Recitation 5: Rendering Fractals
Recitation 5: Rendering Fractals
Recitation 5: Rendering Fractals
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Textures<br />
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Can set properties of existing tex object:<br />
– tex.normalized = true;<br />
– tex.filterMode = cudaFilterModeLinear;<br />
– tex.addressMode[i] = cudaAddressModeClamp;<br />
– Basically, same settings as OpenGL<br />
Then, bind tex using Malloc3D's array:<br />
– cudaBindTextureToArray<br />
No need to bind/unbind for each use<br />
Usually have at least 8 texture lines available<br />
– Probably wont need more than one anyway...