Yes I see 1/4 data scaled to the same screen space. I am pretty sure I load
the same amount of data into 3D texture, as the print out shows: w:1024 1024
h:1024 1024 d:1024 256 256
The texture code is: (I set comp = 1 for my ubyte volume data)
if(comp == 4)
{
glTexImage3D( GL_TEXTURE_3D,
0, GL_RGBA, tW, tH, tD,
0, GL_RGBA, GL_UNSIGNED_BYTE, (GLvoid*)(&data[0]) );
}
else if(comp == 1)
{
//glTexImage3D( GL_TEXTURE_3D,
// 0, GL_ALPHA, tW, tH, tD,
// 0, GL_ALPHA, GL_UNSIGNED_BYTE, (GLvoid*)(&data[0]) );
glTexImage3D( GL_TEXTURE_3D,
0, GL_LUMINANCE, tW, tH, tD,
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, (GLvoid*)(&data[0])
);
}
Let me double check tho.
Jinghua
On Wed, Feb 18, 2009 at 11:20 AM, Maxim Makhinya <[email protected]>wrote:
> >
> >> I set the TD.D = 1. , the rendering is fast now, but the
> >> scaling is wrong.
> >
> > Doing this you should see wrong portion of data rendered, not
> > wrong scaled!
>
> well, actually, you will see both - wrong scaled and wrong
> portion ( 4 times smaller ) of data, because smaller portion
> will occupy same screen space (if you didn't messed vertex
> positions).
>
> _______________________________________________
> eq-dev mailing list
> [email protected]
> http://www.equalizergraphics.com/cgi-bin/mailman/listinfo/eq-dev
> http://www.equalizergraphics.com
>
--
Jinghua Ge, Ph.D
Visualization Consultant, CCT
331 Frey Computing Services Center
Louisiana State University
Phone: (225) 578-7789
Fax: (225) 334-2061
_______________________________________________
eq-dev mailing list
[email protected]
http://www.equalizergraphics.com/cgi-bin/mailman/listinfo/eq-dev
http://www.equalizergraphics.com