mrview -debug dwi_preproc_unbiased.mif -overlay.load 5tt_nocoreg.mif -
overlay.colourmap 2 -overlay.load 5tt_coreg.mif -overlay.colourmap 1
mrview: [DEBUG] No config file found at "/etc/mrtrix.conf"
mrview: [INFO] reading config file "/home/emre/.mrtrix.conf"...
mrview: [DEBUG] reading key/value file "/home/emre/.mrtrix.conf"...
mrview: [INFO] GL renderer: llvmpipe (LLVM 15.0.7, 256 bits)
mrview: [INFO] GL version: 4.5 (Core Profile) Mesa 23.2.1-1ubuntu3.1~22.04.2
mrview: [INFO] GL vendor: Mesa
mrview: [DEBUG] loading font into OpenGL texture...
mrview: [DEBUG] compiling OpenGL vertex shader:
#version 330 core
layout(location = 0) in vec2 pos;
layout(location = 1) in vec2 font_pos;
uniform float scale_x;
uniform float scale_y;
out vec2 tex_coord;
void main () {
gl_Position = vec4 (pos[0]*scale_x-1.0, pos[1]*scale_y-1.0, 0.0, 1.0);
tex_coord = font_pos;
}
mrview: [DEBUG] compiling OpenGL fragment shader:
#version 330 core
in vec2 tex_coord;
uniform sampler2D sampler;
uniform float red, green, blue;
out vec4 color;
void main () {
color.ra = texture (sampler, tex_coord).rg;
color.rgb = color.r * vec3 (red, green, blue);
}
mrview: [DEBUG] font loaded
mrview: [INFO] opening image "dwi_preproc_unbiased.mif"...
mrview: [DEBUG] reading key/value file "dwi_preproc_unbiased.mif"...
mrview: [DEBUG] sanitising image information...
mrview: [INFO] image "dwi_preproc_unbiased.mif" opened with dimensions 256x256x62x39, voxel spacing 1.0156000000000001x1.0156000000000001x2x10, datatype Float32LE
mrview: [DEBUG] memory-mapping file "dwi_preproc_unbiased.mif"...
mrview: [DEBUG] file "dwi_preproc_unbiased.mif" mapped at 0x7fc99637f000, size 633864192 (read-only)
mrview: [DEBUG] image "dwi_preproc_unbiased.mif" loaded
mrview: [DEBUG] image "dwi_preproc_unbiased.mif" initialised with strides = [ -1 256 65536 4063232 ], start = 255, using indirect IO
mrview: [DEBUG] compiling OpenGL vertex shader:
#version 330 core
layout(location = 0) in vec3 vertpos;
layout(location = 1) in vec3 texpos;
uniform mat4 MVP;
out vec3 texcoord;
void main() {
gl_Position = MVP * vec4 (vertpos,1);
texcoord = texpos;
}
mrview: [DEBUG] compiling OpenGL fragment shader:
#version 330 core
uniform float offset;
uniform float scale;
uniform sampler3D tex;
in vec3 texcoord;
out vec4 color;
void main() {
if (texcoord.s < 0.0 || texcoord.s > 1.0 ||
texcoord.t < 0.0 || texcoord.t > 1.0 ||
texcoord.p < 0.0 || texcoord.p > 1.0) discard;
color = texture (tex, texcoord.stp);
float amplitude = color.r;
if (isnan(amplitude) || isinf(amplitude)) discard;
amplitude = clamp ( scale * (amplitude - offset), 0.0, 1.0);
color.rgb = vec3 (amplitude);
}
mrview: [DEBUG] compiling OpenGL vertex shader:
#version 330 core
layout(location=0) in vec2 pos;
void main () {
gl_Position = vec4 (pos, 0.0, 1.0);
}
mrview: [DEBUG] compiling OpenGL fragment shader:
#version 330 core
out vec4 color;
void main () {
color = vec4 (0.5, 0.5, 0.0, 1.0);
}
mrview: [DEBUG] compiling OpenGL vertex shader:
#version 330 core
layout(location=0) in vec3 data;
uniform float scale_x, scale_y;
out float amplitude;
void main () {
gl_Position = vec4 (data.x*scale_x-1.0, data.y*scale_y-1.0, 0.0, 1.0);
amplitude = data.z;
}
mrview: [DEBUG] compiling OpenGL fragment shader:
#version 330 core
in float amplitude;
out vec3 color;
uniform vec3 colourmap_colour;
void main () {
color.rgb = vec3 (amplitude);
}
mrview: [DEBUG] compiling OpenGL fragment shader:
#version 330 core
out vec3 color;
void main () {
color = vec3(1.0, 1.0, 0.0);
}
mrview: [INFO] opening image "5tt_nocoreg.mif"...
mrview: [DEBUG] reading key/value file "5tt_nocoreg.mif"...
mrview: [DEBUG] sanitising image information...
mrview: [INFO] image "5tt_nocoreg.mif" opened with dimensions 335x382x273x5, voxel spacing 0.42970000000000003x0.42970000000000003x0.5xnan, datatype Float32LE
mrview: [DEBUG] memory-mapping file "5tt_nocoreg.mif"...
mrview: [DEBUG] file "5tt_nocoreg.mif" mapped at 0x7fc96c925000, size 698716200 (read-only)
mrview: [DEBUG] image "5tt_nocoreg.mif" loaded
mrview: [DEBUG] image "5tt_nocoreg.mif" initialised with strides = [ 5 1675 639850 1 ], start = 0, using indirect IO
mrview: [INFO] mrview: loading image data
mrview: [INFO] opening image "5tt_coreg.mif"...
