The implementation of this approach begins with rendering a simple clip geometry to the depth buffer, i.e., the depth structure is generated from the clip geometry by standard scan conversion of the graphics hardware. Then,
writing to the depth buffer is disabled and depth testing is enabled. Finally, the slices of the volume data set are rendered and blended into the frame buffer. Here, the depth test implements the evaluation of the visibility property of a fragment. The user can choose between two variants by setting the logical operator for the depth test either to “less” or “greater”. In the first case, the volume is clipped away behind the geometry from the camera’s point of view. The latter allows to clip away the volume in front of the clip geometry.
how to implement this approach in OpenGL
Started by abc9804, Oct 14 2007 01:47 PM
5 replies to this topic
#1
Posted 14 October 2007 - 01:47 PM
#2
Posted 14 October 2007 - 04:30 PM
All this is straightforward to do in OpenGL.
Do you have a specific question?
Do you have a specific question?
reedbeta.com - developer blog, OpenGL demos, and other projects
#3
Posted 15 October 2007 - 01:21 AM
I'm not a programmer,so can you help me write the code in OpenGL.Thank you!
#4
Posted 15 October 2007 - 08:11 AM
I think it's better if you do your school assignments yourself.
http://iki.fi/sol - my schtuphh
#5
Posted 15 October 2007 - 11:05 AM
It's not my school assignment.My .NET program needs those codes,but I am not good at OpnGL,I can't realize it.
#6
Posted 15 October 2007 - 04:28 PM
Well, we are not going to write your code for you. You'll just have to pick up a book on OpenGL, or search the web to find tutorials on it, and learn to do it yourself.
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