SoOffscreenVolumeRenderdataSpaceMatrix Property |
This transformation is applied on the volume render texture coordinate during the extraction.
Namespace: OIV.VolumeViz.Nodes
It allows to change the extraction frame. This matrix is applied on normalized texture coordinates all components are between 0-1 and must be in [0-1] after the transformation. So to inverse an axis, we must apply the following transformation: -1*u+1 (where u is a texture coordinate) and not just a simple negative scale.
To swap I and J axis, the matrix would be:
SbMatrix( 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
To reverse I axis, the matrix would be:
SbMatrix(-1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1);
To reverse J axis, the matrix would be:
SbMatrix( 1, 0, 0, 0, 0,-1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1);
To reverse K axis, the matrix would be:
SbMatrix( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 1, 1);