Yes I agree that the z-buffer depth value makes more sense for the
isosurface technique since it defines a single position. I only meant
that I modified the shaders for the isosurface technique
(volume_iso.frag and volume_tf_iso.frag).
Yvon
Robert Osfield wrote:
Hi Yvon,
Good to hear you've got it working.
Maybe this should be integrated in the next release of OSG? I can send you
the code of each shaders if you are interested.
Possibly. It's not clear to me which depth you are computing, as each
fragment can have only one depth, for a volume what depth to assume
will depend upon the technique, for instance the isosurface or mip
techniques will have a single position, but the blending ray tracing
techniques won't have any single position that can be identified.
Robert.
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