Hi,

> > OK, I commited the code. I changed the source again,
> > since I would not like to limit the code to multitexture-HW.
> > I store the tex-coord for the next slice in the first
> > GL color (glColor).
> 
> Hm, can you do pre-integrated volume rendering without MT hardware? 

Well, not really (not going to construct some really strange
case) :)

> I
> don't see how, honestly. Therefore I'd prefer putting it in the second
> TC, seems to be more consistent.

OK, fine. I can change it back next week.

> IMHO it would make more sense to add the sliceDistance as a parameter
> for the slicer and add some provisions for using 3D volumes that have
> have non-cubic voxels. That should be simple enough to add to not get
> into VolRen turf but make the Slicer more usable as an experimentation
> testbed.

Agree. SliceDistance would be more flexible. You only have to be
carefull that the sliceDistance is used int geo-bbox-space and not 
in the 0-1 range of the texture date.

Maybe we can provide the current sliceDistane in tex-space as
axtra parameter (e.g. stored in the 'q' values of the second tex
coord)

regards,
  Johannes

BTW: If you are experimenting with advanced volume allgos:
I have some simple code which generates gradients (with a
3d-sobel) from a scalar volume and stores it as normalmap
in the same image. I could include the code in the Image
class. Something like:

void Image::createNormalMap (void)

Works on scalar (OSG_L_PF) volume and creates a  normalmap +
scalar in Alpha volume (OSG_RGBAL_PF). Could be extended
to work also on 2d-images to create a 2D-normalmap.

Should we include it as Image method or is this
really out of scope for the image class?



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