Hi Robert, For volume rendering we can ask for OpenGL 2.0 / GLSL shaders. for me no problem. most of the volumes are huge and big objects, and so we need modern hardware. I saw that you added a new library called osgVolume, what is planned for the near feature: ?
( ? ) color / transparency transfer function (1D) ( ? ) shading / lighting ( ? ) multi volume fusion ( ? ) ... ( ? ) image processing or should we adapt ITK as image processing library (DICOM,...) /adrian 2008/9/17 Robert Osfield <[EMAIL PROTECTED]> > Hi All, > > With the osgVolume project my plan was initially just to require > Texture3D so we wouldn't have to mess around with stacks of Texture2D > as a fallback. Last night on pondering different elements of design > it occurred to me that all the rendering techniques of real interest > can only be implemented with shaders or on the CPU using race tracing, > there simply isn't a way to create a fixed function pipeline. Since > the fixed function fallbacks will be very limited compared to the ray > traced versions it begs the question whether this limited > functionality justifies the extra complexity in providing fallbacks. > > Personally I'm rather tempted to conclude that setting minimum spec > for osgVolume to be GLSL and Texture3D support (i.e. OpenGL 2.0 era > hardware) would be a reasonable thing to do. If you are going to try > volume rendering then you need modern hardware anyway just to cope > with the demands on memory size and memory bandwidth, and all modern > graphics hardware supports at least OpenGL 2.0. > > Would a minimum spec of OpenGL 2.0 be acceptable for osgVolume users? > Thoughts? > > Robert. > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- ******************************************** Adrian Egli
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