I finally got everything built and running... one more question... What type of video format does the cuda_auto_contrast example takes as input. I had an avi (not sure of any specfics) on my machine and the example read it and display it (as far as I could tell) but it was scrolling in a funky way other wierness...
CD J.P. Delport wrote: > Hi, > > On 07/10/2011 17:32, Conan Doyle wrote: > > > I went to the link for the cuda_auto_contrast example... looks like > > it is part of flitr(?)... do I have to build all of flitr to build > > this cuda example? > > > > you only have to build it if you want a running example. Alternatively > you can just study the code to see how an FBO texture is passed into > osgCuda. > > jp > > > > > > CD > > > > > > > > > > J.P. Delport wrote: > > > > > 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 > > > > > > > > ------------------ Read this topic online here: > > > > http://forum.openscenegraph.org/viewtopic.php?p=43220#43220 > > > > > > > > > > > > > > > > > > > > > > > > _______________________________________________ osg-users > > > > mailing list > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > > > > > > > > > > > > > > > > > -- > > > > > > This message is subject to the CSIR's copyright terms and > > > conditions, e-mail legal notice, and implemented Open Document > > > Format (ODF) standard. The full disclaimer details can be found at > > > http://www.csir.co.za/disclaimer.html. > > > > > > This message has been scanned for viruses and dangerous content by > > > MailScanner, and is believed to be clean. > > > > > > _______________________________________________ osg-users mailing > > > list > > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > > > > > > > > ------------------ > > > > > > Post generated by Mail2Forum > > > > > > > > > ------------------ Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=43257#43257 > > > > > > > > > > > > _______________________________________________ osg-users mailing > > list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > -- > This message is subject to the CSIR's copyright terms and conditions, e-mail > legal notice, and implemented Open Document Format (ODF) standard. > The full disclaimer details can be found at > http://www.csir.co.za/disclaimer.html. > > This message has been scanned for viruses and dangerous content by > MailScanner, > and is believed to be clean. > > _______________________________________________ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > ------------------ > Post generated by Mail2Forum ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43298#43298 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org