Re: [osg-users] retrieve texture id

2011-10-07 Thread Conan Doyle
The CUDA Examples built fine.
I built OSG with 4.4.0
The core of osgCompute built but the examples didn't.
I'll collect the error messages and post them later this AM
CD


J.P. Delport wrote:
 Hi,
 
 pls send the error message
 s you are getting. Also pls send output of gcc 
 -v and g++ -v.
 
 Did you build the CUDA examples that came with 4.0? What did you build 
 OSG with?
 
 jp
 
 On 06/10/2011 23:16, Conan Doyle wrote:
 
  Things are moving along nicely, until I tried to build osgCompute with CUDA 
  4.0 and gcc44.  It appears that some thing is getting pulled from gcc 4.1.2 
  tree in the build process.  I set an alias for gcc/g++ to point to gcc44 
  and g++44, as well as exported CC/CXX to point to these versions...   
  Sounds like maybe I am missing something on selecting the desired version 
  of gcc.  I made all of the changes in the CMake files to point to the 
  correct version of cuda, and check it thrice.  Any suggetsion?
  
  CD
  
  
  J.P. Delport wrote:
  
   Hi,
   
   I've just recently compiled osgCuda with CUDA 4.0 on 64-bit with gcc/g++
   4.4 (which is a requirement for nvcc). I had to make only minor changes
   and most of these are already checked into the trunk of osgCuda.
   
   See thread here:
   http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/71107
   
   cheers
   jp
   
   On 05/10/2011 15:10, Conan Doyle wrote:
   
   
64 bit.  I modified this post after your reply to say that I am using 
Cuda 4.0, which is a requirement.  I have a feeling there may need to 
be some mods made to osgCuda to support 4.0.

CD


J.P. Delport wrote:


 Hi,
 
 I think it should work, 32/64 bit? What compiler do you have? If you
 supply some error messages maybe someone can help.
 
 cheers
 jp
 
 On 05/10/2011 14:58, Conan Doyle wrote:
 
 
 
  osgCuda was my first choice, but I will not compile on my machine.  
  I am using OSG 3.0.1 and the SVN version of osgCuda, on RHEL 5.4. 
  Is that a workable combination?
  
  CD
  
  
  J.P. Delport wrote:
  
  
  
   Hi,
   
   an alternative to doing this manually would be to look at
   osgCompute/osgCuda. Even if you don't use osgCuda you can learn 
   from
   there how to do what you want.
   
   cheers
   jp
   
   On 05/10/2011 01:28, Conan Doyle wrote:
   
   
   
   
Hi,

[dumbquestion]

I am integrating some cuda into my osg app and one call 
requires the texture name/id.  How do I get that from my 
texture object?  I look through the source code and only found 
and id method in TextureObject, but my attempts to retrieive 
this bit of data eludes me.

[/dumbquestion]

Thank you!

Cheers,
Conan

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Re: [osg-users] retrieve texture id

2011-10-07 Thread J.P. Delport

Hi,

On 07/10/2011 15:17, Conan Doyle wrote:

The CUDA Examples built fine.
I built OSG with 4.4.0
The core of osgCompute built but the examples didn't.


make sure you checked out the data part of osgCompute as well.

cheers
jp


I'll collect the error messages and post them later this AM
CD


J.P. Delport wrote:

Hi,

pls send the error message
s you are getting. Also pls send output of gcc
-v and g++ -v.

Did you build the CUDA examples that came with 4.0? What did you build
OSG with?

jp

On 06/10/2011 23:16, Conan Doyle wrote:


Things are moving along nicely, until I tried to build osgCompute with CUDA 4.0 
and gcc44.  It appears that some thing is getting pulled from gcc 4.1.2 tree in 
the build process.  I set an alias for gcc/g++ to point to gcc44 and g++44, as 
well as exported CC/CXX to point to these versions...   Sounds like maybe I am 
missing something on selecting the desired version of gcc.  I made all of the 
changes in the CMake files to point to the correct version of cuda, and check 
it thrice.  Any suggetsion?

CD


J.P. Delport wrote:


Hi,

I've just recently compiled osgCuda with CUDA 4.0 on 64-bit with gcc/g++
4.4 (which is a requirement for nvcc). I had to make only minor changes
and most of these are already checked into the trunk of osgCuda.

See thread here:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/71107

cheers
jp

On 05/10/2011 15:10, Conan Doyle wrote:



64 bit.  I modified this post after your reply to say that I am using Cuda 4.0, 
which is a requirement.  I have a feeling there may need to be some mods made 
to osgCuda to support 4.0.

CD


J.P. Delport wrote:



Hi,

I think it should work, 32/64 bit? What compiler do you have? If you
supply some error messages maybe someone can help.

cheers
jp

On 05/10/2011 14:58, Conan Doyle wrote:




osgCuda was my first choice, but I will not compile on my machine.  I am using 
OSG 3.0.1 and the SVN version of osgCuda, on RHEL 5.4. Is that a workable 
combination?

CD


J.P. Delport wrote:




Hi,

an alternative to doing this manually would be to look at
osgCompute/osgCuda. Even if you don't use osgCuda you can learn from
there how to do what you want.

cheers
jp

On 05/10/2011 01:28, Conan Doyle wrote:





Hi,

[dumbquestion]

I am integrating some cuda into my osg app and one call requires the texture 
name/id.  How do I get that from my texture object?  I look through the source 
code and only found and id method in TextureObject, but my attempts to 
retrieive this bit of data eludes me.

[/dumbquestion]

Thank you!

Cheers,
Conan

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Re: [osg-users] retrieve texture id

2011-10-07 Thread Conan Doyle
I do have that checked out... is it required for the build?
Also, I had some issues building this on Windows (Win7 64 bit, Visual Studio 
2008).  Is that supported?

CD


J.P. Delport wrote:
 Hi,
 
 On 07/10/2011 15:17, Conan Doyle wrote:
 
  The CUDA Examples built fine.
  I built OSG with 4.4.0
  
  The core of osgCompute built but the examples didn't.
  
 
 make sure you checked out the data part of osgCompute as well.
 
 cheers
 jp
 
 
  I'll collect the error messages and post them later this AM
  CD
  
  
  J.P. Delport wrote:
  
   Hi,
   
   pls send the error message
   s you are getting. Also pls send output of gcc
   -v and g++ -v.
   
   Did you build the CUDA examples that came with 4.0? What did you build
   OSG with?
   
   jp
   
   On 06/10/2011 23:16, Conan Doyle wrote:
   
   
Things are moving along nicely, until I tried to build osgCompute with 
CUDA 4.0 and gcc44.  It appears that some thing is getting pulled from 
gcc 4.1.2 tree in the build process.  I set an alias for gcc/g++ to 
point to gcc44 and g++44, as well as exported CC/CXX to point to these 
versions...   Sounds like maybe I am missing something on selecting the 
desired version of gcc.  I made all of the changes in the CMake files 
to point to the correct version of cuda, and check it thrice.  Any 
suggetsion?

CD


J.P. Delport wrote:


 Hi,
 
 I've just recently compiled osgCuda with CUDA 4.0 on 64-bit with 
 gcc/g++
 4.4 (which is a requirement for nvcc). I had to make only minor 
 changes
 and most of these are already checked into the trunk of osgCuda.
 
 See thread here:
 http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/71107
 
 cheers
 jp
 
 On 05/10/2011 15:10, Conan Doyle wrote:
 
 
 
  64 bit.  I modified this post after your reply to say that I am 
  using Cuda 4.0, which is a requirement.  I have a feeling there may 
  need to be some mods made to osgCuda to support 4.0.
  
  CD
  
  
  J.P. Delport wrote:
  
  
  
   Hi,
   
   I think it should work, 32/64 bit? What compiler do you have? If 
   you
   supply some error messages maybe someone can help.
   
   cheers
   jp
   
   On 05/10/2011 14:58, Conan Doyle wrote:
   
   
   
   
osgCuda was my first choice, but I will not compile on my 
machine.  I am using OSG 3.0.1 and the SVN version of osgCuda, 
on RHEL 5.4. Is that a workable combination?

CD


J.P. Delport wrote:




 Hi,
 
 an alternative to doing this manually would be to look at
 osgCompute/osgCuda. Even if you don't use osgCuda you can 
 learn from
 there how to do what you want.
 
 cheers
 jp
 
 On 05/10/2011 01:28, Conan Doyle wrote:
 
 
 
 
 
  Hi,
  
  [dumbquestion]
  
  I am integrating some cuda into my osg app and one call 
  requires the texture name/id.  How do I get that from my 
  texture object?  I look through the source code and only 
  found and id method in TextureObject, but my attempts to 
  retrieive this bit of data eludes me.
  
  [/dumbquestion]
  
  Thank you!
  
  Cheers,
  Conan
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=43179#43179
  
  
  
  
  
  ___
  osg-users mailing list
  
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
  
  
  
  
  
  
 
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 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,
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Re: [osg-users] retrieve texture id

2011-10-07 Thread J.P. Delport

Hi,

On 07/10/2011 15:29, Conan Doyle wrote:

I do have that checked out... is it required for the build?
I remember at some stage some examples needed things in the data 
checkout. Not sure for latest trunk version though.



Also, I had some issues building this on Windows (Win7 64 bit, Visual Studio 
2008).  Is that supported?

Not sure.

jp



CD


J.P. Delport wrote:

Hi,

On 07/10/2011 15:17, Conan Doyle wrote:


The CUDA Examples built fine.
I built OSG with 4.4.0

The core of osgCompute built but the examples didn't.



make sure you checked out the data part of osgCompute as well.

cheers
jp



I'll collect the error messages and post them later this AM
CD


J.P. Delport wrote:


Hi,

pls send the error message
s you are getting. Also pls send output of gcc
-v and g++ -v.

Did you build the CUDA examples that came with 4.0? What did you build
OSG with?

jp

On 06/10/2011 23:16, Conan Doyle wrote:



Things are moving along nicely, until I tried to build osgCompute with CUDA 4.0 
and gcc44.  It appears that some thing is getting pulled from gcc 4.1.2 tree in 
the build process.  I set an alias for gcc/g++ to point to gcc44 and g++44, as 
well as exported CC/CXX to point to these versions...   Sounds like maybe I am 
missing something on selecting the desired version of gcc.  I made all of the 
changes in the CMake files to point to the correct version of cuda, and check 
it thrice.  Any suggetsion?

CD


J.P. Delport wrote:



Hi,

I've just recently compiled osgCuda with CUDA 4.0 on 64-bit with gcc/g++
4.4 (which is a requirement for nvcc). I had to make only minor changes
and most of these are already checked into the trunk of osgCuda.

See thread here:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/71107

cheers
jp

On 05/10/2011 15:10, Conan Doyle wrote:




64 bit.  I modified this post after your reply to say that I am using Cuda 4.0, 
which is a requirement.  I have a feeling there may need to be some mods made 
to osgCuda to support 4.0.

CD


J.P. Delport wrote:




Hi,

I think it should work, 32/64 bit? What compiler do you have? If you
supply some error messages maybe someone can help.

cheers
jp

On 05/10/2011 14:58, Conan Doyle wrote:





osgCuda was my first choice, but I will not compile on my machine.  I am using 
OSG 3.0.1 and the SVN version of osgCuda, on RHEL 5.4. Is that a workable 
combination?

CD


J.P. Delport wrote:





Hi,

an alternative to doing this manually would be to look at
osgCompute/osgCuda. Even if you don't use osgCuda you can learn from
there how to do what you want.

cheers
jp

On 05/10/2011 01:28, Conan Doyle wrote:






Hi,

[dumbquestion]

I am integrating some cuda into my osg app and one call requires the texture 
name/id.  How do I get that from my texture object?  I look through the source 
code and only found and id method in TextureObject, but my attempts to 
retrieive this bit of data eludes me.

[/dumbquestion]

Thank you!

Cheers,
Conan

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Re: [osg-users] retrieve texture id

2011-10-07 Thread Conan Doyle
Not sure what I did to correct the problem but all builds now.

I verified that my symlinks to the correct gcc version were correct, and I 
added a compiler-bindir line in nvcc.profile to point to the dir with my 
symlinks, then rebuilt CUDA 4 examples to verify, then tried again and 
osgCompute and all examples built, and ran great.  Probably lack of sleep 
yesterday

Thanks for all the help, I am looking forward to putting osgCompute/Cuda 
through the ringer

CD


sholmes wrote:
 The CUDA Examples built fine.
 I built OSG with 4.4.0
 The core of osgCompute built but the examples didn't.
 I'll collect the error messages and post them later this AM
 CD
 
 
 J.P. Delport wrote:
  Hi,
  
  pls send the error message
  s you are getting. Also pls send output of gcc 
  -v and g++ -v.
  
  Did you build the CUDA examples that came with 4.0? What did you build 
  OSG with?
  
  jp
  
  On 06/10/2011 23:16, Conan Doyle wrote:
  
   Things are moving along nicely, until I tried to build osgCompute with 
   CUDA 4.0 and gcc44.  It appears that some thing is getting pulled from 
   gcc 4.1.2 tree in the build process.  I set an alias for gcc/g++ to point 
   to gcc44 and g++44, as well as exported CC/CXX to point to these 
   versions...   Sounds like maybe I am missing something on selecting the 
   desired version of gcc.  I made all of the changes in the CMake files to 
   point to the correct version of cuda, and check it thrice.  Any 
   suggetsion?
   
   CD
   
   
   J.P. Delport wrote:
   
Hi,

I've just recently compiled osgCuda with CUDA 4.0 on 64-bit with gcc/g++
4.4 (which is a requirement for nvcc). I had to make only minor changes
and most of these are already checked into the trunk of osgCuda.

See thread here:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/71107

cheers
jp

On 05/10/2011 15:10, Conan Doyle wrote:


 64 bit.  I modified this post after your reply to say that I am using 
 Cuda 4.0, which is a requirement.  I have a feeling there may need to 
 be some mods made to osgCuda to support 4.0.
 
 CD
 
 
 J.P. Delport wrote:
 
 
  Hi,
  
  I think it should work, 32/64 bit? What compiler do you have? If you
  supply some error messages maybe someone can help.
  
  cheers
  jp
  
  On 05/10/2011 14:58, Conan Doyle wrote:
  
  
  
   osgCuda was my first choice, but I will not compile on my 
   machine.  I am using OSG 3.0.1 and the SVN version of osgCuda, on 
   RHEL 5.4. Is that a workable combination?
   
   CD
   
   
   J.P. Delport wrote:
   
   
   
Hi,

an alternative to doing this manually would be to look at
osgCompute/osgCuda. Even if you don't use osgCuda you can learn 
from
there how to do what you want.

cheers
jp

On 05/10/2011 01:28, Conan Doyle wrote:




 Hi,
 
 [dumbquestion]
 
 I am integrating some cuda into my osg app and one call 
 requires the texture name/id.  How do I get that from my 
 texture object?  I look through the source code and only 
 found and id method in TextureObject, but my attempts to 
 retrieive this bit of data eludes me.
 
 [/dumbquestion]
 
 Thank you!
 
 Cheers,
 Conan
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=43179#43179
 
 
 
 
 
 ___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 
 

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Re: [osg-users] retrieve texture id

2011-10-06 Thread J.P. Delport

Hi,

I've just recently compiled osgCuda with CUDA 4.0 on 64-bit with gcc/g++ 
4.4 (which is a requirement for nvcc). I had to make only minor changes 
and most of these are already checked into the trunk of osgCuda.


See thread here:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/71107

cheers
jp

On 05/10/2011 15:10, Conan Doyle wrote:

64 bit.  I modified this post after your reply to say that I am using Cuda 4.0, 
which is a requirement.  I have a feeling there may need to be some mods made 
to osgCuda to support 4.0.

