abhijit
03-23-2005, 11:38 AM
Hello everyone,
I am working on a 3D volume rendering application. My input volume data is a one byte MRI. I use 3D textures to display the volume. Now I want to color the voxels, along with alpha value, based on the input intensity value. So I tried using color look up table(glColorTable). Since the size of texture memory on my computer is low and data is huge I want to keep my data in the original 8 byte GL_LUMINANCE format however before actually displaying it on the frame buffer I want to color it with the look up table color.
I am using VC++ 6.0. I use a library called GLIW to pull up the glColorTable extension which is a part of ARB_imaging extension. However the color table is not doing anything :-(. I create the color table as follows
glColorTable(GL_COLOR_TABLE, GL_RGBA, 256,GL_RGBA, GL_UNSIGNED_BYTE, lut);
where lut is defined as GLubyte lut[256][4];
Could someone please help me?.
Thanks.
Abhijit
I am working on a 3D volume rendering application. My input volume data is a one byte MRI. I use 3D textures to display the volume. Now I want to color the voxels, along with alpha value, based on the input intensity value. So I tried using color look up table(glColorTable). Since the size of texture memory on my computer is low and data is huge I want to keep my data in the original 8 byte GL_LUMINANCE format however before actually displaying it on the frame buffer I want to color it with the look up table color.
I am using VC++ 6.0. I use a library called GLIW to pull up the glColorTable extension which is a part of ARB_imaging extension. However the color table is not doing anything :-(. I create the color table as follows
glColorTable(GL_COLOR_TABLE, GL_RGBA, 256,GL_RGBA, GL_UNSIGNED_BYTE, lut);
where lut is defined as GLubyte lut[256][4];
Could someone please help me?.
Thanks.
Abhijit