mrview: [DEBUG] reading key/value file "5tt_coreg.mif"...
mrview: [DEBUG] sanitising image information...
mrview: [INFO] image "5tt_coreg.mif" opened with dimensions 335x382x273x5, voxel spacing 0.42970000000000003x0.42970000000000003x0.5xnan, datatype Float32LE
mrview: [DEBUG] memory-mapping file "5tt_coreg.mif"...
mrview: [DEBUG] file "5tt_coreg.mif" mapped at 0x7fc93a86c000, size 698716200 (read-only)
mrview: [DEBUG] image "5tt_coreg.mif" loaded
mrview: [DEBUG] image "5tt_coreg.mif" initialised with strides = [ 5 1675 639850 1 ], start = 0, using indirect IO
mrview: [INFO] mrview: loading image data [done]
mrview: [DEBUG] compiling OpenGL vertex shader:
#version 330 core
layout(location = 0) in vec3 vertpos;
layout(location = 1) in vec3 texpos;
uniform mat4 MVP;
out vec3 texcoord;
void main() {
gl_Position = MVP * vec4 (vertpos,1);
texcoord = texpos;
}
mrview: [DEBUG] compiling OpenGL fragment shader:
#version 330 core
uniform float offset;
uniform float scale;
uniform float alpha_scale;
uniform float alpha_offset;
uniform float alpha;
uniform sampler3D tex;
in vec3 texcoord;
out vec4 color;
void main() {
if (texcoord.s < 0.0 || texcoord.s > 1.0 ||
texcoord.t < 0.0 || texcoord.t > 1.0 ||
texcoord.p < 0.0 || texcoord.p > 1.0) discard;
color = texture (tex, texcoord.stp);
float amplitude = color.r;
if (isnan(amplitude) || isinf(amplitude)) discard;
if (amplitude < alpha_offset) discard;
color.a = clamp ((amplitude - alpha_offset) * alpha_scale, 0, alpha);
amplitude = clamp ( scale * (amplitude - offset), 0.0, 1.0);
color.rgb = 1.0 - (vec3 (2.7213 * (1.0 - amplitude), 2.7213 * (1.0 - amplitude) - 1.0, 3.7727 * (1.0 - amplitude) - 2.7727));
}
mrview: [INFO] mrview: loading image data
mrview: [INFO] mrview: loading image data [done]
mrview: [DEBUG] compiling OpenGL vertex shader:
#version 330 core
layout(location = 0) in vec3 vertpos;
layout(location = 1) in vec3 texpos;
uniform mat4 MVP;
out vec3 texcoord;
void main() {
gl_Position = MVP * vec4 (vertpos,1);
texcoord = texpos;
}
mrview: [DEBUG] compiling OpenGL fragment shader:
#version 330 core
uniform float offset;
uniform float scale;
uniform float alpha_scale;
uniform float alpha_offset;
uniform float alpha;
uniform sampler3D tex;
in vec3 texcoord;
out vec4 color;
void main() {
if (texcoord.s < 0.0 || texcoord.s > 1.0 ||
texcoord.t < 0.0 || texcoord.t > 1.0 ||
texcoord.p < 0.0 || texcoord.p > 1.0) discard;
color = texture (tex, texcoord.stp);
float amplitude = color.r;
if (isnan(amplitude) || isinf(amplitude)) discard;
if (amplitude < alpha_offset) discard;
color.a = clamp ((amplitude - alpha_offset) * alpha_scale, 0, alpha);
amplitude = clamp ( scale * (amplitude - offset), 0.0, 1.0);
color.rgb = vec3 (2.7213 * amplitude, 2.7213 * amplitude - 1.0, 3.7727 * amplitude - 2.7727);
}
mrview: [DEBUG] compiling OpenGL vertex shader:
#version 330 core
layout(location=0) in vec3 data;
uniform float scale_x, scale_y;
out float amplitude;
void main () {
gl_Position = vec4 (data.x*scale_x-1.0, data.y*scale_y-1.0, 0.0, 1.0);
amplitude = data.z;
}
mrview: [DEBUG] compiling OpenGL fragment shader:
#version 330 core
in float amplitude;
out vec3 color;
uniform vec3 colourmap_colour;
void main () {
color.rgb = 1.0 - (vec3 (2.7213 * (1.0 - amplitude), 2.7213 * (1.0 - amplitude) - 1.0, 3.7727 * (1.0 - amplitude) - 2.7727));
}
mrview: [DEBUG] compiling OpenGL fragment shader:
#version 330 core
out vec3 color;
void main () {
color = vec3(1.0, 1.0, 0.0);
}
mrview: [DEBUG] compiling OpenGL vertex shader:
#version 330 core
layout(location=0) in vec3 data;
uniform float scale_x, scale_y;
out float amplitude;
void main () {
gl_Position = vec4 (data.x*scale_x-1.0, data.y*scale_y-1.0, 0.0, 1.0);
amplitude = data.z;
}
mrview: [DEBUG] compiling OpenGL fragment shader:
#version 330 core
in float amplitude;
out vec3 color;
uniform vec3 colourmap_colour;
void main () {
color.rgb = vec3 (2.7213 * amplitude, 2.7213 * amplitude - 1.0, 3.7727 * amplitude - 2.7727);
}
mrview: [DEBUG] compiling OpenGL fragment shader:
#version 330 core
out vec3 color;
void main () {
color = vec3(1.0, 1.0, 0.0);
}
mrview: [SYSTEM FATAL CODE: SIGSEGV (11)] Segmentation fault: Invalid memory access