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From: "Graham (Grambo) Beasley" <graham@beast>
Message-Id: <9501021312.ZM19403@beast.asd.sgi.com>
Date: Mon, 2 Jan 1995 13:12:10 -0800
In-Reply-To: watsen@netcom.com (Kent Watsen)
        "D/L-ing textures in draw space" (Dec 31,  7:42am)
References: <199412311542.HAA08334@netcom.netcom.com>
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To: watsen@netcom.com (Kent Watsen)
Subject: Re: D/L-ing textures in draw space
Cc: info-performer@sgihub.corp.sgi.com
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Status: O

Kent, what I usually do is try and borrow some debugged performer code from sone
example somewhere, in this case from perfly.  You are right about having to
buffer up the textures in App and Draw space, hence just use shared memory.
 Here is the code fragment:


void DownloadTex(long n, pfTexture **texList, long drawFlag)
{
    long                foo, ncomp, xs, ys, i;

    fprintf(stderr, "Downloading textures");

    if(!drawFlag)
    {
        for (i = 0; i < n; i++)
        {
            fprintf(stderr, ".");
            pfApplyTex(texList[i]);
        }
    }
    else
    {
        float           xc, yc;
        static pfMatrix ident = {{1., 0., 0., 0.},
                                 {0., 1., 0., 0.},
                                 {0., 0., 1., 0.},
                                 {0., 0., 0., 1.}};


        pfPushState();
        pfEnable(PFEN_TEXTURE);
        pfDisable(PFEN_FOG);

        getsize(&xs, &ys);
        ortho2(-.5, xs-.5, -.5, ys-.5);
        viewport(0, xs-1, 0, ys-1);
        xc = xs / 2.;
        yc = ys / 2.;

        pushmatrix();
        loadmatrix(ident);

        for (i = 0; i < n; i++)
        {
            long        tx, ty;
            pfVec2      v;
            static pfVec2 t[] = {{0., 0.,}, {1., 0.,}, {1., 1.,}, {0., 1.,}};

            fprintf(stderr, ".");

            pfGetTexImage(texList[i], (ulong**)&foo, &ncomp, &tx, &ty, &foo);
            pfApplyTex(texList[i]);

            cpack(0);
            clear();
            cpack(0xffffffff);

            bgnpolygon();
            t2f(t[0]);
            PFSET_VEC2(v, xc - tx/2., yc - ty/2.);
            v3f(v);
            t2f(t[1]);
            PFSET_VEC2(v, xc + tx/2., yc - ty/2.);
            v3f(v);
            t2f(t[2]);
            PFSET_VEC2(v, xc + tx/2., yc + ty/2.);
            v3f(v);
            t2f(t[3]);
            PFSET_VEC2(v, xc - tx/2., yc + ty/2.);
            v3f(v);
            endpolygon();

            swapbuffers();
        }

        popmatrix();

        pfPopState();
    }
    fprintf(stderr, "\n");
    fprintf(stderr, "Textures successfully down-loaded\n");
}


On Dec 31,  7:42am, Kent Watsen wrote:
> Subject: D/L-ing textures in draw space
>
> Hello,
>
> I've just recently parallelized my DIS simulation
> application , it took less then a day, but I still
> have one nasty issue to address...
>
> In the unparallelized version, I would load all geometry
> from disk at load time.  This geometry included the
> terrain and an instance of each moving model likely to
> be needed.  Also at this time I would d/l the textures
> associated with the geometry into hardware texture memory.
>
> When parallelized, the above code is considered to be in the
> app process space, but the d/l-ing of textures must be in
> draw process space.
>
> I have considered several approaches to this, but they all
> seem kludgy (having to use a first-time static variable to
> indicate the need to do the work).  I figure that there must
> be some support or, at least, a commonly accepted approach
> to do this work efficiently.
>
> Anybody?
>
> Kent Watsen
> DCS Corporation
> Simulation Branch
> 703.683.8430 x369
>
>
>-- End of excerpt from Kent Watsen




-- 

"It is often easier to fight for one's principles than to
live up to them." , be good..

----------------------------------------------------------------------
Graham (Grambo) Beasley		Silicon Graphics, Inc.
MTS (Simulator Guy)		(415) 390-5420		graham@sgi.com
----------------------------------------------------------------------



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Unsubscribe me please.
-- 
Dave Gill


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Date: Tue, 3 Jan 1995 11:17:52 -0500 (EST)
From: kelleym@ARPA.MIL
Subject: GL calls mixed with Performer
To: info-performer@sgi.sgi.com
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Status: O


Howdy,

	I've got a problem mixing GL calls with Performer.
My graphics hardware has 3 REs, and my application has 3
rendering processes.  My draw callback is just the draw function
of the rendering loop in the original program.  The program
seems to be drawing to the frame buffer incorrectly based on
the values in the zbuffer.  All my polygonal objects are drawn
transparent, and I get some "transparency fighting" (I say this
because it looks similiar to z-fighting in that pixels contained in
polygons behind and in front of each other seem to be blending
in random order, thus causing an effect that looks similar to
z-fighting.)

	I can only guess that Performer is doing something weird with
the zbuffer.  When I call zwritemask(0x0) before the draw function,
the polygons are no longer drawn transparent, but this disables
writing to the zbuffer so polygons are not drawn in the correct
order. I've tried disabling Transparency, and calling pfBasicState()
and blendfunction(BF_ONE, BF_ZERO) before the draw function.  I've
also tried used a different program's draw function and I've noticed
the same effect.

