Thanks Jose,
for the new direction. I'll work on it for a couple of days, and get back to accept the solution if it works for me.
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Browse All TopicsHi All,
I am looking for a solution for efficient rendering of a 3D volume in DirectX ( a cubic volume sampled at a fixed intervals and each such 'voxel' having intensity values assigned to it). One approach is a texture based approach wherein, a set of stacked textures can be used to display a volume. This option is computationally less expensive, and hence I want to try this out first.
I came across VolumeTexture class of Direct3D which looks promising and it seems this can be used to perform the above given task. But could not find any sample code on the net.Hence got stuck here. (Not even in MSDN documentation !!!)
A small code snippet of usage of this class would be of great help. Any other suggestions /approaches for the above given problem are most welcome.
Thanks,
NK.
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Right now I found a tutorial on Voxel Landscape Engine at
http://www.flipcode.com/
which would be of interest, despite not to have a Directx approach.
Jose
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by: JoseParrotPosted on 2009-08-23 at 00:17:07ID: 25161615
You should use shaders, instead of textures.
First look tutorials at php/Direct X:Direct3D :Tutorials :Vertex_Sh aders_Intr oduction
http://gpwiki.org/index.
an d deeper at http://www.gamedev.net/col umns/hardc ore/dxshad er1/
How to progarm shader in DirectX, at Microsoft: osoft.com/ en-us/libr ary/bb9440 06(VS.85). aspx
http://msdn.micr
You can add transparency levels also, by controlling the Alpha channel.
Jose