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Thread: Dynamic OpenGl Texture

  1. #1
    Junior Member
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    Dynamic OpenGl Texture

    Hi !

    I try to integrate OpenCl inside my platform. It's works well but I have some problem with
    dynamic OpenGl texture.

    I want to pass in my kernel an image_2d corresponding to an Opengl animated texture.

    I create my image_2d with clCreateFromGLTexture2D. It works well when my opengl texture doesn't change but when my texture changes my image_2d doesn't change and stay at the same value.

    Have you got an idea ? I'm on Win7 64 bit with a GTX480.

  2. #2
    Junior Member
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    Re: Dynamic OpenGl Texture

    I'm not quite sure but It might be the object synchronisation between CL and GL application. Probably you need to read that part in the OpenCL specification.

  3. #3
    Junior Member
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    Re: Dynamic OpenGl Texture

    Hi !

    I read the specifications and I try severals things. But it still doesn't work. Maybe if we want dynamic texture. We can't link with an opencl image but with an opencl buffer ?

    Cyril

  4. #4
    Senior Member
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    Re: Dynamic OpenGl Texture

    How do you change your opengl texture?

  5. #5
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    Re: Dynamic OpenGl Texture

    I change my opengl texture by using a PBO. But I prefere use a cl image than clbuffer. To have access to image_sampler.

  6. #6
    Senior Member
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    Re: Dynamic OpenGl Texture

    Do you works with a loop in that way :

    - OpenCL acquire shared objects
    - OpenCL works
    - OpenCL release shared objects
    - Wait OpenCL finish all commands
    - OpenGL works
    - Wait OpenGL finish all commands


    BTW why don't use render to texture with frame buffer object? I hope this is'nt the problem cause, but it's easier to work with.

  7. #7
    Junior Member
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    Re: Dynamic OpenGl Texture

    I do exactly what you say ! I didn't use framebuffer because I work on animated volume rendering and I have an animated 3d texture format like a movie texture.

    I didn't understand why it doesn't work because the cl_mem buffer is map on the opengl texture ID so if the texture change, the clImage must change too.

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