Re: [osg-users] Pass an osg::Texture2D to CUDA driver api

2016-06-27 Thread Philipp Meyer
Hi, setting useDisplayLists to false indeed fixed both issues. Thank you very much. Cheers, Philipp -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67835#67835 ___ osg-users mailing list

Re: [osg-users] Pass an osg::Texture2D to CUDA driver api

2016-06-24 Thread Christian Buchner
I am wondering if the default setting to enable use of Display lists in OSG still makes a lot of sense nowadays. Christian 2016-06-24 18:20 GMT+02:00 Jannik Heller : > Hi Philipp, > > > > > > Also, Im having the issue that my drawCallback is only executed during > the

Re: [osg-users] Pass an osg::Texture2D to CUDA driver api

2016-06-24 Thread Jannik Heller
Hi Philipp, > > Also, Im having the issue that my drawCallback is only executed during the > first frame and then skipped. Ive disabled culling and depth testing. > You need to disable display lists on your drawable. With display lists enabled it will only draw once and then use the

Re: [osg-users] Pass an osg::Texture2D to CUDA driver api

2016-06-24 Thread Philipp Meyer
Hi Robert, thanks for the input! When thinking about this, I really want to find another approach than the "main loop" because I need to execute the CUDA code at a very specific point in time. (After a RTT Camera Texture has been written, but prior to rendering another texture). Therefore, I

Re: [osg-users] Pass an osg::Texture2D to CUDA driver api

2016-06-15 Thread Robert Osfield
Hi Philipp On 15 June 2016 at 14:48, Philipp Meyer wrote: > figured it out. > One needs to use > > > Code: > viewer->setReleaseContextAtEndOfFrameHint(false); > > > > to prevent the context from getting released after a frame is rendered. > That way, its resources,

Re: [osg-users] Pass an osg::Texture2D to CUDA driver api

2016-06-15 Thread Philipp Meyer
Hi, figured it out. One needs to use Code: viewer->setReleaseContextAtEndOfFrameHint(false); to prevent the context from getting released after a frame is rendered. That way, its resources, like textures, can still be accessed after the frame completes. Thank you! Cheers, Philipp

[osg-users] Pass an osg::Texture2D to CUDA driver api

2016-06-15 Thread Philipp Meyer
Hi, I'm currently facing some issues in passing a texture2d created via OSG to the CUDA low level driver API. I'm trying to run a cuda kernel on a texture after calling viewer->renderingTraversals(); As far as I have understood, all thats required is getting the underlaying texture ID for