   Rendering directly into the slilces of a 3D texture
  The aim would be to generate a 3D texture in shaders (for example smoke), and render it with ray-casting. For the ray-casting I do need a 3D texture, as I cant bind 64 textures. DirectX supports this as of version 10, but to use it I would have to require Vista or Win7.Is there a way to use this DX10 feature in OpenGL on a windows XP?Thanks in advance
  You can create a rectangular array of the slices of the 3D texture to form a 2D texture.  However, now you have to do extra work with texture coordinate generation and lookups; that is, the 3D texture coordinates have to be mapped to the 2D coordinates in the rectangular array.  The details are tedious but tractable (this is how I process 3D volumes for fluid dynamics).;  I have also done the rectangular array solution. (putting tiles in one big 2D texture) Its much slower than using volumetric textures, because the 3D texture cache works much better for ray-marching, as there are much more cache hits. Random access in the big 2D texture was rather slow.The 3D texture itself works on DX9, but cant render into it directly, only can be filled by copying from system memory.Any other ideas to generate volumetric texture on GPU on XP?