I am using 3D textures for volume rendering of raw data. The raw data can be Luminance-Alpha or RGBA.
Currently, I read the raw data and set the alpha value such that the furthest row (or slice)would be opaque (Alpha = 1) and the nearest slice would be "transparent" (say alpha = 0.1) and and alpha values are interpolated.
Is there any way in opengl I can change these alpha values dynamically. i.e. based on events like rotation? Such that the furthest slice is always opaque?
I am using a scenegraph tool (www.openrm.org) for texture based volume rendering.
I guess I am not looking for code but any ideas I can do this efficiently in the GPU using OpenGL.