public void LoadVolumeData()
        {
            volumetricModel = new VolumetricModel(VolumetricRenderer.Game, "Content\\Models\\" + volumeFile, (int)volumeFileSize.X, (int)volumeFileSize.Y, (int)volumeFileSize.Z);
            volumetricModel.effectAssetName = "Shaders\\effects";
            volumetricModel.StepScale       = 1.4f; //1.4f gives us a ray through the whole volume when viewed along a diagonal
            volumetricModel.scale           = 5.0f;

            volumetricModel.drawWireframeBox = true;
            Debug.Execute(delegate() { volumetricModel.drawWireframeBox = true; });

            volumetricModel.TransferPoints = new TransferControlPoints(3, 6);

            // Add the color transfer points.
            volumetricModel.TransferPoints.AddRGBControlPoint(Color.Red, 0);
            volumetricModel.TransferPoints.AddRGBControlPoint(Color.Red, 1);
            volumetricModel.TransferPoints.AddRGBControlPoint(Color.Red, 255);

            //// Add the alpha transfer points.
            volumetricModel.TransferPoints.AddAlphaControlPoint(0f, 0);
            volumetricModel.TransferPoints.AddAlphaControlPoint(0f, (byte)(isoValue - 2));
            volumetricModel.TransferPoints.AddAlphaControlPoint(alphaValue, isoValue);
            volumetricModel.TransferPoints.AddAlphaControlPoint(alphaValue, (byte)(isoValue + range));
            volumetricModel.TransferPoints.AddAlphaControlPoint(0f, (byte)(isoValue + range + 2));
            volumetricModel.TransferPoints.AddAlphaControlPoint(0f, 255);

            // Create the transfer function.
            volumetricModel.CreateTransferFunction();

            VolumetricRenderer.Game.Components.Add(volumetricModel);

            // The volumetric model takes awhile to load (mostly due to VolumetricModel.CreateTextureData())
            // so reset the elapsed time so that our screen transition works properly.
            VolumetricRenderer.Game.ResetElapsedTime();
        }
        public void LoadVolumeData()
        {
            volumetricModel = new VolumetricModel(VolumetricRenderer.Game, "Content\\Models\\" + volumeFile, (int)volumeFileSize.X, (int)volumeFileSize.Y, (int)volumeFileSize.Z);
            volumetricModel.effectAssetName = "Shaders\\effects";
            volumetricModel.StepScale = 1.4f; //1.4f gives us a ray through the whole volume when viewed along a diagonal
            volumetricModel.scale = 5.0f;

            volumetricModel.drawWireframeBox = true;
            Debug.Execute(delegate() { volumetricModel.drawWireframeBox = true; });

            volumetricModel.TransferPoints = new TransferControlPoints(3, 6);

            // Add the color transfer points.
            volumetricModel.TransferPoints.AddRGBControlPoint(Color.Red, 0);
            volumetricModel.TransferPoints.AddRGBControlPoint(Color.Red, 1);
            volumetricModel.TransferPoints.AddRGBControlPoint(Color.Red, 255);

            //// Add the alpha transfer points.
            volumetricModel.TransferPoints.AddAlphaControlPoint(0f, 0);
            volumetricModel.TransferPoints.AddAlphaControlPoint(0f, (byte)(isoValue - 2));
            volumetricModel.TransferPoints.AddAlphaControlPoint(alphaValue, isoValue);
            volumetricModel.TransferPoints.AddAlphaControlPoint(alphaValue, (byte)(isoValue + range));
            volumetricModel.TransferPoints.AddAlphaControlPoint(0f, (byte)(isoValue + range + 2));
            volumetricModel.TransferPoints.AddAlphaControlPoint(0f, 255);

            // Create the transfer function.
            volumetricModel.CreateTransferFunction();

            VolumetricRenderer.Game.Components.Add(volumetricModel);

            // The volumetric model takes awhile to load (mostly due to VolumetricModel.CreateTextureData())
            // so reset the elapsed time so that our screen transition works properly.
            VolumetricRenderer.Game.ResetElapsedTime();
        }