Hi Allan,

On Thu, 2005-01-06 at 06:39, Allan Rasmusson wrote:
> 
> 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.

Animated volumes... Nice! Howe many frames do you have, how big is your
dataset?

> 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.

Do you really want to have it as a separate texture, i.e. does it make
sense to cache it as it only changes rarely, or do you just want to draw
it separately? 

In either case, I think the easier solution is 2), just add a second
clip plane close to the first, and use a second camera for your second
viewport that just looks orthogonal to the clip plane(s). Given that
non-orthogonal slices through a volume are not generally rectangular,
grabbing that into a texture is not as easy as it may seem. Or are you
just using orthonal clipping planes?

> 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.

There are some examples in Examples/NewTypes, and some documentation in
the developer's section of the documentation (check
www.opensg.org/documentation.EN.html). But I'm not sure if that's really
necessary.

Yours

        Dirk






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