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

------------------
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http://forum.openscenegraph.org/viewtopic.php?p=16110#16110





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