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Fixed precompilation
1 parent 12bdc18 commit aafd4d5

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2 files changed

+10
-6
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2 files changed

+10
-6
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src/display/GLFW/SegmentationDisplay.jl

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -846,4 +846,5 @@ With Crosshair rendering added, the keymaps for changing windowing does not work
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Allow People to load and visualize custom annotations masks [manual modifications]
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In shader and vertices for supervoxels, during the calculation of vertices for supervoxels, make sure to use Float32 for calculation.
848848
Add a sample nifti file in the supervoxel directory, since the function seem to be modifying the original nifti input image
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"""
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Fix text rendering in single Image display , which is sprouting from reactToScroll.jl file with rendering for supervoxels.
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"""

test_script_simplified.jl

Lines changed: 8 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -19,7 +19,7 @@ NOTE : only one type of modality at a time in multi-image is supported.
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"""
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#For single image display
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# medEyeStruct = MedEye3d.SegmentationDisplay.displayImage([ctNiftiImage]) #singleImageDisplay
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medEyeStruct = MedEye3d.SegmentationDisplay.displayImage([ctNiftiImage]) #singleImageDisplay
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#or we can also just passa the path itself
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# medEyeStruct = MedEye3d.SegmentationDisplay.displayImage(petNiftiImage) #singleImageDisplay
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@@ -39,18 +39,21 @@ NOTE : only one type of modality at a time in multi-image is supported.
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# supervoxelDict = MedEye3d.ShadersAndVerticiesForSupervoxels.get_example_sv_to_render(h5File, "tetr_dat")
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# medEyeStruct = MedEye3d.SegmentationDisplay.displayImage(h5NiftiImage, svVertAndInd=supervoxelDict)
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#This is for when we have a ctNiftiImage and we were testing modifying the display data from hdf5 so we sill image and supervoxels
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# displayData[1][1:128, 1:128, 1:128] = fb["im"][:, :, :]
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#For modification of display data
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# displayData = MedEye3d.DisplayDataManag.getDisplayedData(medEyeStruct, [Int32(1)]) #passing the active texture number
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displayData = MedEye3d.DisplayDataManag.getDisplayedData(medEyeStruct, [Int32(1), Int32(2)]) #passing the active texture number
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# #we need to check if the return type of the displayData is a single Array{Float32,3} or a vector{Array{Float32,3}}
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# # now in this case we are setting random noise over the manualModif Texture voxel layer, and the manualModif texture defaults to 2 for active number
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# displayData[1][1:128, 1:128, 1:128] = fb["im"][:, :, :]
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# # displayData[2][:, :, :] = randn(Float32, size(displayData[2]))
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displayData[2][:, :, :] = randn(Float32, size(displayData[2]))
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# # @info "look here" typeof(displayData)
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# MedEye3d.DisplayDataManag.setDisplayedData(medEyeStruct, displayData)
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MedEye3d.DisplayDataManag.setDisplayedData(medEyeStruct, displayData)
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