	Has anyone had this same problem?  Has anyone solved it,
or does anyone have any suggestions that I can try that may fix
this problem?

						Thanks!


____________________________________________________________________
Michael Kelley
Systems Programmer
Information Sciences Institute
kelleym@arpa.mil
(703) 243-9422
____________________________________________________________________


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From: "david pratt" <pratt@medusa.cs.nps.navy.mil>
Message-Id: <9501030935.ZM1188@medusa.cs.nps.navy.mil>
Date: Tue, 3 Jan 1995 09:35:57 -0800
In-Reply-To: "Michael Jones" <mtj@babar.asd.sgi.com>
        "Re: Performer loading Inventor files -- The whole story (long)" (Dec 27,  5:27pm)
References: <199412121959.MAA18246@NMSU.Edu> 
	<9412121602.ZM892@temp4.is.rest.tasc.com> 
	<9412271727.ZM28788@babar.asd.sgi.com>
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Subject: Re: Performer loading Getting Stats
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Status: O

Happy New Year! May your code be bug free and your boss on travel.


In the 1.2 manual it metions that some stats can only be gathered on a single
channel per pipe. I have two (possibly more) channels in a pipe that I need to
get the polygon and point count on. Is this possible?

On a single channel / pipe configuration, I get a poly count that is too
consistent for the visable geometry. Is the number of triangles the stats
report based upon the actual number rendered or the number that makes it pass
the cull process (gset based)?

May your code be bug free and your boss on travel,
  Dave

-- 

Dave Pratt     pratt@cs.nps.navy.mil     (408) 656-2865    fax (408) 656-2814
Department of Computer Science, Naval Postgraduate School, Monterey, CA 93943
These are my opinions, talk to the PAO for the Navy's.



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Date: Tue, 3 Jan 95 19:41:14 +0100
From: gce@ina.fr (Cedric Gautier)
Posted-Date: Tue, 3 Jan 95 19:41:14 +0100
Message-Id: <9501031841.AA02741@ina.fr>
To: info-performer@sgi.sgi.com
Subject: Video texture in performer animation ...
Status: O


Hello and happy new year first ...

Does anyone know where I can find some example source code of using a real
time video map in performer ? ... I am working on a Onyx/RealityII/Sirius
workstation for 5 days now and part of the application to realize is to
map a video input on a simple square facet animated with performer ...

My second question is how to make performer create the mask in the alpha
planes during the rendering pass ? ... to use this mask for external key ...

Well I think is enough for now ... any information are welcomed ! ...

Cedric

I.N.A R&D email: gce@ina.fr




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Date: Tue, 3 Jan 95 20:17:16 +0100
From: gce@ina.fr (Cedric Gautier)
Posted-Date: Tue, 3 Jan 95 20:17:16 +0100
Message-Id: <9501031917.AA02780@ina.fr>
To: info-performer@sgi.sgi.com
Subject: Framelocking on realityII and sirius ...
Status: O


Hello again ...

I have tried different configurations of "setmon" command to framelock the
graphic screen with the video but none of them seems to fill completely what
I am waiting for ... the documentation about it as no entry for reality 
engine graphics in the online books ... does anyone know the right command
to launch on RealityII/Sirius for framelocking in PAL ? ... At the time I
will be sur of the software command I be able to check the hardware side
carefully ! ...

Thank's for any help ...

Cedric

I.N.A R&D email: gce@ina.fr




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Date: Tue, 3 Jan 1995 11:41:39 -0800
In-Reply-To: gce@ina.fr (Cedric Gautier)
        "Video texture in performer animation ..." (Jan  3,  7:41pm)
References: <9501031841.AA02741@ina.fr>
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To: gce@ina.fr (Cedric Gautier), info-performer@sgi.sgi.com
Subject: Re: Video texture in performer animation ...
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On Jan 3,  7:41pm, Cedric Gautier wrote:
> Subject: Video texture in performer animation ...
:
:Hello and happy new year first ...
:
:Does anyone know where I can find some example source code of using a real
:time video map in performer ? ... I am working on a Onyx/RealityII/Sirius
:workstation for 5 days now and part of the application to realize is to
:map a video input on a simple square facet animated with performer ...
:
:My second question is how to make performer create the mask in the alpha
:planes during the rendering pass ? ... to use this mask for external key ...
:
:Well I think is enough for now ... any information are welcomed ! ...
:
:Cedric
:
:I.N.A R&D email: gce@ina.fr
:
>-- End of excerpt from Cedric Gautier

Cedric:

I suggest that you speak with Javier Castellar of Silicon Graphics
in Madrid, Spain. His email is "javier@madrid.sgi.com" and he
has been involved in the tasks you describe. He and Jim Helman
worked together to answer the technical details of one such
broadcast video application and he can probably send you all
the source code that you'll need.

You can also call him, his phone number is: ++34-1-4429077

-- 

Be seeing you,      Phone:415.390.1455  Fax:415.390.2658 M/S:8U-590
Michael T. Jones    Silicon Graphics, Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311



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From: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>
Message-Id: <9501032120.ZM5152@lig.di.epfl.ch>
Date: Tue, 3 Jan 1995 21:20:46 +0100
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Hello,

>...if it's going to be too much of a hastle for people, we could look
>into providing pfutil code to handle text. How many people feel that
>this would be more important than, say, multi-axis billboards?

