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 ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60820#60820 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

