2D texture and 3D texture volume rendering Hi, I am relatively new to opengl. I am trying to use 2D texture and
3D texture for volume rendering. that is, I have a volumetric image,
for example, 500 slices, each slice has 400 by 320 pixels. I want to
do the direct 3D volume rendering using opengl 2D texture or/and 3D
texture. can some one show me some sample codes how to do it?
are there any other ways for rendering the volume?
> Hi, I am relatively new to opengl. I am trying to use 2D
> texture and 3D texture for volume rendering. that is, I have a
> volumetric image, for example, 500 sl...
Trouble with 3D textures I'm attempting to use 3D textures with OpenGL to do color correction,
indexing into the 3D texture in a fragment shader. This works, it's
fast, and it allows interesting general 3D color correction.
But, I'm having a terrible time reloading the 3D map. If I have a
64x64x64 or larger map, the second time I call glTexImage3D it just
core dumps immediately. If I have a 32x32x32 or smaller map, it
doesn't core dump, but it just doesn't reload the texture -- the image
is still looked-up with the old texture.
If I open a second window, though, the new window does get the upd...
3D texture problems I'm attempting to do some volume rendering using 3D textures, but
everything I seem to draw becomes a solid color. The data is 8-bit
RGBA. I've tried several different alpha values, and none work. When I
put the code outside of my program and make it stand alone, it works.
I'm wondering if there is something that I'm doing earlier in my
program thats changing the way OpenGL does alpha transparency.
I do the following things: (the volume rendering code came from the
"GPU Gems" book)
1) load the texture
2) create the display list
3) draw the texture
3D Texture Constraints Hi. I'm using 3D textures in a raycasting application that uses GLSL.
I understand that 3D textures must have dimensions that are powers of
2, and no extension exists to work around this in 3D. Not all my
volumes fit this bill, so I'm padding them out to the nearest power of
2 greater than the given dimension. This works great for cubicle
volumes when all dimensions become the exact same. However, when I get
a volume that's say 256 x 256 x 110 which becomes 256 x 256 x 128, my
datasets start to replicate when rendered. Instead of one brain, I see
four of them in a 2 x 2 x 1 ar...
3D-texture performance Hi,
I have a fragment program that accesses a 3D-texture 12 times per fragment.
When I decrease the texture size from 256x256x512 to 128x128x512 I
achieve a major performance of approx. 15 FPS at all resolutions.
Does anyone know where this is founded? I won't believe that this is
based on the texture caching strategies of the graphics hardware (in my
case a 7900 GT).
I put a figure here: http://gonzo.uni-weimar.de/%7etoll/pics/res_compare.png
orange line is at 128x128x512 texture resolution
blue line is at 256x256x512 texture resolution
Another question ;)
As you can see in the i...
3D textures #2 Hello,
I hope to show some samples of what I did with the previous thread
"GLSL: Multitexturing particular cases..." and with the answers given by
Fungus and Chris, but if I debug this code:
glBindTexture(GL_TEXTURE_2D,BBID); // **********
3D texturing and multitexturing hi!
is it possible to apply multitexturing to a 3D texture with a 2D
texture (for instance - detail texture)?
On Feb 27, 5:35 pm, ivan <ivan.so...@gmail.com> wrote:
> is it possible to apply multitexturing to a 3D texture with a 2D
> texture (for instance - detail texture)?
/ O O \
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3d textures, openGL, glTexImage3dext Is there any good tutorial on using openGL 3d textures, I haven't found
any. "official" documentation for glTexImage3Dext doesn't help too much.
I am trying to use automatic texture generation for volume rendering,
but I'm not sure how to do it
On Sat, 23 Sep 2006, Nebojsa wrote:
> Is there any good tutorial on using openGL 3d textures, I haven't found any.
> "official" documentation for glTexImage3Dext doesn't help too much.
> I am trying to use automatic texture generation for volume rendering, but I'm
> not sure how to do ...