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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