Good 3D text is much more important than multi-axis billboards for
us animation/VR-but-not-vissim-or-game people (and no pfu "AS IS" code,
please).

Thanks,


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Date: Tue, 3 Jan 1995 16:03:44 -0500 (EST)
From: "Lance R. Marrou" <marrou@vsl.ist.ucf.edu>
To: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>
Cc: info-performer@sgi.sgi.com
Subject: Re: your mail
In-Reply-To: <9501032120.ZM5152@lig.di.epfl.ch>
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Status: O

On Tue, 3 Jan 1995, Fernando D. Mato Mira wrote:

> Hello,
> 
> >...if it's going to be too much of a hastle for people, we could look
> >into providing pfutil code to handle text. How many people feel that
> >this would be more important than, say, multi-axis billboards?
> 
> Good 3D text is much more important than multi-axis billboards for
> us animation/VR-but-not-vissim-or-game people (and no pfu "AS IS" code,
> please).
> 
> Thanks,
> 
> 

Good 3D text is real simple, find a modeling program which supports it.  3D
text is a modeling issue in my opinion.  There are too many issues concerning
fonts, size, and the like.  2D text as an overlay (in the overlay planes or
even on the same window space) is a different issue.  If all else fails you
can create texture maps with the text you want (and in whatever font you want)
and put them on multi-axis billboards :)


_______________________________________________________
                         E-mail: marrou@vsl.ist.ucf.edu
IST         __  WWW: http://www.vsl.ist.ucf.edu/~marrou
Visual     / /   ______  /\____ ______ ______          
Systems   / /   / _   / / __  // ____// ____/          
Lab      / /__ / /_/ / / / / // /___ / __/_   R. Marrou
________/____//____/\\/_/ /_//_____//_____/____________




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From: "Michael Jones" <mtj@babar>
Message-Id: <9501031315.ZM26790@babar.asd.sgi.com>
Date: Tue, 3 Jan 1995 13:15:07 -0800
In-Reply-To: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>
        "" (Jan  3,  9:20pm)
References: <9501032120.ZM5152@lig.di.epfl.ch>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>,
        info-performer@sgi.sgi.com
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On Jan 3,  9:20pm, Fernando D. Mato Mira wrote:
> Subject:
:Hello,
:
:>...if it's going to be too much of a hastle for people, we could look
:>into providing pfutil code to handle text. How many people feel that
:>this would be more important than, say, multi-axis billboards?
:
:Good 3D text is much more important than multi-axis billboards for
:us animation/VR-but-not-vissim-or-game people (and no pfu "AS IS" code,
:please).
:
:Thanks,
>-- End of excerpt from Fernando D. Mato Mira

The fancy 3D text case is already handled in 2.0 through the mechanism of
IRIS Inventor import. One can simply make an ASCII string which is the
text of an Inventor file that references a PostScript font and defines the
bevel profiles, materials, and desired smoothness (complexity). This string
can then be "loaded" as an Inventor file and the resulting geometry then
displayed in IRIS Performer.

The other two cases -- vector text and raster text -- are the ones we've
not yet provided utility routines for.

-- 

Be seeing you,      Phone:415.390.1455  Fax:415.390.2658 M/S:8U-590
Michael T. Jones    Silicon Graphics, Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311



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From: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>
Message-Id: <9501032228.ZM5297@lig.di.epfl.ch>
Date: Tue, 3 Jan 1995 22:28:04 +0100
In-Reply-To: "Lance R. Marrou" <marrou@vsl.ist.ucf.edu>
        "Re: your mail" (Jan  3,  4:03pm)
References: <Pine.SGI.3.91.950103155953.20355B-100000@crusader.vsl.ist.ucf.edu>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Lance R. Marrou" <marrou@vsl.ist.ucf.edu>
Subject: Re: your mail
Cc: info-performer@sgi.sgi.com
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Hello again,

On Jan 3,  4:03pm, Lance R. Marrou wrote:

> Good 3D text is real simple, find a modeling program which supports it.  3D
> text is a modeling issue in my opinion.  There are too many issues concerning

If somebody programs a modeler using Performer (eg: Medit), does he have to
tell his clients to buy another program for creating 3D text?
If I write a simple and easy to use real-time animation program, do the users
have to go out, [buy], [learn] and run another program for creating some text
they want spinning around?

