I'll go back and look at my code, but it will be a few days before I can get to 
it.


eastwood wrote:
> Hi sholmes, 
> 
> Thanking you for your answers. Previously, I used osgCompute-1.1 and 
> osgComputeDemoApp for my project. Now, taking your advice, I've check out the 
> latest osgCompute from svn and I'm using the osgRTTDemo code as an example. 
> However, I still can't map the depth texture to CUDA successfully. Such error 
> still occurs: 
> osgCompute::Memory::Object: "": allocation of memory failed 
> My codes related to the depth texture are shown as follows: 
> 
> Code:
> 
> ...... 
> rttTexture->setInternalFormat( GL_DEPTH_COMPONENT ); 
> rttTexture->setSourceFormat( GL_DEPTH_COMPONENT ); 
> rttTexture->setSourceType( GL_FLOAT ); 
> ...... 
> targetTexture->setInternalFormat( GL_DEPTH_COMPONENT ); 
> targetTexture->setSourceFormat( GL_DEPTH_COMPONENT ); 
> targetTexture->setSourceType( GL_FLOAT ); 
> ...... 
> rttCamera->attach(osg::Camera::DEPTH_BUFFER, rttTexture, 0, 0, false, 0, 0 ); 
> ...... 
> 
> 
>   
> I'm successful in rending a depth texture but fails to pass that to a CUDA 
> kernel. Could you send me your depth texture codes that you have run 
> successfully with osgCompute? 
> 
> Thanks again!
> 
> Cheers, 
> Jack


------------------
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