I’m trying to create a volume and then bind it to a texture, it works fine if the x- y- and z-sizes are the same, but if they differ it does not work as I want.
In all the code that uses make_cudaPitchedPtr that I’ve seen, the depth is missing, i.e.
make_cudaPitchedPtr((void*)h_Volume, sizeof(float)*DATA_W , DATA_W, DATA_H);
where should i put DATA_D ??
Here is the code that I use
According to the programming guide I should use
but how do I bind this allocated data to a texture?? I haven’t found any cudaBindTexture3D (and the 2D version is not found when I try to use it). Can I still use cudaBindTextureToArray somehow?