Regards,







From guest  Tue Jan  3 14:06:55 1995
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From: "Lance R. Marrou" <marrou@vsl.ist.ucf.edu>
To: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>
Cc: Performer List <info-performer@sgi.sgi.com>
Subject: Re: your mail
In-Reply-To: <9501032228.ZM5297@lig.di.epfl.ch>
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Status: O

On Tue, 3 Jan 1995, Fernando D. Mato Mira wrote:

> Hello again,
> 
> On Jan 3,  4:03pm, Lance R. Marrou wrote:
> 
> > Good 3D text is real simple, find a modeling program which supports it.  3D
> > text is a modeling issue in my opinion.  There are too many issues concerning
> 
> If somebody programs a modeler using Performer (eg: Medit), does he have to
> tell his clients to buy another program for creating 3D text?
> If I write a simple and easy to use real-time animation program, do the users
> have to go out, [buy], [learn] and run another program for creating some text
> they want spinning around?
> 
> Regards,
> 

This seems to have taken a wrong turn, but I will attempt to answer these
questions.  If someone programs their own modeler using Performer, he would
then be able to easily allow his users to create their own text, or offer some
default 3D text.  If you write a simple animation program which you want to
support text, then you should model the text yourself and offer it to your
users.  I assume by these questions, you are allowing the users to make their
own models and you are not supplying any of them?  If this is the case and
you don't want to supply any models (planes, boats, bridges, 3D text), then
that might be a concern, depending on how important 3D text is to you (and my
solution doesn't apply).  It might be that you have no modeler which supports
3D text.  If this is the case, then I must admit you are currently out of
luck.  If I am not mistaken, though, most modelers support at least one font
and easily allow you (the user) to create some more.

My guess, however, is that 3D text is much less of a concern to the general
Performer user than other topics (eg: multi-axis billboards).  I must admit,
however, it does sound like a cool option if some person would like to
run-time generate 3D text which corresponds to all the fonts loaded by the
X/Motif window manager.  Wouldn't this be cool? :)


_______________________________________________________
                         E-mail: marrou@vsl.ist.ucf.edu
IST         __  WWW: http://www.vsl.ist.ucf.edu/~marrou
Visual     / /   ______  /\____ ______ ______          
Systems   / /   / _   / / __  // ____// ____/          
Lab      / /__ / /_/ / / / / // /___ / __/_   R. Marrou
________/____//____/\\/_/ /_//_____//_____/____________




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From: ohbuchi@trl.ibm.co.jp
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To: "Michael Jones" <mtj@babar>
Cc: fair@iss.nus.sg (Kim Michael Fairchild), info-performer@sgi.sgi.com
Subject: Re: Character strings
In-Reply-To: Your message of "Thu, 29 Dec 1994 08:03:22 PST."
             <9412290803.ZM3655@babar.asd.sgi.com> 
Date: Wed, 04 Jan 1995 10:17:33 +0900
Status: O


I consider textural annotation capability as the more important feature
to my application than multi-axis billboards.  

-----
Ryutarou Ohbuchi
IBM Japan, Ltd., SA-S76
1623-14, Shimo-tsuruma, Yamato-shi,
Kanagawa-ken 242, Japan
Phone:	0462-73-4882	Fax:	0462-73-7413
Internet:	ohbuchi@trl.ibm.co.jp


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From: Roy W Latham <rlatham@shell.portal.com>
Message-Id: <199501040347.TAA20996@jobe.shell.portal.com>
To: info-performer@sgi.sgi.com
Subject: Modifying GeoSet Geometry...
Status: O


I am trying to modify the geomety (polygon vertices) of a pfGeoSet
object and have not found a solution for doing this yet.

I initially know of a several polygonal objects(say a pyramid and
cube) and I want to create 100 clones of the original objects, but
each having their geometry altered from the original model.  For
example, depending on a certain parameter, the height of one pyramid
might be higher than another cloned pyramid.  I have investigated the
following two solutions with no success:

1) I create the object in Performer by first creating a new
   pfGeoSet and setting the geometry of the object using:

   pfGSetAttr(gset, PFGS_COORD3, PFGS_PER_VERTEX, poly_list, NULL);

   where poly_list is a list of my geometry.  Next, I set this pfGeoSet
   to a new pfGeode.  I create a pfGeoState and pfMaterial for this 
   pfGeoSet and give color, etc.  This solution worked fine, except that
   when the object gets rendered, it is flat shaded.  It has no shading at
   all, just a solid color.  

   Any suggestions?????

2) I created master objects using i3dm and save the objects as sv format.
   When I use the sv loader, the objects are shaded correctly, but I
   cannot get access to their geometry.  In order to make each cloned
   oject with its own geometry, I don't use pfClone, because, as I
   understand it, pfClone doesn't copy the object geometry.  Therefore
   I use pfCopy for the objects pfGeoSet, pfGeoState, and pfMaterial.
   Once, the object has been completely copied, I querey the geometry
   list with:

   pfGetGSetAttrLists(gset, PFGS_COORDS3, (void**)poly_list, (ushort** i));

   The contents of poly_list is all zeros, not the geometry, yet when I
   querey the number of vertices and triangles in the pfGeoSet, the 
   correct values get returned, I just a cannot get the old geomtry.

   Any suggestions?????


Thanks for any help,

Brian Theodore



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From: "Sharon Clay (Fischler)" <src@rose>
Message-Id: <9501040002.ZM11160@rose.asd.sgi.com>
Date: Wed, 4 Jan 1995 00:02:26 -0800
In-Reply-To: "david pratt" <pratt@medusa.cs.nps.navy.mil>
        "Re: Performer loading Getting Stats" (Jan  3,  9:35am)
References: <199412121959.MAA18246@NMSU.Edu> 
	<9412121602.ZM892@temp4.is.rest.tasc.com> 
	<9412271727.ZM28788@babar.asd.sgi.com> 
	<9501030935.ZM1188@medusa.cs.nps.navy.mil>
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Cc: src@rose
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+>---- On Jan 3,  9:35am, david pratt wrote:
> Subject: Re: Performer loading Getting Stats
->Happy New Year! May your code be bug free and your boss on travel.
->
->
->In the 1.2 manual it metions that some stats can only be gathered on a single
->channel per pipe. I have two (possibly more) channels in a pipe that I need to
->get the polygon and point count on. Is this possible?

A pfFrameStats structure keeps the statistics for a single channel.
You can collect statistics for each channel of a pipe by getting the
pfFrameStats structure for each channel with pfGetChanFStats() and
enabling the desired modes on each pfFrameStats structure.


->On a single channel / pipe configuration, I get a poly count that is too
->consistent for the visable geometry. Is the number of triangles the stats
->report based upon the actual number rendered or the number that makes it pass
->the cull process (gset based)?

The latter - the number of triangles that made it past our cull.

src.


-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Graphics Dev.
src@sgi.com  (415) 390 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@



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Date: Wed, 4 Jan 95 14:36:30 +0100
From: Riccardo Camiciottoli <camiciot@aguirre.ing.unifi.it>
Message-Id: <9501041336.AA01210@aguirre.ing.unifi.it>
To: info-performer@sgi.sgi.com
Subject: VPL Data Glove on Indy
Cc: camiciot@aguirre.ing.unifi.it
Status: O

Hi,
I made a virtual reality environment on SG Indy running Performer on 
Irix 5.2. Now I would like to use the VPL Data Glove instead of the mouse to
interact with it. The problem is:

How to connect a simple device like VPL DG that use only Transmit Data,
Receive Data and Signal Ground of the serial port (standard RS232) to 
the Silicon Graphics Indy?

I tried to drive the serial port via /dev/ttyd1 file, but it's 
impossible to set it neither with the stty command that follows:

(stty 19200 cread raw -onlcr -tostop -echo -parenb -cstopb cs8 ignbrk
 -brkint ignpar -istrip igncr -icrnl -ixoff -ixon -isig -icanon
 -opost) < /dev/ttyd1

nor with the '>' instead of '<'. In the latter case it's the command shell
that change its behaviour.

I tried to drive the serial port via System Manager on Desktop,
but it allows to connect to the serial port only Spaceball, 
Digitizer Tablet, Dials & buttons, Printer, Terminals at a speed
not higher than 9600 baud.

Is there someone that can help me?

Please send the answer to email: camicio@aguirre.ing.unifi.it

Thank's in advance and Happy New Year.

Ciao.

Riccardo.
           
--------------------------------------
        Riccardo Camiciottoli
      Universita'  di  Firenze
       Facolta' di Ingegneria
Dipartimento di Sistemi e Informatica

email:  camiciot@aguirre.ing.unifi.it
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Date: Wed, 4 Jan 1995 09:14:42 -0500 (EST)
From: "Lance R. Marrou" <marrou@vsl.ist.ucf.edu>
To: Roy W Latham <rlatham@shell.portal.com>
Cc: info-performer@sgi.sgi.com
Subject: Re: Modifying GeoSet Geometry...
In-Reply-To: <199501040347.TAA20996@jobe.shell.portal.com>
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Status: O

On Tue, 3 Jan 1995, Roy W Latham wrote:

...
>    pfGeoSet and give color, etc.  This solution worked fine, except that
>    when the object gets rendered, it is flat shaded.  It has no shading at
>    all, just a solid color.  

Do you have normals specified for these polygons?  If you use the new
pfuBuilder (I believe) it can automatically create normals.

...
>    pfGetGSetAttrLists(gset, PFGS_COORDS3, (void**)poly_list, (ushort** i));
> 
>    The contents of poly_list is all zeros, not the geometry, yet when I
>    querey the number of vertices and triangles in the pfGeoSet, the 
>    correct values get returned, I just a cannot get the old geomtry.
...

The "(void**)poly_list" looks funny.  If poly_list is the same as the call to
pfGSetAttr(), then it is probably the problem.  It depends on how poly_list
is declared, but you might want to use &poly_list instead.

Btw, for the simple example you suggested (a pyramid), you could easily use
pfScale on the DCS (if you have one) in the direction of the point.  Of course,
the pyramid must be axially aligned in the geometry.  If you do not have a
DCS for each pyramid, this would obviously be a waste of processing power.
However, it does keep you from having to clone all the geometry.


_______________________________________________________
                         E-mail: marrou@vsl.ist.ucf.edu
IST         __  WWW: http://www.vsl.ist.ucf.edu/~marrou
Visual     / /   ______  /\____ ______ ______          
Systems   / /   / _   / / __  // ____// ____/          
Lab      / /__ / /_/ / / / / // /___ / __/_   R. Marrou
________/____//____/\\/_/ /_//_____//_____/____________




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Date: Wed, 4 Jan 95 08:25:19 -0600
From: steve@mred.hti.com (Steve Baker)
Message-Id: <9501041425.AA10929@mred    >
To: info-performer
Subject: Re: Character strings
Status: O


  I suspect that Michael Jones only intended the billboard-versus-character
strings in Performer as a EXAMPLE of the kinds of trade-off that he has
to make in assigning priorities rather than suggesting that we would lose
good billboards if we had character strings.

