Hi,

I just had a more extensive stroll through the osgVolume code in the 2.8.2 
release but I don't think it has changed in more recent versions (I guess) 
after playing around with the node for a more extensive period. I am a bit 
suprised by especially the raycasting shaders they seem to be well I don't want 
to say inefficient but strangely designed but maybe that is just because I do 
not understand what the thinking behind was. That's why I thought I ask.

What stroke me most is that the standard DVR shader (volume_tf_frag.cpp) is 
basically using back-to-front raycasting that is very unusual (even tough I 
think the compositing function isn't actually completely right for BTF either). 
Most people prefer using front-to-back for obvious optimization reasons (e.g. 
early ray termination). 

So am I missing a point here?

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http://forum.openscenegraph.org/viewtopic.php?p=25532#25532





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