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osgCompute - using 32bit osgCudaTexture2D


 
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Diana
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PostPosted: Wed May 12, 2010 8:43 am    Post subject:
osgCompute - using 32bit osgCudaTexture2D
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Hi,
I try to make some changes to the osgTexDemo example to use 32bit osgCudaTexture2D.
I changed the source type to GL_FLOAT, and modified the kernel accordingly (float4* instead of uchar4*).
The resulting values in VBO were precise (32bit precision), but the values in trgTexture still had 8bit precision, like in the original example.
 
Am I doing something wrong?
 
Thanks a lot,
Diana
 
 

 

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Mick
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Joined: 11 Mar 2009
Posts: 31

PostPosted: Fri Jul 16, 2010 1:56 pm    Post subject:
Re: osgCompute - using 32bit osgCudaTexture2D
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Hi Diana,

I am sorry - we simply overlooked your request. osgCompute has been continuously updated. The current svn version supports cuda 3.

Diana wrote:
Hi,
I try to make some changes to the osgTexDemo example to use 32bit osgCudaTexture2D.
I changed the source type to GL_FLOAT, and modified the kernel accordingly (float4* instead of uchar4*).
The resulting values in VBO were precise (32bit precision), but the values in trgTexture still had 8bit precision, like in the original example.
 
Am I doing something wrong?
 
Thanks a lot,
Diana
 



Did you also set the internal format correctly?
Code:

trgTexture->setInternalFormat( GL_RGBA32F_ARB )


Best regards,
Mick

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