  Given that; I believe that the priority for the Performer team should
always be to implement things that are hard or impossible to do without their
help. In the case of character strings versus billboards there is already a
simple mechanism to get character strings into Performer (I do it all the time)
provided you have a reasonable modeller (eg MultiGen or DWB). Model each
letter of the alphabet as a separate object, then instance each object as needed
to make up a string - you could either do this by hand inside your modeller,
or write a simple subroutine to do it inside Performer. In fact, MultiGen (at least)
already has a couple of fonts modelled this way and a routine to let you
just type text in. (Check out the 'T' icon in the middle of the icon bar).

  On the other hand, to do good billboards is pretty nasty - particularly if
you have multiple channels - all looking from different directions with
various channel offsets. Point-rotate billboards need some fairly hairy maths
and there is no easy way to get the culling right if you 'do it yourself'.

  This is a clear case where we should let the Performer team do the difficult
bits.

  Finally - why pick text as the thing that Performer should generate automatically?
I would personally prefer that they generate aircraft models automatically....

     I want:

               pfAirplane("Boing 747-700");  /*   ;-)   */

   Thanks for your indulgance - End-of-flame.


      Steve Baker.


=====================================================================
					Steve Baker
					Hughes Training Inc.
                                        2200 Arlington Downs Road
					Arlington, Texas. 
                                        TX 76005-6171
					steve@mred.hti.com (Email)
					817-695-2478       (Voice)
                                        817-695-2308       (Alt.voice)
					817-695-2555       (Fax)
=====================================================================




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From: "Craig Phillips" <craig@binky.paradigmsim.com>
Message-Id: <9501040838.ZM25906@binky.paradigmsim.com>
Date: Wed, 4 Jan 1995 08:38:12 -0600
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To: info-performer@sgi.sgi.com
Subject: multi-axis billboards
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Status: O


multi-axis billboards are a must for supporting geocentric coordinate
systems.  they are not something that users can do easily, whereas text is.


-- 


__________________________________________________
Craig Phillips  Paradigm Simulation Inc.
15280 Addison Rd. Dallas, Texas 75248
craig@paradigmsim.com	214-960-2301
__________________________________________________





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To: info-performer@sgi.sgi.com
Subject: linker warnings
Date: Wed, 4 Jan 1995 15:43:07 +0100
From: Martin Roth <roth@ifi.unizh.ch>
Sender: roth@ifi.unizh.ch
Status: O


Hi,

when compiling my application "virgis" I get the following linker warnings:

ld:
Warning: Object virgis will not quickstart since you are using a 
non-quickstarted libpf.so
Warning: Object virgis will not quickstart since you are using a 
non-quickstarted libpr.so
Warning: The application virgis has conflicts. This will impact program 
startup time
    Use "elfdump -Dc virgis" to get list of conflicts


:~> elfdump -Dc virgis


virgis:
			***CONFLICT SECTION***
	 Name

.conflict
	[__dl__FPv                  ]
	[exit                       ]
	[__readenv_sigfpe           ]
	[__checktraps               ]
	[__trap_fpe_override        ]
	[                           ]
	[                           ]
	[                           ]

Does anyone know, what sort of conflicts these are and how to fix them and
where to get quickstarted libraries?

Thanks for all suggestions and a happy New Year

Martin

_______________________________________________________________________________
 /| /|)                                                       S. H. Martin Roth
/ |/ |\OTH                                          Student in Computer Science

ETHZ, Swiss Federal Institute of Technology Zuerich   email: sroth@iiic.ethz.ch
UniZh, University of Zuerich                          email: roth@ifi.unizh.ch


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Status: O



 



***********************************************************************

Horz & Schnepf                               e-mail:  usc@gmd.de
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Computeranwendungen (IIC)                    phone:   +49-2241-205702
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From guest  Wed Jan  4 08:58:19 1995
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From: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>
Message-Id: <9501041734.ZM6711@lig.di.epfl.ch>
Date: Wed, 4 Jan 1995 17:34:41 +0100
In-Reply-To: steve@mred.hti.com (Steve Baker)
        "Re: Character strings" (Jan  4,  8:25am)
References: <9501041425.AA10929@mred    >
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To: steve@mred.hti.com (Steve Baker), info-performer
Subject: Re: Character strings
Mime-Version: 1.0
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Status: O

Hello,

> letter of the alphabet as a separate object, then instance each object as
needed
> to make up a string - you could either do this by hand inside your modeller,
> or write a simple subroutine to do it inside Performer. In fact, MultiGen (at
least)
> already has a couple of fonts modelled this way and a routine to let you
> just type text in. (Check out the 'T' icon in the middle of the icon bar).

Why buying a $5K modeler and waste time when lots of fonts are readily
available?

>   On the other hand, to do good billboards is pretty nasty - particularly if

Antialiased 2D text with 3D curved baselines is also hairy.

>   This is a clear case where we should let the Performer team do the
difficult
> bits.

Both are. I accept that this is even more critical in the case of
multi-axis billboards, though.

>   Finally - why pick text as the thing that Performer should generate
automatically?
> I would personally prefer that they generate aircraft models
automatically....

Of course, we know this is like comparing apples to oranges..

Anyway, given:

 - Fancy 3D text > multi-axis billboards > 2D text in fancy 3D
  (> == `greater importance')

 - and the ability of doing the first through .iv import,

I guess a decision by the Performer team to go with the billboards is
probably appropriate.

What must not be forgotten is that Performer is THE high-performance
_general purpose_ higher-level graphics library for SGI (which should
allways include a plain C API, BTW).

