-= Version 3.0.0 =- * OSCVR doesn't compile in Debug mode * VolSuite is missing a couple .NET development files * There seems to be a problem displaying volumes with any dimension greater than 512. This has to do with the size of texture that I am passing to OpenGL. A temporary work-around is to change the maximum size of the bricks the volume is tesselated into. In the main window, go to "Edit->Settings" and change the "default_brick_size" option from 16MB to 4MB. * Transfer functions will only work on pre-FX nVidia hardware and only for single-channel volumes. This is a hardware limitation and I am working on a way around it (while at the same time supporting ATI cards, which are not currently supported for this feature). * On nVidia cards, I have had a problem with transfer functions not working correctly when the "Brick Memory Limit" is 16MB or higher. I suggest setting this value to 8MB or 12MB instead. In the Main Window, go under the "Edit->Settings..." menu and change the 'default_brick_size' from 16MB to 8MB or 12MB if the transfer functions aren't working for single- channel volumes that are 16MB or larger. * VolSuite has crashed on both DELL laptops and workstations without 3D texture support running XP when I loaded a volume then opened a new GLDataViewer. It did not crash if I opened the viewer BEFORE loading the volume. * Software clipping planes don't work with 2D (axis-aligned) direct volume rendering. Only hardware clipping planes work. I'll fix it, I'll fix it... Both hardware and software clipping planes work for 3D rendering. (Why are there both, you ask? Because software planes are faster than hardware planes on most systems!) To switch to hardware clipping planes from software planes, open the GLRegularVolumeTextureRenderer config panel by double-clicking its entry in the "Default" render group and navigating to the "Clipping Planes" panel. * Switching to 2D (axis-aligned) direct volume rendering takes a lot longer than it's supposed to and generates too many temporary volumes. I'll fix. * Saving a screenshot doesn't properly redraw the screen afterwards * On windows, there are a couple network problems that i've fixed for the next version. To not have it affect you, make sure the "Remote Hosts" list is empty unless you are connecting to someone. * the DCT compression option for video streams does not work correctly under windows (but it does under linux on the same machine - go figure...) * Probably a lot more I don't know about yet...