Hi Nicholas,
You'll need to pass in a stack of 2D images, or a 3D image via .dds.
Options for osgvolume example are:
osgvolume --help
Usage: osgvolume [options] filename ...
Options:
--clip <ratio> clip volume as a ratio, 0.0 clip all, 1.0 clip
none.
--compressed Enable the usage of compressed textures.
--compressed-arb Enable the usage of OpenGL ARB compressed
textures.
--compressed-dxt1 Enable the usage of S3TC DXT1 compressed
textures.
--compressed-dxt3 Enable the usage of S3TC DXT3 compressed
textures.
--compressed-dxt5 Enable the usage of S3TC DXT5 compressed
textures.
--images [filenames] Specify a stack of 2d images to build the 3d
volume from.
--maxTextureSize <size> Set the texture maximum resolution in the
s,t,r (x,y,z) dimensions.
--modulate-alpha-by-luminance For each pixel multiple the alpha value by the
luminance.
--num-components <num> Set the number of components to in he target
image.
--r_maxTextureSize <size> Set the texture maximum resolution in the r
(z) dimension.
--replace-alpha-with-luminance For each pixel mSet the alpha value to the
luminance.
--s_maxTextureSize <size> Set the texture maximum resolution in the s
(x) dimension.
--shader Use OpenGL Shading Language.
--t_maxTextureSize <size> Set the texture maximum resolution in the t
(y) dimension.
--xMultiplier <multiplier> Tex coord x mulitplier.
--xSize <size> Relative width of rendered brick.
--yMultiplier <multiplier> Tex coord y mulitplier.
--ySize <size> Relative length of rendered brick.
--zMultiplier <multiplier> Tex coord z mulitplier.
--zSize <size> Relative height of rendered brick.
-h or --help Display this information
-n Create normal map for per voxel lighting.
-s <numSlices> Number of slices to create.
On 8/29/07, Nicholas Yue <[EMAIL PROTECTED]> wrote:
> Hi,
>
> I have downloaded the latest binary distribution for Windows.
>
> There is a sample application call osgvolume.exe
>
> Which data file is suitable for use with osgvolume?
>
> I tried a number of them but no window is displayed.
>
> I have used osgviewer successfully though.
>
> Regards
>
>
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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