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Hey 👋 |
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Well, let's answer my own question.
Also, the buffer should be On the GPU you should be able to accept the Grid as the in the question mentioned
My first attempts on using Nano are limited, so I won't share any code on it, because it's not working right now ^^' I don't know if this was helpful or redundant, but I would have liked to know this information to start with Nano. I bet some things are wrong or poorly explained, so correct me and add to it. |
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Well, let's answer my own question.
Yes, NanoVDB and PNanoVDB are fully compatible.
You need to use Nano on the CPU, if you plan on using shaders to compute. Just simply copy
PNanoVDB.h
to your shaders folder, include it in your shader and use a language define like#define PNANOVDB_HLSL
If you want to upload via something like DX12 you simply just need a StructuredBuffer without any type of splitting the NodeTypes (using CNanoVDB is different here aka the Viewer, where you need to bind the range).
The StructuredBuffer needs a few things from Nano: