problems with direct volume rendering

Hi all,

i want to an object through direct volume rendering. here’s some code, how i create the 3d volum (256256256). My problem is that I only see the slices but no object…

This is a part of the init function


int[] textures = new int[1];
gl.glGenTextures(1, textures, 0);
this.textureID = textures[0];
gl.glBindTexture(GL.GL_TEXTURE_3D, this.textureID);
byte[] newByte = new byte[(int)Math.pow(Jogl3DVDRView.TEXT_SIZE, 3)]; 
 for ( int i = 0; i < Jogl3DVDRView.TEXT_SIZE; i++)
{
        for ( int j = 0; j < Jogl3DVDRView.TEXT_SIZE; j++)
	{
	        for ( int k = 0; k < Jogl3DVDRView.TEXT_SIZE; k++)
	    	{
	    	        if ( i < Jogl3DVDRView.TEXT_SIZE/2)	    				
	    		        newByte[k + (j*Jogl3DVDRView.TEXT_SIZE) + (i*Jogl3DVDRView.TEXT_SIZE*Jogl3DVDRView.TEXT_SIZE)] = (byte)110;
	    	        else
	    			newByte[k + (j*Jogl3DVDRView.TEXT_SIZE) + (i*Jogl3DVDRView.TEXT_SIZE*Jogl3DVDRView.TEXT_SIZE)] = (byte)0;
	    	}
        }
}
ByteBuffer buffer = ByteBuffer.allocate((int)Math.pow(Jogl3DVDRView.TEXT_SIZE, 3));
buffer.put(this.byteValues);
buffer.flip();
gl.glTexImage3D(GL.GL_TEXTURE_3D, 0, GL.GL_INTENSITY, Jogl3DVDRView.TEXT_SIZE, Jogl3DVDRView.TEXT_SIZE, Jogl3DVDRView.TEXT_SIZE, 0, GL.GL_LUMINANCE, GL.GL_UNSIGNED_BYTE, buffer);

and here’s a part of my display function:


...
gl.glBindTexture(GL.GL_TEXTURE_3D, textureID);
//render viewport aligned slices
gl.glMatrixMode(GL.GL_MODELVIEW);           
gl.glPushMatrix();          
gl.glLoadIdentity();        
glu.gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
gl.glColor4d(1.0, 1.0, 1.0, transparency);
//draw slices
for ( double[][] slice : this.slices)
{
        for (double[] vertex : slice)
	{
	        gl.glVertex3dv(vertex, 0);
        }
}
...

my problem is now that i can see the slices but not the volume…
You can download the source (including project files for eclipse) from here: http://www.informatik.fh-wiesbaden.de/~fdueh001/Viewer.zip
Thanks for your help