Hi Sajjadul, For an osg::Texture to create all the OpenGL texture objects you need to call the Texture::apply(State&) method from the appropriate graphics thread. The OSG will normally call this automatically for you. With you mixing CUDA and OSG you'll probably need to manage this yourself. I haven't played with CUDA so can't comment on the specifics of this.
Robert. On 14 January 2014 22:46, Sajjadul Islam <[email protected]> wrote: > Hi, > > I am creating an empty texture object as follows: > > > Code: > > osg::ref_ptr< osgCuda::Texture2D > trgTexture = new osgCuda::Texture2D; > trgTexture->setName( "Target Texture" ); > trgTexture->addIdentifier( "TRG_BUFFER" ); > // Note: GL_RGBA8 Bit format is not yet supported by CUDA, use > GL_RGBA8UI_EXT instead. > // GL_RGBA8UI_EXT requires the additional work of scaling the fragment > shader > // output from 0-1 to 0-255. > trgTexture->setInternalFormat( GL_RGBA32F_ARB ); > trgTexture->setSourceFormat( GL_RGBA ); > trgTexture->setSourceType( GL_FLOAT ); > // in case you choose a texture size which is not a multiple of the > alignment restriction CUDA > // will allocate more memory to fulfill the alignemnt requirements. To > get the > // actual pitch (bytes of a single row) call > osgCompute::Memory::getPitch() > trgTexture->setTextureWidth( srcImage->s()); > trgTexture->setTextureHeight( srcImage->t() ); > > > > > Source image's width and height is assigned, but not the image data > itself, because there is no data yet. So the texture is empty. Is there any > way to make sure that the texture is complete or not ? > > One more thing - is there any way within osg to initialize the texture > with the zero value ? > > Cheers, > Sajjadul > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=57879#57879 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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