Hello,
> Thanks fort he answer.
> First to Andreas:
> Om the call of imagecontentchanged work. But it is the same speed like
> before...
> Do you know some other possibilities to speed up such a thing
With respect to the poor performance, I'm not exactly sure, but
some dull memory tells me, that images are scaled to the next power
of two, internally. Since this would require quite some CPU work, it
could be an idea to explicitly allocate an image of size 512x256 and
to update only a 320x240 subregion. The additional texture area could
be hidden by using appropriate texture coordinates.
>
> To Dirk:
> Normal Geometrie doesn't seemed to be influenced. So I also send this email
> to Manfred Weiler. Perhaps he has some good ideas for this.
The only reason I could think of is that just the slice direction
is erroneously calculated. (The volume bounding box should always
be ok. Both could be veryfied by setting NullFC for the shader,
since this should show the slice planes.)
Dirk is right the volume node needs the current camera position
with respect to the volume for determining the slice direction.
The camera position is computed as:
action->getCamera()->getBeacon()->getToWorld()[3])
and the view matrix as:
action->getCamera()->getBeacon()->getToWorld();
Maybe this is not the right way to do, but it was the only way
I could figure out it works. (I didn't want to read
GL_MODELVIEW/PROJECTION_MATRIX) Maybe there are better interfaces
now. Dirk, could you comment on that?
Manfred.
======================================================================
Manfred Weiler [EMAIL PROTECTED]
Visualisierung und Interaktive Systeme Telefon: 0711/7816-208
Universitaet Stuttgart, IfI FAX: 0711/7816-340
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