*end-of-preach*

Regards,



From guest  Wed Jan  4 09:49:05 1995
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From: "Angus Henderson" <angus@death.reading.sgi.com>
Message-Id: <9501041727.ZM16778@death.reading.sgi.com>
Date: Wed, 4 Jan 1995 17:27:51 +0000
In-Reply-To: Riccardo Camiciottoli <camiciot@aguirre.ing.unifi.it>
        "VPL Data Glove on Indy" (Jan  4,  2:36pm)
References: <9501041336.AA01210@aguirre.ing.unifi.it>
X-Mailer: Z-Mail-SGI (3.0S.1026 26oct93 MediaMail)
To: Riccardo Camiciottoli <camiciot@aguirre.ing.unifi.it>
Subject: Re: VPL Data Glove on Indy
Cc: info-performer@sgi.sgi.com
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Status: O

On the old 3000 series IRIS SuperWorkstations you used to

nohup sleep 10000000 < /dev/ttyd2 2 > /dev/null &

before you did a

stty 19200 < /dev/ttyd2 ...etc.

Lord knows what it does but it still bloody works.
In these modern times peopel use ioctl's to accomplish the same...
..have a look at the serial set up for a flybox in pfutil/flybox.c

ANgus




From guest  Wed Jan  4 10:14:40 1995
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From: millard@hawkeye.newport.sgi.com (Ed Millard)
Message-Id: <199501041758.JAA23444@hawkeye.newport.sgi.com>
Subject: Re: linker warnings
To: roth@ifi.unizh.ch (Martin Roth)
Date: Wed, 4 Jan 1995 09:58:00 -0800 (PST)
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199501041443.GAA28478@sgi.sgi.com> from "Martin Roth" at Jan 4, 95 03:43:07 pm
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Content-Length: 1981      
Status: O

> 
> 
> Hi,
> 
> when compiling my application "virgis" I get the following linker warnings:
> 
> ld:
> Warning: Object virgis will not quickstart since you are using a 
> non-quickstarted libpf.so
> Warning: Object virgis will not quickstart since you are using a 
> non-quickstarted libpr.so
> Warning: The application virgis has conflicts. This will impact program 
> startup time
>     Use "elfdump -Dc virgis" to get list of conflicts
> 
> 
> :~> elfdump -Dc virgis
> 
> 
> virgis:
> 			***CONFLICT SECTION***
> 	 Name
> 
> .conflict
> 	[__dl__FPv                  ]
> 	[exit                       ]
> 	[__readenv_sigfpe           ]
> 	[__checktraps               ]
> 	[__trap_fpe_override        ]
> 	[                           ]
> 	[                           ]
> 	[                           ]
> 
> Does anyone know, what sort of conflicts these are and how to fix them and
> where to get quickstarted libraries?
> 
> Thanks for all suggestions and a happy New Year
> 
> Martin
> 

These originate in libfpe and sigfpe.h:

>       [__readenv_sigfpe           ]
>       [__checktraps               ]
>       [__trap_fpe_override        ]

Conflicts happen when a global variable is declared in more than one place.
For example in a DSO and in the main executable or in two DSO's.

These warnings shouldn't imply there are any functionallity problems.  The
only thing they indicate is there will be a little slowness in starting
up your application.  If your startup time is acceptable they are not
something you need to worry about very much.

In most respects quickstart works better on 5.3 than on 5.2. 

=============================================================================
Ed Millard                       |  18201 Von Karman Avenue
Silicon Graphics Inc.            |  Suite 100
Developer's Support Group        |  Irvine, CA 92715
millard@sgi.com                  |  (714) 756-5975
=============================================================================


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From: "Michael Jones" <mtj@babar>
Message-Id: <9501041214.ZM3528@babar.asd.sgi.com>
Date: Wed, 4 Jan 1995 12:14:52 -0800
In-Reply-To: gce@ina.fr (Cedric Gautier)
        "Framelocking on realityII and sirius ..." (Jan  3,  8:17pm)
References: <9501031917.AA02780@ina.fr>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: gce@ina.fr (Cedric Gautier), info-performer@sgi.sgi.com
Subject: Re: Framelocking on realityII and sirius ...
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On Jan 3,  8:17pm, Cedric Gautier wrote:
> Subject: Framelocking on realityII and sirius ...
:
:Hello again ...
:
:I have tried different configurations of "setmon" command to framelock the
:graphic screen with the video but none of them seems to fill completely what
:I am waiting for ... the documentation about it as no entry for reality
:engine graphics in the online books ... does anyone know the right command
:to launch on RealityII/Sirius for framelocking in PAL ? ... At the time I
:will be sur of the software command I be able to check the hardware side
:carefully ! ...
:
:Thank's for any help ...
:
:Cedric
:
:I.N.A R&D email: gce@ina.fr
:
>-- End of excerpt from Cedric Gautier

Here's the answer from one of the RealityEngine video gurus. Hope
this helps. Michael.


The software command is setmon; setmon is the only way of changing the
VOF.

However, the issue is choosing the correct VOF. I'm guessing that what
you want is to framelock a 1280x1024 graphic screen to a PAL signal.
To do that, you must use one of the VOFs:

    1280x1024_25f.u
    1280x1024_50f.u

These will both give you a 50Hz 1280x1024 graphic display; the difference
is that one will swapbuffers at 25Hz, so that you can render frames to
the graphics, and the other will swapbuffer at 50Hz, so that you can
render fields.

