Hi,

My schedule lightened up a bit... I have an extra 24 hours to work on my 
osg/cuda problem, so I would like to incorporate CUDA into osg the "correct" 
way, which I think may be osgCUDA.

Here's what I am currently doing

Step 1 App renders scene to a FLOAT texture via a FBO/RTT camera
Step 2 This texture is used as input to a shader on a second pass/RTT camera.  
The shader does some calibration stuff then renders it to a full screen quad.
Step 3 Final render pass renders quad from step 2.

Here's what I NEED to do...

Step 1.5 Pass texture from Step 1 to a cuda kernel for processing before the 
calibration pass (Step 2)

Questions:

1.  Is this something I can use osgCUDA to do? 
2.  Would it be similar to the osgTexDemo?
3.  Can I use an FBO, or do I have to switch to a PBO RTT?

CUDA 4.0 is not necessary but would be cool as I have to use it eventually, but 
to get past this proof of principal step I can use 3.2... or 2.3...

CD

Thank you!

Cheers,
Conan

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http://forum.openscenegraph.org/viewtopic.php?p=43220#43220





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