From milefn at rpi.edu Tue Aug 1 18:15:52 2017 From: milefn at rpi.edu (Milef, Nicholas Boris) Date: Tue, 1 Aug 2017 22:15:52 +0000 Subject: [Imstk-developers] License for art assets Message-ID: Before I start uploading some more art assets to Girder, is there a specific license we need to follow? Typically artwork follow different license terms compared to code. For example, this is a popular set of meshes that are very useful (at least for rendering :)) http://casual-effects.com/data/index.html Some have the license of CC BY 3.0, which seems OK for us, but then there are other licenses like CC BY-NC. I really want to use some the artwork on this page because it's difficult to find artwork that's designed to test certain graphics/mesh processing algorithms. -------------- next part -------------- An HTML attachment was scrubbed... URL: From milefn at rpi.edu Wed Aug 9 16:09:56 2017 From: milefn at rpi.edu (Milef, Nicholas Boris) Date: Wed, 9 Aug 2017 20:09:56 +0000 Subject: [Imstk-developers] How to compile shader code in CMake? Message-ID: I need to compile the Vulkan shaders (from GLSL to SPIR-V) and I don't really want to add the SPIR-V shaders in the repo because they're binary (although they aren't very large). >From command prompt, I run this (included with VulkanSDK): glslangvalidator -V mesh_frag.frag -o mesh_frag.spv Any ideas on how to do this? -------------- next part -------------- An HTML attachment was scrubbed... URL: From dzenan.zukic at kitware.com Wed Aug 9 16:13:04 2017 From: dzenan.zukic at kitware.com (Dzenan Zukic) Date: Wed, 9 Aug 2017 16:13:04 -0400 Subject: [Imstk-developers] How to compile shader code in CMake? In-Reply-To: References: Message-ID: You can add custom command: https://cmake.org/cmake/help/v3.0/command/add_custom_command.html D?enan Zuki?, PhD, Senior R&D Engineer, Kitware (Carrboro, N.C.) On Wed, Aug 9, 2017 at 4:09 PM, Milef, Nicholas Boris wrote: > I need to compile the Vulkan shaders (from GLSL to SPIR-V) and I don't > really want to add the SPIR-V shaders in the repo because they're binary > (although they aren't very large). > > From command prompt, I run this (included with VulkanSDK): > glslangvalidator -V mesh_frag.frag -o mesh_frag.spv > > Any ideas on how to do this? > > _______________________________________________ > Imstk-developers mailing list > Imstk-developers at imstk.org > http://public.kitware.com/mailman/listinfo/imstk-developers > > -------------- next part -------------- An HTML attachment was scrubbed... URL: From milefn at rpi.edu Wed Aug 9 16:17:35 2017 From: milefn at rpi.edu (Milef, Nicholas Boris) Date: Wed, 9 Aug 2017 20:17:35 +0000 Subject: [Imstk-developers] How to compile shader code in CMake? In-Reply-To: References: , Message-ID: Great! Thanks Dzenan! ________________________________ From: Dzenan Zukic [dzenan.zukic at kitware.com] Sent: Wednesday, August 09, 2017 4:13 PM To: Milef, Nicholas Boris Cc: imstk-developers at imstk.org Subject: Re: [Imstk-developers] How to compile shader code in CMake? You can add custom command: https://cmake.org/cmake/help/v3.0/command/add_custom_command.html D?enan Zuki?, PhD, Senior R&D Engineer, Kitware (Carrboro, N.C.) On Wed, Aug 9, 2017 at 4:09 PM, Milef, Nicholas Boris > wrote: I need to compile the Vulkan shaders (from GLSL to SPIR-V) and I don't really want to add the SPIR-V shaders in the repo because they're binary (although they aren't very large). >From command prompt, I run this (included with VulkanSDK): glslangvalidator -V mesh_frag.frag -o mesh_frag.spv Any ideas on how to do this? _______________________________________________ Imstk-developers mailing list Imstk-developers at imstk.org http://public.kitware.com/mailman/listinfo/imstk-developers -------------- next part -------------- An HTML attachment was scrubbed... URL: From milefn at rpi.edu Wed Aug 9 17:42:29 2017 From: milefn at rpi.edu (Milef, Nicholas Boris) Date: Wed, 9 Aug 2017 21:42:29 +0000 Subject: [Imstk-developers] How to compile shader code in CMake? In-Reply-To: References: , , Message-ID: Actually, how would I use this command? Would I attach this to the target, or should I run the .exe separately? I'm kind of confused by the documentation. ________________________________ From: Imstk-developers [imstk-developers-bounces at imstk.org] on behalf of Milef, Nicholas Boris [milefn at rpi.edu] Sent: Wednesday, August 09, 2017 4:17 PM To: Dzenan Zukic Cc: imstk-developers at imstk.org Subject: Re: [Imstk-developers] How to compile shader code in CMake? Great! Thanks Dzenan! ________________________________ From: Dzenan Zukic [dzenan.zukic at kitware.com] Sent: Wednesday, August 09, 2017 4:13 PM To: Milef, Nicholas Boris Cc: imstk-developers at imstk.org Subject: Re: [Imstk-developers] How to compile shader code in CMake? You can add custom command: https://cmake.org/cmake/help/v3.0/command/add_custom_command.html D?enan Zuki?, PhD, Senior R&D Engineer, Kitware (Carrboro, N.C.) On Wed, Aug 9, 2017 at 4:09 PM, Milef, Nicholas Boris > wrote: I need to compile the Vulkan shaders (from GLSL to SPIR-V) and I don't really want to add the SPIR-V shaders in the repo because they're binary (although they aren't very large). >From command prompt, I run this (included with VulkanSDK): glslangvalidator -V mesh_frag.frag -o mesh_frag.spv Any ideas on how to do this? _______________________________________________ Imstk-developers mailing list Imstk-developers at imstk.org http://public.kitware.com/mailman/listinfo/imstk-developers -------------- next part -------------- An HTML attachment was scrubbed... URL: From dzenan.zukic at kitware.com Wed Aug 9 22:13:56 2017 From: dzenan.zukic at kitware.com (Dzenan Zukic) Date: Wed, 9 Aug 2017 22:13:56 -0400 Subject: [Imstk-developers] How to compile shader code in CMake? In-Reply-To: References: Message-ID: Yes, CMake documentation is one of the worst. You should look for "cmake add_custom_command example", one of the first hits is this . D?enan Zuki?, PhD, Senior R&D Engineer, Kitware (Carrboro, N.C.) On Wed, Aug 9, 2017 at 5:42 PM, Milef, Nicholas Boris wrote: > Actually, how would I use this command? Would I attach this to the target, > or should I run the .exe separately? > > I'm kind of confused by the documentation. > ------------------------------ > *From:* Imstk-developers [imstk-developers-bounces at imstk.org] on behalf > of Milef, Nicholas Boris [milefn at rpi.edu] > *Sent:* Wednesday, August 09, 2017 4:17 PM > *To:* Dzenan Zukic > *Cc:* imstk-developers at imstk.org > *Subject:* Re: [Imstk-developers] How to compile shader code in CMake? > > Great! Thanks Dzenan! > ------------------------------ > *From:* Dzenan Zukic [dzenan.zukic at kitware.com] > *Sent:* Wednesday, August 09, 2017 4:13 PM > *To:* Milef, Nicholas Boris > *Cc:* imstk-developers at imstk.org > *Subject:* Re: [Imstk-developers] How to compile shader code in CMake? > > You can add custom command: > https://cmake.org/cmake/help/v3.0/command/add_custom_command.html > > D?enan Zuki?, PhD, Senior R&D Engineer, Kitware (Carrboro, N.C.) > > On Wed, Aug 9, 2017 at 4:09 PM, Milef, Nicholas Boris > wrote: > >> I need to compile the Vulkan shaders (from GLSL to SPIR-V) and I don't >> really want to add the SPIR-V shaders in the repo because they're binary >> (although they aren't very large). >> >> From command prompt, I run this (included with VulkanSDK): >> glslangvalidator -V mesh_frag.frag -o mesh_frag.spv >> >> Any ideas on how to do this? >> >> _______________________________________________ >> Imstk-developers mailing list >> Imstk-developers at imstk.org >> http://public.kitware.com/mailman/listinfo/imstk-developers >> >> > -------------- next part -------------- An HTML attachment was scrubbed... URL: From milefn at rpi.edu Thu Aug 10 10:41:23 2017 From: milefn at rpi.edu (Milef, Nicholas Boris) Date: Thu, 10 Aug 2017 14:41:23 +0000 Subject: [Imstk-developers] How to compile shader code in CMake? In-Reply-To: References: , Message-ID: What I understand is that I need to make a custom target to attach this command to (is this correct?): https://stackoverflow.com/a/30734105 The file I'm working in only has an executable, but the shaders don't need to be compiled before building the executable: https://gitlab.kitware.com/iMSTK/iMSTK/blob/master/Examples/Sandbox/CMakeLists.txt ________________________________ From: Dzenan Zukic [dzenan.zukic at kitware.com] Sent: Wednesday, August 09, 2017 10:13 PM To: Milef, Nicholas Boris Cc: imstk-developers at imstk.org Subject: Re: [Imstk-developers] How to compile shader code in CMake? Yes, CMake documentation is one of the worst. You should look for "cmake add_custom_command example", one of the first hits is this. D?enan Zuki?, PhD, Senior R&D Engineer, Kitware (Carrboro, N.C.) On Wed, Aug 9, 2017 at 5:42 PM, Milef, Nicholas Boris > wrote: Actually, how would I use this command? Would I attach this to the target, or should I run the .exe separately? I'm kind of confused by the documentation. ________________________________ From: Imstk-developers [imstk-developers-bounces at imstk.org] on behalf of Milef, Nicholas Boris [milefn at rpi.edu] Sent: