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SoVolumeRenderlighting Property

Note: This API is now obsolete.

Indicates if lighting is required.

Namespace: OIV.VolumeViz.Nodes
Assembly: OIV.VolumeViz (in OIV.VolumeViz.dll) Version: 10.3.0.0 (10.3.0.0)
Syntax
[ObsoleteAttribute("See documentation for more details")]
[EditorBrowsableAttribute(EditorBrowsableState.Never)]
public SoSFBool lighting { get; }

Property Value

Type: SoSFBool
Remarks

Default is false. NOTE: Better performance for lighting can be obtained using the OIV.VolumeViz.Nodes.SoVolumeRenderingQuality node. Using OIV.VolumeViz.Nodes.SoVolumeRenderingQuality, lighting is determined by the first light in the scene graph (similar to other geometry) and the lighting computation is done on the GPU (therefore OIV.VolumeViz.Nodes.SoVolumeRenderingQuality requires programmable shaders).

Using the OIV.VolumeViz.Nodes.SoVolumeRender.m_lighting field, lighting is determined by the OIV.VolumeViz.Nodes.SoVolumeRender.m_lightDirection field and the lighting computation is done on the CPU. This requires RGBA textures to be loaded on the GPU which uses more texture memory and requires more time to modify the transfer function (color map) because textures must be reloaded. Note that activating or deactivating lighting will also normally force the textures to be recreated, which may be slow.

NOTE: Only set the lighting field to true in OIV.VolumeViz.Nodes.SoVolumeRenderingQuality or OIV.VolumeViz.Nodes.SoVolumeRender. Do not set both OIV.VolumeViz.Nodes.SoVolumeRender.m_lighting fields to true.Obsoletesince Open Inventor 8500. Use OIV.VolumeViz.Nodes.SoVolumeRenderingQuality.m_lighting field instead.

See Also