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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