CD


J.P. Delport wrote:

Hi,

I think it should work, 32/64 bit? What compiler do you have? If you
supply some error messages maybe someone can help.

cheers
jp

On 05/10/2011 14:58, Conan Doyle wrote:


osgCuda was my first choice, but I will not compile on my machine.  I am using 
OSG 3.0.1 and the SVN version of osgCuda, on RHEL 5.4. Is that a workable 
combination?

CD


J.P. Delport wrote:


Hi,

an alternative to doing this manually would be to look at
osgCompute/osgCuda. Even if you don't use osgCuda you can learn from
there how to do what you want.

cheers
jp

On 05/10/2011 01:28, Conan Doyle wrote:



Hi,

[dumbquestion]

I am integrating some cuda into my osg app and one call requires the texture 
name/id.  How do I get that from my texture object?  I look through the source 
code and only found and id method in TextureObject, but my attempts to 
retrieive this bit of data eludes me.

[/dumbquestion]

Thank you!

Cheers,
Conan

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Re: [osg-users] retrieve texture id

2011-10-06 Thread Conan Doyle
Things are moving along nicely, until I tried to build osgCompute with CUDA 4.0 
and gcc44.  It appears that some thing is getting pulled from gcc 4.1.2 tree in 
the build process.  I set an alias for gcc/g++ to point to gcc44 and g++44, as 
well as exported CC/CXX to point to these versions...   Sounds like maybe I am 
missing something on selecting the desired version of gcc.  I made all of the 
changes in the CMake files to point to the correct version of cuda, and check 
it thrice.  Any suggetsion?

CD


J.P. Delport wrote:
 Hi,
 
 I've just recently compiled osgCuda with CUDA 4.0 on 64-bit with gcc/g++ 
 4.4 (which is a requirement for nvcc). I had to make only minor changes 
 and most of these are already checked into the trunk of osgCuda.
 
 See thread here:
 http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/71107
 
 cheers
 jp
 
 On 05/10/2011 15:10, Conan Doyle wrote:
 
  64 bit.  I modified this post after your reply to say that I am using Cuda 
  4.0, which is a requirement.  I have a feeling there may need to be some 
  mods made to osgCuda to support 4.0.
  
  CD
  
  
  J.P. Delport wrote:
  
   Hi,
   
   I think it should work, 32/64 bit? What compiler do you have? If you
   supply some error messages maybe someone can help.
   
   cheers
   jp
   
   On 05/10/2011 14:58, Conan Doyle wrote:
   
   
osgCuda was my first choice, but I will not compile on my machine.  I 
am using OSG 3.0.1 and the SVN version of osgCuda, on RHEL 5.4. Is that 
a workable combination?

CD


J.P. Delport wrote:


 Hi,
 
 an alternative to doing this manually would be to look at
 osgCompute/osgCuda. Even if you don't use osgCuda you can learn from
 there how to do what you want.
 
 cheers
 jp
 
 On 05/10/2011 01:28, Conan Doyle wrote:
 
 
 
  Hi,
  
  [dumbquestion]
  
  I am integrating some cuda into my osg app and one call requires 
  the texture name/id.  How do I get that from my texture object?  I 
  look through the source code and only found and id method in 
  TextureObject, but my attempts to retrieive this bit of data eludes 
  me.
  
  [/dumbquestion]
  
  Thank you!
  
  Cheers,
  Conan
  
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Re: [osg-users] retrieve texture id

2011-10-06 Thread J.P. Delport

Hi,

pls send the error messages you are getting. Also pls send output of gcc 
-v and g++ -v.


Did you build the CUDA examples that came with 4.0? What did you build 
OSG with?


jp

On 06/10/2011 23:16, Conan Doyle wrote:

Things are moving along nicely, until I tried to build osgCompute with CUDA 4.0 
and gcc44.  It appears that some thing is getting pulled from gcc 4.1.2 tree in 
the build process.  I set an alias for gcc/g++ to point to gcc44 and g++44, as 
well as exported CC/CXX to point to these versions...   Sounds like maybe I am 
missing something on selecting the desired version of gcc.  I made all of the 
changes in the CMake files to point to the correct version of cuda, and check 
it thrice.  Any suggetsion?

