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).
>
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>



-- 
Jinghua Ge, Ph.D
Visualization Consultant, CCT
331 Frey Computing Services Center
Louisiana State University
Phone: (225) 578-7789
Fax:      (225) 334-2061
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