Many thanks for the fix He, it works a treat, best appreciated when
exaggerating the field of view. The fix is now merged and submitted
to SVN.
On Wed, Feb 27, 2008 at 2:30 PM, hesicong2006 [EMAIL PROTECTED] wrote:
Hi, robert:
Call me He is ok, He Sicong is my Chinese name :-) I attached my
Hi Sciong (or should I address you He?)
On Mon, Feb 25, 2008 at 4:41 PM, hesicong2006 [EMAIL PROTECTED] wrote:
I've attached my file, please check, thanks!
Thanks for the file, I'm currently reviewing it, but due to your
changes of indenting throughout the file I can't spot the bug fix
you've
Hi, robert:
Call me He is ok, He Sicong is my Chinese name :-) I attached my fixed
version of osgvolume, I only changed the vertexshadersource and
fragmentshadersource. I also attached a source patch file for you.
Please check it.
Demo volume data can be download from
Hi,
I haven't looked at the data - I simply don't have the available time
to go into this right now. I doubt its a bug, rather a limitation in
the technique. Please understand the shader is a quick knock
together. If it doesn't work perfectly in all situations than
something I'm happy to
Hi,
I'm the author of the osgvolume example. Its just a quick
prototype/proof of concept, and one I haven't touched in the last year
or two so its a bit cold. The visual errors on the frame region
you've observed aren't ones I've seen before, but then I've never
played with a volume dataset
Hi,If you are referring to the slices that you see, this is a typical
artifact in volume rendering applications due
to under-sampling (low number of polygon slices). A simple solution
(not efficient though) is to increase the number of slices
until the artifact goes away (usually
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