Hi,

I'm currently looking into the osgVolume nodekit and the osgVolume example as 
I'm trying to implement a simple volume raycasting shader in osg, which I have 
previously written in Rendermokey. 

The shader calculates the direction for the ray by rendering the front and back 
faces of a unit cube. The difference between the faces is stored in a texture 
and serves for the direction look up. I'm using front to back blending as I 
need to integrate early ray termination due to performance reasons. 

As far as I understand it by looking at the source, the osgVolume example uses 
back to front blending and I'm wondering, if the functionality for front to 
back blending is already available in osgVolume. What would be the best way for 
generating the direction texture in this case? Can this be done directly in osg 
or do I have to use for example osgPPU in order to setup my rendertargets?

Any hints are greatly appreciated.

Thank you!

Cheers,
Martin

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