Sungjoo Kang

Gangs

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Developer
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Gamedev

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Korea, Republic of

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Recent Forum Posts

gdp->clearAndDestroy() H11 Crash! Sept. 1, 2010, 1:50 a.m.

I created volume data import SOP node with HDK. (windows 7 64bit, MSVC2005).

this SOP_Node is volume raw data file import node

OP_ERROR SOP_GETCELLDATA::cookMySop(OP_Context &context)
{

float now = context.myTime;

gdp->clearAndDestroy();

volumeGdp = (GU_PrimVolume *)GU_PrimVolume::build(gdp);
volumeGdp->setTransform4(xform3);
voxelHandle = volumeGdp->getVoxelWriteHandle();
voxelHandle->size(global_grid.grid_x, global_grid.grid_y, global_grid.grid_z);



for(int i=0; i < localGrid.local_x; ++i) {
for(int j=0; j < localGrid.local_y; ++j) {
for(int k=0; k < localGrid.local_z; ++k) {
localIndex = (i * localGrid.local_y + j) * localGrid.local_z + k;
voxelHandle->setValue(i + localOffset.offset_x, j + localOffset.offset_y, k + localOffset.offset_z, (float)(internalBuffer * intensity + offset));
}
}
}



gdp->notifyCache(GU_CACHE_ALL);
return error();
}

this code makes volume primitive very well. but when current frame was moved.
H11 crash this line.
gdp->clearAndDestory() //

without gdp->clearAndDestory() code
when frame moved i get new other volume primitive.

this code (gdp->clearAndDestory()) is works very well except volume primitive.

How can I solve this problem.?

I find documents of isosurface. May 1, 2010, 4:58 a.m.

hello. Im developing Some SOP node with HDK, CUDA.
it makes polygon geometry using raymarching cube algorithm.
but results is very heavy, rough surface and too many voxels.

so
I need different volume to polygon alogorithm like isosurface on houdini.
can i find some document or information.?

anyway. CUDA is very cool!.