Hi, > The DVRGeometry is primarily used to define clipping volumes. It's not > the Geometry of the slices or anything like that, these are created on > the fly and not stored anywhere. > > Given that you want to prototype pre-intgrated volume rendering,
If you really would like to do pre-integrated Volume rendering (e.g. Engel 2001 paper) using the simple SliceSet the current implementation is not sufficient. We have to extend the code a little bit: I assuming that you write a simple glsl/cg shader to do the volume shading. The SliceSet does not only have to provide one texture coordinate but also the values for the next slice to define a slap. The interpolated scalar values from the first two texture reads ( s0(t0) and s(t1)) are than used again for the depend pre-integrated-lookup-texture read ( color(s0,s1)). Afterwards you can use the color (+ gradient or whatever) to do you lightning calculation. I did this modification in my copy and just stored the next slice tex-coord into the second tex-coord for the current vertex which is not needed for anything else. If you are interested I can just commit the changes. regards, Johannes ------------------------------------------------------- This SF.Net email is sponsored by: Sybase ASE Linux Express Edition - download now for FREE LinuxWorld Reader's Choice Award Winner for best database on Linux. http://ads.osdn.com/?ad_id=5588&alloc_id=12065&op=click _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
