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vc3d: intensity-as-alpha in overlays - #2236
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pmh47
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Oct 22, 2026
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- use overlay volume intensity as an alpha value instead of just in colormap, so base volume shows through better under ink without reducing overlay opacity excessively
- drop the overlay threshold slider in the ui, since redundant with overlay window slider
Adds an "Intensity as alpha" checkbox to the volume overlay panel. When enabled, the windowed overlay intensity is the blend alpha (transparent below the window, opaque above it, scaled by opacity). Each colormap spec gains a `premultiplied` flag: black-to-bright maps (grayscale, tints, fire, magma) blend as premultiplied colour, so tints stay bright and alpha does the darkening; other maps (viridis) blend as straight colour; label maps (glasbey) are opaque where the label is nonzero. The overlay LUT now carries per-entry alpha (vc::buildOverlayLut) and a single blend (vc::blendOverlayArgb) handles both modes; the default mode is unchanged (band-pass in window, uniform opacity). The overlay threshold spin box is removed: it only ever set window low. The agent bridge keeps `threshold` as an alias and gains `intensityAsAlpha`. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
…erlay threshold - Label (discrete) colormaps ignore intensity-as-alpha and always use the windowed band-pass mode. - For colormaps that are black at the low end (fire, magma, tints, grayscale), intensity-as-alpha takes alpha from the brightest colour channel, so rgb <= alpha holds and the overlay over black matches the opaque colormap. Straight maps (viridis) still use intensity as alpha. - buildOverlayLut reuses the spec and window ramp from the shared colormap LUT builder instead of resolving them again. - Remove the overlay threshold from the controller, settings, agent bridge and MCP tool; expose intensityAsAlpha through vc3d_set_overlay and regenerate rpc_description.json. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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…sityAsAlpha and interpolation in viewer.set_overlay)
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