Improved GLSL isosurface support when using a transfer function

This commit is contained in:
Robert Osfield
2008-09-26 15:47:31 +00:00
parent 21865d3ec1
commit d8cfc9b1f5
2 changed files with 23 additions and 6 deletions

View File

@@ -876,6 +876,9 @@ osg::Node* createShaderModel(ShadingModel shadingModel,
texture3D->setImage(image_3d.get());
stateset->setTextureAttributeAndModes(0,texture3D,osg::StateAttribute::ON);
osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
stateset->addUniform(baseTextureSampler);
}
@@ -943,7 +946,7 @@ osg::Node* createShaderModel(ShadingModel shadingModel,
texture1D->setWrap(osg::Texture::WRAP_R,osg::Texture::CLAMP_TO_EDGE);
stateset->setTextureAttributeAndModes(0,texture1D,osg::StateAttribute::ON);
osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume-tf-iso.frag");
osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume_tf_iso.frag");
if (fragmentShader)
{
program->addShader(fragmentShader);
@@ -1056,6 +1059,7 @@ osg::Node* createShaderModel(ShadingModel shadingModel,
}
else
{
osg::Shader* fragmentShader = osgDB::readShaderFile(osg::Shader::FRAGMENT, "volume.frag");
if (fragmentShader)
{
@@ -1067,8 +1071,6 @@ osg::Node* createShaderModel(ShadingModel shadingModel,
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, volume_frag));
}
}
osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
stateset->addUniform(baseTextureSampler);
osg::Uniform* sampleDensity = new osg::Uniform("sampleDensity", 0.01f);
stateset->addUniform(sampleDensity);