What I meant was, volume rendering at each pixel should simply be
some combination of the values for that pixel at val1, val2, etc.
So, if you combine your range components to make a new MathType:
( (x,y,z)->(vals) )
where vals is computed as a weighted average of val1, val2, etc.,
then map vals to Display.RGBA for volume rendering, you'll avoid
the Java3D transparency bug but still get a nice display.
At 11:50 AM 9/26/2002, you wrote:
>I merge all volumes into one volume ( (x,y,z)->(val1, val2, val3, ...
>valN) ), but each value still shelter others in an order
>[mailto:owner-visad-list@xxxxxxxxxxxxx]On Behalf Of Curtis Rueden
>Sent: Wednesday, September 25, 2002 4:00 PM
>Subject: RE: How to populate a set of isosurfaces by giving a set of
>This is probably a manifestation of the Java3D transparency bug.
>Is there any way you can combine your volume data into one volume?
>If the volumes have the same domain set, you could try averaging
>the range values at each sample.