Not exactly...

But a couple of related things come to mind.

For surfaces:

One is brute force, treating the images as a field of regular quads and
warping (Mark->Compute->Unmark) or interpolating (Map) that to the surface
and s/w rendering.  Assuming the images are of interesting size and unless
you are on a decent SMP machine, that will be slow.

Another approach is using multiple passes, where the first would have the
texture rendered in hardware and then used in a subsequent s/w render.  Pat
McCormick at LANL did this almost four years.  The motivation was to
combine DX's volume rendering (s/w only, orthographic camera) with textured
(h/w) surfaces.  You can the results at
http://www.acl.lanl.gov/viz/wildfire.html

With a readback from the graphics h/w it would be possible to build a
hybrid renderer, but I don't know anyone that has tried that with DX.


For volumes, there's no support in DX out of the box.  However, Chikai
Ohazama from SGI wrote a custom module on top of OpenGL Volumizer over 2
years ago.  It would bring up a separate window (It was demo'd at SC98 on a
16-way Onyx with multiple IR pipes along with other DX examples.)  I don't
know whatever happened to the work.

Also, I thought, but could easily be mistaken, that Greg had enabled
off-screen h/w rendering (e.g., set Options rendering mode to hardware
prior to pass objects to Render->WriteImage)


Randall Hopper <[EMAIL PROTECTED]>@opendx.watson.ibm.com on 02/08/2001
10:44:36 AM

Please respond to [email protected]

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cc:
Subject:  [opendx-users] Off-screen Hardware Rendering ?



     Has anyone done off-screen hardware-accelerated rendering with DX on
UNIX?  Alternatively, has anyone worked on implementing texturing in the
software rasterizer?

     (Using DX for a Geodata Server back-end, and looking for ways to
handle larger datasets.)  I'm open to DX patches or custom tools.

Thanks,

Randy

--
Randall Hopper (mailto:[EMAIL PROTECTED])
Lockheed Martin Operation Support
EPA Scientific Visualization Center
US EPA MD/24 ERC-1A; RTP, NC 27711


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