Hello,
ryoumans wrote: > > for the "thickness" it's actually a fixed data for the geometry (not really > thickness). It's only thickness in the analogue of the x-ray model. It's > geometry dependent data, and for starting out adding this data item and/or > having only the one value will do. I'm just looking for the best design > using osg. So with that, maybe osgVolume is not necessary. I have userdata > and/or node callbacks to get this data for each geometry (e.g., Uniform > callback for the vertex shader all using the same var name). > OK, but your data must be view dependent. Otherwise how you would imagine to have X-ray like view, if you just have per vertex data? Or maybe I just don't really understand what you would like to have. > > I found your slicing idea in osgppu interesting. So, given this "thickness" > as data and not requiring geometry calculation, how would you see going at it? > Giving the thickness of data, I would render the object just as it is and using a shader, I would compute the viewing direction for each pixel (or vertex). Then having your view dependent data (so it would be probably a 6D data, for each position in each viewing direction. Or maybe 5D, for each position on surrounding sphere in each viewing direction) I would just compute color based on this thicknes. I do not see currently any other way of rendering X-ray like 3D models without having thickness data for each viewing direction and viewing position. THe way I proposed, is the way how one could compute this data on the fly. Maybe we can work out an example usng osgPPU so that other people can profit from it ;) cheers, art ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=16110#16110 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

