Hi,
On 07/10/2011 17:32, Conan Doyle wrote:
I went to the link for the cuda_auto_contrast example... looks like
it is part of flitr(?)... do I have to build all of flitr to build
this cuda example?
you only have to build it if you want a running example. Alternatively
you can just study the code to see how an FBO texture is passed into
osgCuda.
jp
CD
J.P. Delport wrote:
Hi,
On 05/10/2011 22:23, Conan Doyle wrote:
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?
1. Absolutely 2. Not sure, but I will forward you an example from
the osgCuda devs too. I can also point you to one of our examples
that does something similar. See the code here:
http://code.google.com/p/flitr/source/browse/#svn%2Ftrunk%2Fexamples%2Fcuda_auto_contrast
In the above example all you have to change is to place shader passes
before or after the cuda pass. E.g. take the glsl_shader example
and just change the texture types to osgCuda::TextureRectangle.
3. FBO is OK.
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...
CUDA 4.0 works fine and then you can play with Thrust too :)
cheers jp
CD
Thank you!
Cheers, Conan
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