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? ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=25532#25532 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

