<html><head><style type="text/css"><!-- DIV {margin:0px;} --></style></head><body><div style="font-family:times new roman,new york,times,serif;font-size:12pt"><div>Very good news! There's some scheduled date?<br></div><div style="font-family: times new roman,new york,times,serif; font-size: 12pt;"><br><div style="font-family: arial,helvetica,sans-serif; font-size: 13px;"><font face="Tahoma" size="2"><hr size="1"><b><span style="font-weight: bold;">Da:</span></b> Lisa Avila <lisa.avila@kitware.com><br><b><span style="font-weight: bold;">A:</span></b> Loris Vosilla <loris.vosilla@gmail.com><br><b><span style="font-weight: bold;">Cc:</span></b> vtkusers@vtk.org; vtkedge@vtkedge.org<br><b><span style="font-weight: bold;">Inviato:</span></b> Mar 10 novembre 2009, 16:25:08<br><b><span style="font-weight: bold;">Oggetto:</span></b> Re: [VtkEdge] [vtkusers] Volume rendering questions<br></font><br>Hello Loris,<br><br>The GPU volume ray cast mapper
will soon be moving to VTK. At that time we will fixing the existing bugs (generally related to the clipping algorithm for starting the rays).<br><br>As for the second issue - we should add the code to detect this and release all graphics resources when we note that the vtkRenderer has changed (and hence we have a new view context). The results won't be good - you'll have the "slow first render" speed for every render because you'll be alternating between two different view contexts (so you will create and reload the volume texture twice for every render). So yes, we will fix this bug but no, you really should not use this mapper in more than one view content (vtkRenderer). In order to do so - we'd need a much bigger VTK-level change (sharing of view contexts across renderers).<br><br>Lisa<br><br><br>Yes - it would be nice to have one copy of the texture and use it in multiple vtkRenderers, but that can only be done with a major change to VTK to share
view contexts across renderers.<br><br>Loris Vosilla wrote:<br>> Dear Vtk and vtkedge users,<br>> <br>> I'm using vtkKWEVolumeMapper to volume render a three dimensional blood vessel.<br>> If I use as rendering mode RayCastAndTexture I don't have any problem, but If I use the GPURenderMode I obtain strange resuts:<br>> <br>> 1) When I draw the volumetrical object with a vtkcamera outside of the object self the rendering works fine, but as soon as the camera enters in the volume I can't see anything. The opacity function is properly set. This problem doesn't come if I use RayCastAndTexture drawing method. If needed I can post screenshots of what is happening.<br>> <br>> 2) If I want to draw two volumetrical view in two different viewports only one is drawn<br>> using GPURenderMode. If I use RayCastAndTexture drawing method both are
drawn.<br>> <br>> Thanks for your help<br>> -Loris<br>> <br>> <br>> ------------------------------------------------------------------------<br>> <br>> _______________________________________________<br><span>> Powered by <a target="_blank" href="http://www.kitware.com">www.kitware.com</a></span><br>> <br>> Visit other Kitware open-source projects at <a href="http://www.kitware.com/opensource/opensource.html" target="_blank">http://www.kitware.com/opensource/opensource.html</a><br>> <br>> Please keep messages on-topic and check the VTK FAQ at: <a href="http://www.vtk.org/Wiki/VTK_FAQ" target="_blank">http://www.vtk.org/Wiki/VTK_FAQ</a><br>> <br>> Follow this link to subscribe/unsubscribe:<br>> <a href="http://www.vtk.org/mailman/listinfo/vtkusers" target="_blank">http://www.vtk.org/mailman/listinfo/vtkusers</a><br>> <br>_______________________________________________<br>VtkEdge mailing list<br><a
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