Hi,
On 17/10/2011 15:26, Aurelien Albert wrote:
Hi,
The Shader is executed as a "normal" osg shader program : by setting
it on the node stateset.
The Cuda code is executed before any rendering (before the
pViewer->frame() call)
By diggging in the osgCuda code source, it seems like
"cudaGraphicsMapResources" and "cudaGraphicsGLRegisterImage"
functions are never called...
I know these are called in my app (at least for
GL_TARGET_DEVICE_SOURCE), because I've traced through the code when it
executed. AFAIK it normally happens in the map() call.
You can check out this example I've made. It uses the output texture of
the cuda pass to display on a rect. If you set a shader on the rect it
should work too.
http://code.google.com/p/flitr/source/browse/#svn%2Ftrunk%2Fexamples%2Fcuda_auto_contrast
Maybe you can trace through this and see what is different between the
example and your code.
cheers
jp
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