Thanks Paul, fix now merged and submitted to SVN.

On Fri, Jan 30, 2009 at 2:56 PM, Paul Melis <[email protected]> wrote:
> I think TransferFunction needs to call _image->dirty() in two places in
> response to an assign() of new transfer map values.
> Here's an updated file, which seems to work here.
>
> Paul
>
>
> -------- Original Message --------
> Subject:        Re: [osg-users] osgVolume ready for testing
> Date:   Fri, 30 Jan 2009 13:04:08 +0000
> From:   Robert Osfield <[email protected]>
> To:     Paul Melis <[email protected]>, OpenSceneGraph Users
> <[email protected]>
> References: <[email protected]>
> <[email protected]>
> <[email protected]>
> <[email protected]>
> <[email protected]>
> <[email protected]>
> <[email protected]>
> <[email protected]>
> <[email protected]>
> <[email protected]>
>
>
>
> Hi Paul,
>
> On Fri, Jan 30, 2009 at 12:55 PM, Paul Melis <[email protected]> wrote:
>>
>> BTW, is there currently support in osgVolume for interactively
>> manipulating
>> a transfer function?
>
> I haven't tried it yet, but it should work automatically.
> osg::TransferFunction1D holds an osg::Image that it should update and
> dirty, and this osg::Image is attached to a convention texture which
> should in theory just update when the image is updated.
>
>> I noticed the call to osgVolume::applyTransferFunction() in the osgvolume
>> example and that one kind of feels like it does processing on the image
>> data. Is that correct?
>
> You can apply the transfer function directly to the image, but with
> GPU based shaders I've found it best to do all the compute of the
> transfer function on the GPU, it's faster and produces high quality
> results and... you can update the transfer function dynamically.
>
> Robert.
>
>
>
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