Re: Inverting of the volume data

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From: Dave Akers (dla@engr.sgi.com)
Date: 12/01/2000 13:55:25


Hi Kiani,

  Why not try using a texture lookup table (voLookupTable) to invert all
of the texture values? The table function would be a linear ramp going
downwards. Assuming that you were careful to disable the lookup table when
drawing any textured objects, then only the colors for your volume would
be reversed.

 Hope that helps,

Dave

On Fri, 1 Dec 2000, Kiani, K. wrote:

> Hi all,
>
> I have 256x256x256 volume data, I perform many operation on my volume
> data, after all manipulation;e.g, (Blending to determine max and add of
> my data). I want to invert my volume data, I mean: (invertVoxelvalue=255
> - NotinvertedVoxelvalue. I have used glReadpixel() to copy the
> Framebuffer to processing memory in order to invert the data, and used
> glDrawPixels()to put back the manipulated data to FrameBuffer. It does
> work, but because I have other colored objects in my volume data, those
> are inverted too. I want to have the inverted volume data without
> chaning the color of my colored objects
>
> Best regards
>
> Kiani
>


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