Hello Ulrich,

Thanks for the hint. I should have explained a little more.

I am calculating a distance map and want to store it in the 3D texture for 
pixel processing.

Which function should i used inside Texture3D to store the 3D data.

Is this data be need to be stored as image. The corresponding OpenGL 

command could be as follows:


Code:


glTexImage3D(GL_TEXTURE_3D, 0, 1, width, height, depth, 0, GL_RED, 
GL_UNSIGNED_SHORT, final.m_data);

DistanceMap final(width, height, depth, 1);

for (int z = 0; z < depth; z++) 
{
  for (int y = 0; y < height; y++) 
  {
    for (int x = 0; x < width; x++) 
    {
       double value = 0;            
       for (int i = 0; i < 3; i++) 
       {
          value += dmap(x, y, z, i)*dmap(x, y, z, i);            
       }
      
       value = sqrt(value)/depth;            
       if (value > 1.0) 
          value = 1.0;            
     
       final(x, y, z, 0) = value;         
    }      
  }   
}






I want to achieve the same scenario using OSG. Even if i set  the distance map 
using the osg::Image, how do i store 3 dimensional data in image using data(int 
col,int row) where i need the depth index as well? 

Regards
Sajjadul

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http://forum.openscenegraph.org/viewtopic.php?p=37334#37334





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