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SoVolumeDatausePalettedTexture Property

For a volume containing scalar data values, controls whether scalar values (true) or RGBA values (false) are loaded on the GPU (the name is historical).

Namespace: OIV.VolumeViz.Nodes
Assembly: OIV.VolumeViz (in OIV.VolumeViz.dll) Version: 2023.1.3.0 (2023.1.3)
Syntax
public SoSFBool usePalettedTexture { get; }

Property Value

Type: SoSFBool
Remarks

The default is true, meaning to load scalar values on the GPU. This implies that the GPU will interpolate between data values and the GPU will apply the color map. Using scalar values has several advantages and is the recommended setting in most cases. Loading scalar values (generally) uses less GPU memory per voxel and the color map can be changed interactively because no volume data needs to be reloaded on the GPU. Also note that interpolating between color values (rather than data values) could result in unexpected colors that are not even part of the color map. The size (in bytes) of the scalar values on the GPU is determined by the texturePrecision field.

If this field is false, the color map is applied on the CPU and the resulting RGBA values are loaded on the GPU. This implies that the GPU will interpolate between color values. There are a few cases where this setting is better. For example, interpolating between data values could create values that not actually in the data set. Also, applying the color map on the CPU means that a very large color map can be used because the size is not limited by the maximum texture size on the GPU.

If the volume contains explicit RGBA values, then this field is ignored and RGBA values are sent to the GPU.

See Also