I know how to make use of “glTexImage3D” and the texture matrix to implement volume rendering. I draw a bunch of quads back-to-front and assign texture coordinates to them. Now I apply all my modeling transformation to the Texture matrix stack (not modelview matrix stack). This gives me the volume rendering effect.
Now I want to know how it is implmented behind the OpenGL’s magic curtain (API) ?
Any reference dcumentation, online links would be appreciated. Thank you!