After porting my fixed function pipeline volume rendering it was time to move on and implement real volume raycasting to overcome the bugs of the old implementation. Currently it’s only a very basic, quite unoptimized straight forward implementation (using threshold based early termination on fragment alpha saturation as the only optimzation). Maybe I should at least consider some of these techniques for an improved version, as the current implementation only runs @~15fps on my lowend 8800M GTX. Source as always on github: cube backface position shaders: .vs .fs and the real volume raycasting shaders: .vs .fs and last but not least the JOGL setup and initialization code: GL3_VolumetricRaycasting_VolumeTexture.java

NIGHTNIGHT by DEDDY