>> more difficult than to implement a code only client that my UE4 program
>> uses to interface with the Paraview servers.
>>
>>
>>
>> As you can see, I am unable to use the paraview application because I
>> will be using another application. Since UE4 has no real support for volume
>> data or scientific visualization I am left between a choice of implementing
>> everything that Paraview already has or writing a new client that handles
>> the translation between my UE4 program and the Paraview server.
>>
>> The former option will force me to spend a lot of time implementing an
>> inferior version of parts of Paraview and the latter require me to create a
>> client that is able to communicate properly with the servers. I would argue
>> that the latter is less work if good documentation and specifications are
>> to be found. Further, I would think that the project can scale much more
>> effectively if I am able to utilize the Paraview servers.
>>
>>
>>
>> I hope to feed the paraview servers with user made updates and then feed
>> the resulting render back to the UE4 application in order to present it to
>> the user.
>>
>>
>>
>> Yours,
>>
>> Magnus Elden
>>
>
>
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Re: [Paraview] Feasibility of and documentation on implementing a Paraview Client.

2016-08-16 Thread corinna reuter
Sorry, my Paraview experience is too limited and my Unreal knowledge is
zero, so that I won't be able to give you anything else than some ideas.
First of all, Paraview cannot compete with game engines in terms of
rendering speed, because the data structures are more complicated.
Still, if you write your own "Paraview client", you'll end up with the
original paraview application reduced to only the 3d view widget. You could
suppress its output and grab the image data.
I guess you have already considered fixing the OpenGL setup. If you are
running on a headless cluster, you could install the osmesa implementation.
But without a thorough understanding of how you are interfacing with the
Unreal engine in detail and what data type and sizes and frame rates you
expect, I cannot suggest anything else than following the wiki on custom
Paraview applications. I am sure, others on this list will help.

Corinna

On Tue, Aug 16, 2016 at 2:02 PM, Magnus Elden 
wrote:

> Hi,
>
>
>
> I think you should explain why you don't want to use the paraview
> application as your client.
>
>
>
> I am using the Unreal Engine 4 for my project and I want to use the power
> of Paraview to read and render scientific volume data. I tried writing a
> small program using the VTK library, but I was unable to get it to work due
> to the program complaining about not being able to find/create an OpenGL
> context. As such I am forced to separate the rendering and the Unreal
> program. Having the client and the servers separated is something that
> Paraview supports natively and as such I do not imagine that it should be
> more difficult than to implement a code only client that my UE4 program
> uses to interface with the Paraview servers.
>
>
>
> As you can see, I am unable to use the paraview application because I will
> be using another application. Since UE4 has no real support for volume data
> or scientific visualization I am left between a choice of implementing
> everything that Paraview already has or writing a new client that handles
> the translation between my UE4 program and the Paraview server.
>
> The former option will force me to spend a lot of time implementing an
> inferior version of parts of Paraview and the latter require me to create a
> client that is able to communicate properly with the servers. I would argue
> that the latter is less work if good documentation and specifications are
> to be found. Further, I would think that the project can scale much more
> effectively if I am able to utilize the Paraview servers.
>
>
>
> I hope to feed the paraview servers with user made updates and then feed
> the resulting render back to the UE4 application in order to present it to
> the user.
>
>
>
> Yours,
>
> Magnus Elden
>
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