running EGL server without allocating a GPU
This was tested on ParaView 5.10 on OLCF andes.
When running a EGL build without allocating a GPU I get the following message. It would be nice to have a clearer message on what is happening. Attached are the Python script (that just creates a spheres, renders it and saves the image) and the run script for andes.
4.838s) [pvbatch ] vtkShaderProgram.cxx:452 ERR| vtkShaderProgram (0x1361c130): 1: #version 140
2: #ifdef GL_ES
3: #ifdef GL_FRAGMENT_PRECISION_HIGH
4: precision highp float;
5: precision highp sampler2D;
6: precision highp sampler3D;
7: #else
8: precision mediump float;
9: precision mediump sampler2D;
10: precision mediump sampler3D;
11: #endif
12: #define texelFetchBuffer texelFetch
13: #define texture1D texture
14: #define texture2D texture
15: #define texture3D texture
16: #else // GL_ES
17: #define highp
18: #define mediump
19: #define lowp
20: #if __VERSION__ == 150
21: #define texelFetchBuffer texelFetch
22: #define texture1D texture
23: #define texture2D texture
24: #define texture3D texture
25: #endif
26: #endif // GL_ES
27: #define varying in
28:
29: out vec4 fragOutput0;
30:
31: void main(void) {
32: fragOutput0 = vec4(float(gl_PrimitiveID)/100.0,1.0,1.0,1.0);
33: }
( 4.838s) [pvbatch ] vtkShaderProgram.cxx:453 ERR| vtkShaderProgram (0x1361c130): 0:32(27): error: `gl_PrimitiveID' undeclared
0:32(21): error: cannot construct `float' from a non-numeric data type
0:32(21): error: operands to arithmetic operators must be numeric
0:32(16): error: cannot construct `vec4' from a non-numeric data type
Edited by Dan Lipsa