Manfred Weiler wrote:
Hi,
[...snip...]
What I meant was the following: Compute the desired slice polygon yourself.
Which essentially requires the reimplementation of the slicing code in
DVRVolume. Define it as a Geometry. And use a simple 3D-Texture-Material
to render the Geometry. This would probably be the most efficient solution.
But I agree that the effort would be quite similar to extending the DVRVolume.
Manfred.
To be more specific: I have a SwitchNode with multiple DVRVolumes as
children. This is used for animating the volume rendering. Each
DVRVolume contains an instance of the same ClipPlaneChunk.
Given an arbitrary plane which cuts the volumes, I need to retrieve a 2d
texture, i.e. a thin slice, of the cut. Among other things this allows
for viewing the cut along a normal to the cut. Furthermore I have
multiple viewports for separate display of the volume rendering and the cut.
The 3rd suggestion (extending the DVRVolume) is the best solution for my
purpose. From what I gathered so far one has to derive classes through
the fdcEditor, but I'm not too sure how this works. I'll look into it,
but will appreciate any available documentation or directions of it's use.
I thank you for the help.
/Allan
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