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At present, I want to add a scene to render together when rendering. I load two point cloud files and copy them to cuda together. However, the merged GS data cannot be rendered correctly and the color is very strange. I cannot render correctly after various tests. However, when I reduce my copy below to a single GS data, I can render correctly, do you have a better way?
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count = P_array[0] * 2;
CUDA_SAFE_CALL_ALWAYS(cudaMalloc((void**)&pos_cuda, count * sizeof(Pos)));
CUDA_SAFE_CALL_ALWAYS(cudaMemcpy(pos_cuda, pos_cuda_array[0], P_array[0] * sizeof(Pos), cudaMemcpyDeviceToDevice));
CUDA_SAFE_CALL_ALWAYS(cudaMemcpy(pos_cuda + P_array[0], pos_cuda_array[0], P_array[0] * sizeof(Pos), cudaMemcpyDeviceToDevice));
Hi,
I wonder if you want to load two sequences and render them together in one scene. If so, I wonder if you set the count correctly, as it should be the sum of the number of points in the two point cloud, not directly 2 times of P_array[0]. Which may result in render correctly for single GS data but error for two different GS data.
Besides, I suggest you can merge them before copy to CUDA memory, and then copy the new vector to CUDA like the process for single data.
Thank you very much for your reply! I found the wrong place before me.
pos_cuda + P_array[0] * sizeof(Pos) / sizeof(float) CUDA_SAFE_CALL_ALWAYS(cudaMalloc((void**)&pos_cuda, count * sizeof(Pos))); CUDA_SAFE_CALL_ALWAYS(cudaMemcpy(pos_cuda, pos_cuda_array[0], P_array[0] * sizeof(Pos), cudaMemcpyDeviceToDevice)); CUDA_SAFE_CALL_ALWAYS(cudaMemcpy(pos_cuda + P_array[0] * sizeof(Pos) / sizeof(float), pos_cuda_array[0], P_array[0] * sizeof(Pos), cudaMemcpyDeviceToDevice));
At present, I want to add a scene to render together when rendering. I load two point cloud files and copy them to cuda together. However, the merged GS data cannot be rendered correctly and the color is very strange. I cannot render correctly after various tests. However, when I reduce my copy below to a single GS data, I can render correctly, do you have a better way?
`
count = P_array[0] * 2;
CUDA_SAFE_CALL_ALWAYS(cudaMalloc((void**)&pos_cuda, count * sizeof(Pos)));
CUDA_SAFE_CALL_ALWAYS(cudaMemcpy(pos_cuda, pos_cuda_array[0], P_array[0] * sizeof(Pos), cudaMemcpyDeviceToDevice));
CUDA_SAFE_CALL_ALWAYS(cudaMemcpy(pos_cuda + P_array[0], pos_cuda_array[0], P_array[0] * sizeof(Pos), cudaMemcpyDeviceToDevice));
`
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