I want to use glColorTable() for Volume rendering.
I created a color table with this function, but how can I use the table I created.

Color tables are not accessible inside shaders.
The fragment shaders come AFTER the lookup.

Lookup tables for volume rendering are normally done with a dependent 1D texture lookup instead, like this:

float value = texture3D(volume,;
float4 color = texture1D(lookup, value);

Put your color table into the 1D texture.

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