Wednesday, August 09, 2017 4:17 PM To: Dzenan Zukic Cc: imstk-developers at imstk.org Subject: Re: [Imstk-developers] How to compile shader code in CMake? Great! Thanks Dzenan! ________________________________ From: Dzenan Zukic [dzenan.zukic at kitware.com] Sent: Wednesday, August 09, 2017 4:13 PM To: Milef, Nicholas Boris Cc: imstk-developers at imstk.org Subject: Re: [Imstk-developers] How to compile shader code in CMake? You can add custom command: https://cmake.org/cmake/help/v3.0/command/add_custom_command.html D?enan Zuki?, PhD, Senior R&D Engineer, Kitware (Carrboro, N.C.) On Wed, Aug 9, 2017 at 4:09 PM, Milef, Nicholas Boris > wrote: I need to compile the Vulkan shaders (from GLSL to SPIR-V) and I don't really want to add the SPIR-V shaders in the repo because they're binary (although they aren't very large). >From command prompt, I run this (included with VulkanSDK): glslangvalidator -V mesh_frag.frag -o mesh_frag.spv Any ideas on how to do this? _______________________________________________ Imstk-developers mailing list Imstk-developers at imstk.org http://public.kitware.com/mailman/listinfo/imstk-developers -------------- next part -------------- An HTML attachment was scrubbed... URL: From dzenan.zukic at kitware.com Thu Aug 10 11:02:06 2017 From: dzenan.zukic at kitware.com (Dzenan Zukic) Date: Thu, 10 Aug 2017 11:02:06 -0400 Subject: [Imstk-developers] How to compile shader code in CMake? In-Reply-To: References: Message-ID: You can make the executable depend on the compiled shaders. And custom command is used to compile them. Even though it is not necessary for compilation, it is necessary for execution. And if shaders don't compile, the executable will not run either so it is OK to raise an error during build time. This makes life easier. D?enan Zuki?, PhD, Senior R&D Engineer, Kitware (Carrboro, N.C.) On Thu, Aug 10, 2017 at 10:41 AM, Milef, Nicholas Boris wrote: > What I understand is that I need to make a custom target to attach this > command to (is this correct?): > https://stackoverflow.com/a/30734105 > > The file I'm working in only has an executable, but the shaders don't need > to be compiled before building the executable: > https://gitlab.kitware.com/iMSTK/iMSTK/blob/master/ > Examples/Sandbox/CMakeLists.txt > ------------------------------ > *From:* Dzenan Zukic [dzenan.zukic at kitware.com] > *Sent:* Wednesday, August 09, 2017 10:13 PM > > *To:* Milef, Nicholas Boris > *Cc:* imstk-developers at imstk.org > *Subject:* Re: [Imstk-developers] How to compile shader code in CMake? > > Yes, CMake documentation is one of the worst. You should look for "cmake > add_custom_command example", one of the first hits is this > > . > > D?enan Zuki?, PhD, Senior R&D Engineer, Kitware (Carrboro, N.C.) > > On Wed, Aug 9, 2017 at 5:42 PM, Milef, Nicholas Boris > wrote: > >> Actually, how would I use this command? Would I attach this to the >> target, or should I run the .exe separately? >> >> I'm kind of confused by the documentation. >> ------------------------------ >> *From:* Imstk-developers [imstk-developers-bounces at imstk.org] on behalf >> of Milef, Nicholas Boris [milefn at rpi.edu] >> *Sent:* Wednesday, August 09, 2017 4:17 PM >> *To:* Dzenan Zukic >> *Cc:* imstk-developers at imstk.org >> *Subject:* Re: [Imstk-developers] How to compile shader code in CMake? >> >> Great! Thanks Dzenan! >> ------------------------------ >> *From:* Dzenan Zukic [dzenan.zukic at kitware.com] >> *Sent:* Wednesday, August 09, 2017 4:13 PM >> *To:* Milef, Nicholas Boris >> *Cc:* imstk-developers at imstk.org >> *Subject:* Re: [Imstk-developers] How to compile shader code in CMake? >> >> You can add custom command: >> https://cmake.org/cmake/help/v3.0/command/add_custom_command.html >> >> D?enan Zuki?, PhD, Senior R&D Engineer, Kitware (Carrboro, N.C.) >> >> On Wed, Aug 9, 2017 at 4:09 PM, Milef, Nicholas Boris >> wrote: >> >>> I need to compile the Vulkan shaders (from GLSL to SPIR-V) and I don't >>> really want to add the SPIR-V shaders in the repo because they're binary >>> (although they aren't very large). >>> >>> From command prompt, I run this (included with VulkanSDK): >>> glslangvalidator -V mesh_frag.frag -o mesh_frag.spv >>> >>> Any ideas on how to do this? >>> >>> _______________________________________________ >>> Imstk-developers mailing list >>> Imstk-developers at imstk.org >>> http://public.kitware.com/mailman/listinfo/imstk-developers >>> >>> >> > -------------- next part -------------- An HTML attachment was scrubbed... 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