If channel 0 is not configured using AddChannel() upon startup, GVDB crashes. So, channel 0 must exist for GVDB to run properly; however, I cannot write data to channel 0. Yet when a transfer function is used, the rendering shows variation in channel 0 (assuming that is the only channel used as input to the transfer function…this is an open question in another thread).
So, where is the data for channel 0 coming from, if I am not able to write to it? The answer has to be that channel 0 is being used by GVDB and GVDB only.
If that is the case, why does GVDB not own this channel completely and AddChannel() itself? Why do I have to call AddChannel() on a channel I cannot access?
And, I do not understand what kind of density is in channel 0. Is this the number of sample points that fall within a given voxel? Is it some kind of density accumulation? What is GVDB’s definition of density?
Basically, GVDB gets mad at me if I don’t declare channel 0. When I do declare that channel, GVDB becomes a ball hog. So much so that I never get to play. Instead, I have to play with a different ball (channel 1)…a ball that GVDB couldn’t care less about. GVDB is a very spoiled kid. Maybe, because he’s 1 version old. His parents need to hug him more or something.