Hi Dirk,
I reduced the problem to the minimum, that means that I do now just a
set on the image and a setShader on the volume to re-give the shader. I
do the update like that for the moment:
beginEditCP(m_pVolumeRenderingImage, Image::PixelFieldMask);
m_pVolumeRenderingImage->set( Image::OSG_RGBA_PF, width, height,
nbSlices, 1, 1, 0, m_pVolumeRenderingBuffer, Image::OSG_UINT8_IMAGEDATA );
bool result = m_pVolumeRenderingImage->scaleNextPower2();
if(!result)
{
std::cout << "Problem with scaling the 3D image for Volume Rendering"
<< std::endl;
endEditCP(m_pVolumeRenderingImage);
return;
}
endEditCP(m_pVolumeRenderingImage, Image::PixelFieldMask);
if(m_pVolRenShader==NullFC)
m_pVolRenShader = DVRSimpleShader::create();
beginEditCP(m_pVolume, DVRVolume::ShaderFieldMask);
m_pVolume->setShader(m_pVolRenShader);
endEditCP(m_pVolume, DVRVolume::ShaderFieldMask);
if the setShader is not done there is no update.
Cheers,
Vincent
Dirk Reiners a écrit :
Hi Vincent,
On Fri, 2005-10-14 at 10:46 +0200, Vincent Honnet wrote:
Hi,
Is there a very fast way to change the color of voxels in an existing
VolumeRendering. I tried to redo a set on the Image with the "new" pixel
buffer, the second try was a set on the Image and a setImage on the
DVRVolumeTexture, but it does not work. The only way I found was to
rebuild completely the volume rendering. Some ideas to help me ?
Hm, changing the image should work fine. Do you do begin/endEdits?
Another question: Has been something done concerning the depth sorting
between few volume rendering ? I know, I asked for a few monthes...
No, that's a big change that won't be added to 1.6 and even may not be
added to the initial version of 2.0. Polygon-level sorting is just very,
very expensive and hard to make useful.
Yours
Dirk
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Vincent Honnet
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