CD


J.P. Delport wrote:

Hi,

I've just recently compiled osgCuda with CUDA 4.0 on 64-bit with gcc/g++
4.4 (which is a requirement for nvcc). I had to make only minor changes
and most of these are already checked into the trunk of osgCuda.

See thread here:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/71107

cheers
jp

On 05/10/2011 15:10, Conan Doyle wrote:


64 bit.  I modified this post after your reply to say that I am using Cuda 4.0, 
which is a requirement.  I have a feeling there may need to be some mods made 
to osgCuda to support 4.0.

CD


J.P. Delport wrote:


Hi,

I think it should work, 32/64 bit? What compiler do you have? If you
supply some error messages maybe someone can help.

cheers
jp

On 05/10/2011 14:58, Conan Doyle wrote:



osgCuda was my first choice, but I will not compile on my machine.  I am using 
OSG 3.0.1 and the SVN version of osgCuda, on RHEL 5.4. Is that a workable 
combination?

CD


J.P. Delport wrote:



Hi,

an alternative to doing this manually would be to look at
osgCompute/osgCuda. Even if you don't use osgCuda you can learn from
there how to do what you want.

cheers
jp

On 05/10/2011 01:28, Conan Doyle wrote:




Hi,

[dumbquestion]

I am integrating some cuda into my osg app and one call requires the texture 
name/id.  How do I get that from my texture object?  I look through the source 
code and only found and id method in TextureObject, but my attempts to 
retrieive this bit of data eludes me.

[/dumbquestion]

Thank you!

Cheers,
Conan

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Re: [osg-users] retrieve texture id

2011-10-05 Thread Conan Doyle
osgCuda was my first choice, but I will not compile on my machine.  I am using 
OSG 3.0.1 and the SVN version of osgCuda, on RHEL 5.4. Is that a workable 
combination?

CD


J.P. Delport wrote:
 Hi,
 
 an alternative to doing this manually would be to look at 
 osgCompute/osgCuda. Even if you don't use osgCuda you can learn from 
 there how to do what you want.
 
 cheers
 jp
 
 On 05/10/2011 01:28, Conan Doyle wrote:
 
  Hi,
  
  [dumbquestion]
  
  I am integrating some cuda into my osg app and one call requires the 
  texture name/id.  How do I get that from my texture object?  I look through 
  the source code and only found and id method in TextureObject, but my 
  attempts to retrieive this bit of data eludes me.
  
  [/dumbquestion]
  
  Thank you!
  
  Cheers,
  Conan
  
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=43179#43179
  
  
  
  
  
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Re: [osg-users] retrieve texture id

2011-10-05 Thread Conan Doyle
Perhaps the problem is that I am doing this before viewer.run()...  I'll move 
the code and see if that fixes my problem.

CD


Skylark wrote:
 Hello Conan,
 
 
  I create my gc manually then create viewer/window etc... so my code looks 
  like this:
  
  unsigned int contextID = gc.get()-getState()-getContextID()
  unsigned int textureID = texture[0]-getTextureObject(contextID)-id();
  
  Upon executing the textureID =  I get a seg fault, and upon further 
  checking,  texture[0]-getTextureObject(contextID) = 0.
  
 
 (you don't need gc.get() above, ref_ptr has an overloaded operator- 
 that takes care of that for you so you can just do gc-... )
 
 As with any pointer access in C++ programming, you have to be sure that 
 when you do something, you're not dereferencing a null pointer.
 
 What you're doing is perfectly fine, as long as you do it after the 
 first frame has rendered. The getTextureObject(...) call will return 
 NULL before that, because OSG uses lazy initialization to only allocate 
 objects once they're needed. OpenGL objects and the OSG objects that 
 hold them are examples of this.
 
 So the safest way is to just let OSG render one frame, and then you can 
 get your texture object (for example, check if the result of 
 getTextureObject() is NULL, if not then get your texture ID, and then do 
 your thing).
 
