Dirk Reiners wrote:
Hi Mario,
Mario Lüttich wrote:
my hardware are Athlon AM2 4600+ XP with a Nvidia 8800 GTX.
I think my hardware is not the problem, because the graphic card has
768 MB ram.
Nice! I want one of those! And no, that hardware is definitely not the
problem.
> Can it be that opensg dedect it incorrect?
That's always possible. I've never run it on that card (BTW, which
driver version are you running?), so there could be something unexpected.
To point two, the 3D texture is not scale down, it is cutting the rest
of the image.
Hm, that is weird. I can't think of any obvious reasons for that
behavior. Is the program that you use small enough to send it to me to
take a look at it?
Yours
Dirk
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Hi Dirk,
i have write a mini test program to demonstrate the problem. The
importal stuff is:
// OpenSG
SimpleSceneManager *_mgr;
NodePtr _scene;
NodePtr _trans;
DVRVolumePtr _vol;
DVRIsoSurfacePtr _iso;
PassiveWindowPtr _gwin;
DVRAppearancePtr _app;
DVRVolumeTexturePtr _tex;
DVRShaderPtr _shader;
Test::Test(void* win)
{
osgInit(0, NULL);
_hDC = GetDC(_hWnd);
if(!_hDC)
{
DestroyWindow(_hWnd);
return;
}
PIXELFORMATDESCRIPTOR pfd = { sizeof(PIXELFORMATDESCRIPTOR) };
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.iLayerType = PFD_MAIN_PLANE;
int nPixelFormat = ChoosePixelFormat(_hDC, &pfd);
if(!nPixelFormat)
{
ReleaseDC (_hWnd, _hDC);
DestroyWindow (_hWnd);
return;
}
BOOL bPixelFormat = SetPixelFormat(_hDC, nPixelFormat, &pfd);
if(!bPixelFormat)
{
ReleaseDC(_hWnd, _hDC);
DestroyWindow(_hWnd);
return;
}
_hRC = wglCreateContext(_hDC);
if(!_hRC) {
ReleaseDC (_hWnd, _hDC);
DestroyWindow (_hWnd);
return;
}
wglMakeCurrent (_hDC, _hRC);
_gwin = PassiveWindow::create();
_gwin->init();
// create the SimpleSceneManager helper
_mgr = new SimpleSceneManager;
_scene = Node::create();
_trans = Node::create();
// tell the manager what to manage
_mgr->setWindow(_gwin );
_mgr->setRoot (_trans);
load();
_w = 0;
}
void Test::load()
{
FILE* f = fopen ("D:\\data64_3d.img", "rb");
UInt8* buffer = new UInt8 [128*128*128];
fread (buffer, 128*128*128,1 , f);
fclose (f);
ImagePtr datImage = Image::create();
datImage->set(Image::OSG_L_PF ,128,128,128);
datImage->setAttachmentField( "SliceThickness", "1 1 1" );
UInt8 *d = (UInt8*) datImage->getData();
beginEditCP(datImage);
for (int i= 0; i < 128*128*128; i++)
{
*d++ = buffer[i];
}
endEditCP(datImage);
_vol = DVRVolume::create();
_app = DVRAppearance::create();
_tex = DVRVolumeTexture::create();
_iso = DVRIsoSurface::create();
_shader = DVRIsoShader::create();
TransformPtr trans = Transform::create ();
Quaternion q = Quaternion(Vec3f(0,1,0), 5 );
Matrix m;
m.setRotate (q);
beginEditCP(trans);
trans->setMatrix(m);
endEditCP(trans);
beginEditCP(_trans);
_trans->setCore (trans);
beginEditCP(_trans);
beginEditCP(_tex);
_tex->setImage(datImage);
beginEditCP(_tex);
beginEditCP(_iso, DVRIsoSurface::IsoValueFieldMask);
_iso->setIsoValue(0.5);
endEditCP(_iso, DVRIsoSurface::IsoValueFieldMask);
// Attach the volume texture to the appearance
beginEditCP(_app, Node::AttachmentsFieldMask);
_app->addAttachment(_tex);
_app->addAttachment(_iso);
endEditCP (_app, Node::AttachmentsFieldMask);
// Assign the appearance to the volume core
beginEditCP(_vol);
_vol->setAppearance(_app);
_vol->setShader(_shader);
//_vol->setBrickStaticMemoryMB(64);
endEditCP(_vol);
_trans->addChild (_scene);
beginEditCP (_scene);
_scene->setCore (_vol);
endEditCP (_scene);
}
The rest of the programm
The program is compiled under windows xp x64 with the latest driver
version from nvidia.
Thanks again
Mario
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org:MPI for Biophysical Chemistry
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email;internet:[EMAIL PROTECTED]
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tel;fax:+49 (0) 551 201 1197
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