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Section 3:
Library calls
BruteForce.3
Render using a simple brute-force method
Callback.3
Define a callback function
ClientData.3
Define a client data pointer
ClsfyScalar.3
Create a preclassified volume from scalar data
ClsfyScan.3
Incrementally create a preclassified volume from scanlines of scalar data
ClsfyTable.3
Specify an opacity transfer function
ClsfyVolume.3
Create/destroy a preclassified volume for fast rendering
Context.3
Create/destroy a rendering context
CurrentMatrix.3
Choose the current transformation matrix
Debug.3
Enable/disable debugging options
DepthCueing.3
Set depth cueing parameters
Enable.3
Enable or disable options
Error.3
Retrieve error codes
Extract.3
Extract one field from a rectangular region of a volume
Filter.3
Define a resampling filter
FilterTab.3
Initialize a filter weight table
Get.3
Get the value of an option
GetImage.3
Get a field of the intermediate image
GetLight.3
Get lighting properties
GetMaterial.3
Get material properties
GetMatrix.3
Retrieve the contents of a transformation matrix
Identity.3
Load the identity matrix into the current transformation matrix
Image.3
Specify an image array
Light.3
Set lighting properties
LinAlgebra.3
Linear algebra routines
Load.3
Load volume data structures from a file
LookupShader.3
Specify shading lookup tables
Material.3
Set material properties
MinMaxOctree.3
Create/destroy a min-max octree for optimized rendering
MultMatrix.3
Multiply the current transformation matrix by another matrix
NormalIndex.3
Encode/decode a surface normal vector
OctreeMask.3
Compute a mask representing one level of a min-max octree
Ramp.3
Initialize an array with a piecewise-linear ramp
RawVoxels.3
Specify an array of volume data
Render.3
Render a volume
Resample.3
Resample an array
Scale.3
Multiply the current transformation matrix by a scaling matrix
ScanNormals.3
Compute surface normal vectors and gradient magnitudes for a scanline
Set.3
Set the value of an option
SetMatrix.3
Load a matrix into the current transformation matrix
ShadeTable.3
Compute the contents of the shading lookup table
Shadow.3
Specify shading lookup tables for rendering shadows
Store.3
Store volume data structures to a file
Timer.3
Interval timer facility
TracePixel.3
Print a trace of the voxels composited into a pixel
Translate.3
Multiply the current transformation matrix by a translation matrix
Transpose.3
Transpose a volume
VolPack.3
Introduction to volpack, a library for volume rendering
VolumeNormals.3
Compute surface normal vectors and gradient magnitudes for a volume
VolumeSize.3
Define the dimensions of a volume
VoxelField.3
Define the size and location of a voxel field
VoxelSize.3
Define the size of a voxel
Window.3
Multiply the projection matrix by a perspective or orthographic matrix
WindowPHIGS.3
Multiply the projection matrix by a phigs viewing matrix