 If you really want to, you can force OSG to allocate all objects in your 
 scene at startup by doing this:
 
 viewer-realize();
 viewer-stopThreading();
 
 gc-makeCurrent();
 
 osgUtil::GLObjectsVisitor glov;
 glov.setState(gc-getState());
 viewer-getCamera()-accept(glov);
 
 gc-releaseContext();
 
 viewer-startThreading();
 
 Hope this helps,
 
 J-S
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Re: [osg-users] retrieve texture id

2011-10-05 Thread J.P. Delport

Hi,

I think it should work, 32/64 bit? What compiler do you have? If you 
supply some error messages maybe someone can help.


cheers
jp

On 05/10/2011 14:58, Conan Doyle wrote:

osgCuda was my first choice, but I will not compile on my machine.  I am using 
OSG 3.0.1 and the SVN version of osgCuda, on RHEL 5.4. Is that a workable 
combination?

CD


J.P. Delport wrote:

Hi,

an alternative to doing this manually would be to look at
osgCompute/osgCuda. Even if you don't use osgCuda you can learn from
there how to do what you want.

cheers
jp

On 05/10/2011 01:28, Conan Doyle wrote:


Hi,

[dumbquestion]

I am integrating some cuda into my osg app and one call requires the texture 
name/id.  How do I get that from my texture object?  I look through the source 
code and only found and id method in TextureObject, but my attempts to 
retrieive this bit of data eludes me.

[/dumbquestion]

Thank you!

Cheers,
Conan

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Re: [osg-users] retrieve texture id

2011-10-05 Thread Conan Doyle
64 bit.  I modified this post after your reply to say that I am using Cuda 4.0, 
which is a requirement.  I have a feeling there may need to be some mods made 
to osgCuda to support 4.0.

CD


J.P. Delport wrote:
 Hi,
 
 I think it should work, 32/64 bit? What compiler do you have? If you 
 supply some error messages maybe someone can help.
 
 cheers
 jp
 
 On 05/10/2011 14:58, Conan Doyle wrote:
 
  osgCuda was my first choice, but I will not compile on my machine.  I am 
  using OSG 3.0.1 and the SVN version of osgCuda, on RHEL 5.4. Is that a 
  workable combination?
  
  CD
  
  
  J.P. Delport wrote:
  
   Hi,
   
   an alternative to doing this manually would be to look at
   osgCompute/osgCuda. Even if you don't use osgCuda you can learn from
   there how to do what you want.
   
   cheers
   jp
   
   On 05/10/2011 01:28, Conan Doyle wrote:
   
   
Hi,

[dumbquestion]

I am integrating some cuda into my osg app and one call requires the 
texture name/id.  How do I get that from my texture object?  I look 
through the source code and only found and id method in TextureObject, 
but my attempts to retrieive this bit of data eludes me.

[/dumbquestion]

Thank you!

Cheers,
Conan

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[osg-users] retrieve texture id

2011-10-04 Thread Conan Doyle
Hi,

[dumbquestion]

I am integrating some cuda into my osg app and one call requires the texture 
name/id.  How do I get that from my texture object?  I look through the source 
code and only found and id method in TextureObject, but my attempts to 
retrieive this bit of data eludes me.

[/dumbquestion]

Thank you!

Cheers,
Conan

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Re: [osg-users] retrieve texture id

2011-10-04 Thread Jean-Sébastien Guay

Hi Conan,

(I have the impression your name is a pseudonym, I wonder why... ;-)


[dumbquestion]

I am integrating some cuda into my osg app and one call requires the texture 
name/id.  How do I get that from my texture object?  I look through the source 
code and only found and id method in TextureObject, but my attempts to 
retrieive this bit of data eludes me.

[/dumbquestion]


Not a dumb question at all, part of learning how to use OSG is learning 
how the things fit together and what to do to get to the information you 
need...


From an osg::Texture* (Texture2D, etc.) you have access to the 
interface of osg::Texture (which Texture2D et al are subclasses of). But 
first, to get to your OpenGL texture ID for a given Texture2D, you need 
the context ID in which you want to get that information, which you can 
get for example from the GraphicsContext like so:


unsigned int contextID = gc-getState()-getContextID()

Then you can do:

GLuint textureID = texture-getTextureObject(contextID)-id();

to get the ID of the texture object in that context.

