SER0005_bone_black - looks interesting when intersected
SER0006_bone_white - looks great
SER0007_bone_white - looks great, my main data
SER0008_bone_white - looks great

Ideas for TODO
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- New rendering method: pure CPU raytracing.

- Shading
	- Color dependant on gradient magnitude - second dimension of lookup texture.
		But how to reasonably feel it?
	- Volumetric shadow and light scattering
	- Some ambient occlusion


Controls
================================================================================

Hold right mouse button + mouse move - rotate object
Mouse wheel - zoom

Hold left mouse button + mouse move - rotate clip plane
Hold N or M - move clip plane

ESC - exit


Values research
================================================================================

Ko ma wartoci do 180
Powyej ma tylko skra.


Shader Model 2 and my laptop
================================================================================

Moje caps, wybrane:
max texture width/height: 2048
max volume extent: 1024
max texture repeat: 2048
max texture blend stages: 8
max simultaneouos textures: 8
max user clip planes: 6
max vertex blend matrices: 4
max point size: 256
max primitive count: 1 M
max vertex index: 16 M
max streams: 16
max stream stride: 508
vertex shader version: 2.0
max vertex shader const: 256
pixel shader version: 2.0
max vs shader instructions executed: 4 G
max ps shader instructions executed: 0
independent write masks: no
per stage constant: no
texture - non pow 2 conditional: yes
volume map: yes
mip volume map: yes
volume map pow2: yes
volume texture filter caps: point i linear yes
texture adress caps: nie ma border
volume texture adress caps: nie ma border
ps 20 caps: num instruction slots = 96
	16 samplera + 64 arytmetyczne ?

