Version 1 (modified by rsmeenk, 5 years ago)

Separated osgvolume example details

Demonstrates OSG's volume rendering capabilities. Needs a list of 2D images, or a 3D image (.dds)

Program arguments

argument description default
--alphaFunc 0.02
--clip <ratio> clip volume as a ratio, 0.0 clip all, 1.0 clip none. 1.0
--compressed Enable the usage of compressed textures.
--compressed-arb Enable the usage of OpenGL ARB compressed textures
--compressed-dxt1 Enable the usage of S3TC DXT1 compressed textures.
--compressed-dxt3 Enable the usage of S3TC DXT3 compressed textures.
--compressed-dxt5 Enable the usage of S3TC DXT5 compressed textures.
--images [filenames] Specify a stack of 2d images to build the 3d volume from.
--maxTextureSize <size> Set the texture maximum resolution in the s,t,r (x,y,z) dimensions.
--modulate-alpha-by-luminance For each pixel multiple the alpha value by the luminance.
--num-components <num> Set the number of components to in he target image.
--r_maxTextureSize <size> Set the texture maximum resolution in the r (z) dimension.
--replace-alpha-with-luminance For each pixel mSet the alpha value to the luminance.
--s_maxTextureSize <size> Set the texture maximum resolution in the s (x) dimension.
--shader Use OpenGL Shading Language.
--t_maxTextureSize <size> Set the texture maximum resolution in the t (y) dimension.
--xMultiplier <multiplier> Tex coord x multiplier.
--xSize <size> Relative width of rendered brick.
--yMultiplier <multiplier> Tex coord y multiplier.
--ySize <size> Relative length of rendered brick.
--zMultiplier <multiplier> Tex coord z multiplier.
--zSize <size> Relative height of rendered brick.
-h or --help Display this information
-n Create normal map for per voxel lighting.
-s <numSlices> Number of slices to create. 500