Hi Philipp On 15 June 2016 at 14:48, Philipp Meyer <[email protected]> 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, like textures, can still be accessed after the frame > completes.
I don't have CUDA experience so can't comment on this specifically. On the OSG side the setReleaseContextAtEndOfFrameHint() is only useful in when you have a single graphics context and are running your application SingleThreaded. There will be other ways to integrate CUDA rather than via the main loop. You should be able to create a custom GraphicsOperation and attach this to a GraphicsWidnow or Camera draw callback to invoke the CUDA side from within a thread that has the graphics context current. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

