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🐛 Fixed issue with texture array, we no longer bind texture in openGL. We suppose that the texture was bind directly by Unity when we create the texture in Unity.
This makes possible to use GL_TEXTURE_3D target when registering the texture in cuda and makes possible to use surf3DWrite to write in the whole texture array with a unique kernel
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Plugin/PluginInteropUnityCUDA/src/Texture/texture.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -15,7 +15,7 @@ Texture::Texture(void* textureHandle, int textureWidth, int textureHeight, int t
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_dimGrid = calculateDimGrid(_dimBlock,
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{(unsigned int)textureWidth,
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(unsigned int)textureHeight,
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(unsigned int)_textureDepth},
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(unsigned int)textureDepth},
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false);
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_pGraphicsResource = nullptr;
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}

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