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



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