Hope this helps,

J-S
--
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Re: [osg-users] retrieve texture id

2011-10-04 Thread Conan Doyle
This is actually what I tried.  The issue texture-getTextureObject(contextID) 
returns 0, which I assume means a null pointer?

I create my gc manually then create viewer/window etc... so my code looks like 
this:

unsigned int contextID = gc.get()-getState()-getContextID()
unsigned int textureID = texture[0]-getTextureObject(contextID)-id();

Upon executing the textureID =  I get a seg fault, and upon further checking, 
 texture[0]-getTextureObject(contextID) = 0.

CD



Skylark wrote:
 Hi Conan,
 
 (I have the impression your name is a pseudonym, I wonder why... ;-)
 
 
  [dumbquestion]
  
  I am integrating some cuda into my osg app and one call requires the 
  texture name/id.  How do I get that from my texture object?  I look through 
  the source code and only found and id method in TextureObject, but my 
  attempts to retrieive this bit of data eludes me.
  
  [/dumbquestion]
  
 
 Not a dumb question at all, part of learning how to use OSG is learning 
 how the things fit together and what to do to get to the information you 
 need...
 
 From an osg::Texture* (Texture2D, etc.) you have access to the 
 interface of osg::Texture (which Texture2D et al are subclasses of). But 
 first, to get to your OpenGL texture ID for a given Texture2D, you need 
 the context ID in which you want to get that information, which you can 
 get for example from the GraphicsContext like so:
 
 unsigned int contextID = gc-getState()-getContextID()
 
 Then you can do:
 
 GLuint textureID = texture-getTextureObject(contextID)-id();
 
 to get the ID of the texture object in that context.
 
 Hope this helps,
 
 J-S
 -- 
 __
 Jean-Sebastien Guay
 http://www.cm-labs.com/
 http://whitestar02.dyndns-web.com/
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Re: [osg-users] retrieve texture id

2011-10-04 Thread Jean-Sébastien Guay

Hello Conan,


I create my gc manually then create viewer/window etc... so my code looks like 
this:

unsigned int contextID = gc.get()-getState()-getContextID()
unsigned int textureID = texture[0]-getTextureObject(contextID)-id();

Upon executing the textureID =  I get a seg fault, and upon further checking,  
texture[0]-getTextureObject(contextID) = 0.


(you don't need gc.get() above, ref_ptr has an overloaded operator- 
that takes care of that for you so you can just do gc-... )


As with any pointer access in C++ programming, you have to be sure that 
when you do something, you're not dereferencing a null pointer.


What you're doing is perfectly fine, as long as you do it after the 
first frame has rendered. The getTextureObject(...) call will return 
NULL before that, because OSG uses lazy initialization to only allocate 
objects once they're needed. OpenGL objects and the OSG objects that 
hold them are examples of this.


So the safest way is to just let OSG render one frame, and then you can 
get your texture object (for example, check if the result of 
getTextureObject() is NULL, if not then get your texture ID, and then do 
your thing).


If you really want to, you can force OSG to allocate all objects in your 
scene at startup by doing this:


viewer-realize();
viewer-stopThreading();

gc-makeCurrent();

osgUtil::GLObjectsVisitor glov;
glov.setState(gc-getState());
viewer-getCamera()-accept(glov);

gc-releaseContext();

viewer-startThreading();

Hope this helps,

J-S
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Re: [osg-users] retrieve texture id

2011-10-04 Thread J.P. Delport

Hi,

an alternative to doing this manually would be to look at 
osgCompute/osgCuda. Even if you don't use osgCuda you can learn from 
there how to do what you want.


cheers
jp

On 05/10/2011 01:28, Conan Doyle wrote:

Hi,

[dumbquestion]

I am integrating some cuda into my osg app and one call requires the texture 
name/id.  How do I get that from my texture object?  I look through the source 
code and only found and id method in TextureObject, but my attempts to 
retrieive this bit of data eludes me.

[/dumbquestion]

Thank you!

Cheers,
Conan

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