You *cannot* framelock with a standard 1280x1024_50.u. Only VOFs that
have an `f' (for framelock) can do this. (All VOFs can, of course,
genlock).

So to framelock to PAL, you would say

    /usr/gfx/setmon -n -g 1280x1024_50f

To genlock, you would set the output format to PAL:

    /usr/gfx/setmon -n -g 770x576_25i

....paul

--
Paul Spencer                 Silicon Graphics Advanced Graphics Division
spencer@sgi.com                                Mountain View, California


-- 

Be seeing you,      Phone:415.390.1455  Fax:415.390.2658 M/S:8U-590
Michael T. Jones    Silicon Graphics, Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311



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	 id MAA04187; Wed, 4 Jan 1995 12:52:54 -0800
From: "JAVIER CASTELLAR" <javier@mar.madrid.sgi.com>
Message-Id: <9501041252.ZM4185@mar>
Date: Wed, 4 Jan 1995 12:52:53 -0800
In-Reply-To: "Michael Jones" <mtj@babar.asd.sgi.com>
        "Re: Video texture in performer animation ..." (Jan  3, 11:41am)
References: <9501031841.AA02741@ina.fr>  <9501031141.ZM26527@babar.asd.sgi.com>
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To: jimh@giraffe, "Michael Jones" <mtj@babar>, gce@ina.fr (Cedric Gautier),
        info-performer@sgi.sgi.com
Subject: Re: Video texture in performer animation ...
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Hi all,

Regarding the live video texturing questions:
a) It works fine (do not beleave rumours about Sirius).
b) It works at full perfomance (if you don't beleave SGI please watch the
Spanish TV (A3)).

Mainly the live video texturing programming works as follows:

0) Initialize the VideoLibrary with a video source node attached to a texture
drain node. You have to select FIELDS or FRAMES. If you need fields you have to
use Sirius 1.0.2 > software release.

[Attached to this email please find a VL set up example to texture video on a
polygon]

1) You have to define a texture with some especific features to be updated from
video:
	It must have a sizes of power of two (1024x1024 or 1024x512).
	It has to be NON MIPMAPPED
	It has to use the FAST_DEFINE texture prop.
(it will let you page this texture either from live video frames/fields or from
main memory)

    /*
     * create a new texture from shared memory,
     * load a texture file and add texture to geostate
     */
        tx = pfNewTex(arena);
        pfTexRepeat(tx, PFTEX_WRAP, PFTEX_CLAMP);
        pfTexFilter(tx, PFTEX_MINFILTER, PFTEX_BILINEAR);
        pfTexFilter(tx, PFTEX_MAGFILTER, PFTEX_BILINEAR);
        pfTexFormat(tx, PFTEX_FAST_DEFINE, PF_ON);
        pfTexFormat(tx, PFTEX_INTERNAL_FORMAT, PFTEX_RGB_5);
		/* frames, in fields is different */
        pfTexImage(tx, NULL, SIR_VEN_16BIT_TEXEL, 1024, 1024 , 0);
        pfGStateAttr(gst, PFSTATE_TEXTURE, tx);


2) When you are running in the real time loop, you have to perform a draw call
back to update the texture that you had defined as FAST_DEFINE. This callback
will swap the live video frame buffers which are located at the Sirius board to
the texture memory in the place (texture id) you have prepared in (1).
	This GL callbacks are based on the subtexload GL call (see details on
the manual pages). In order to obtain the GL texture id you should use the
pfGetGLHandle call to get the GL texture id (in performer there is no texture
id exposed, but fortunatelly the give you a way to obtain it using the pf API).

	Subtextload works fine on 5.2> machines.

	Be aware about the fact that the texture to be video paged MUST BE
binded at the time in which you call subtexload. Be aware also about the
texture matrix you are using at the time in which you page the video texture.

[Attached to this mail please find vidtotex.c; an example in VL+GL wich explain
it (texture matrix, subtexload ...) (it texture live video onto a polygon)]


COMMENTS:
	1) Be very aware about the vof you are using on the RealityEngine video
output. Be aware also about the genlocking between the video source and the
Sirius board.
	2) Be aware also about the texture memory manegement which you are
performing. The order in which you are actually defining the textures is VERY
IMPORTANT, if you are using also mipmapped textures on the scene, be carefull
and load it AFTER the definition on the live video texture. It will save you s
LOT of texture memory fragmentation.
	3) The Sirius programming guide is a VERY GOOD reference point about
this issues. You will find also very interesting examples in

/usr/people/4Dgifts/examples/dmedia/video/sirius in IRIX 5.3 (in 5.2 you will
find also the same examples around the 4Dgifts examples).

Hope to help.

-Javier (OVERLOADED)




-- 
********************************************************************
*  Javier Castellar     * Email:	javier@madrid.sgi.com      *
*  Systems Engineer	* Vmail:	x59665                     *
*     	   Gfx guru     * Phone:	++34-1-4429077             *
* Silicon Graphics Spain* Fax:		++34-1-4420150             *
********************************************************************
  Nobody said that the life was a fair play
				Javier Castellar



--PART-BOUNDARY=.19501041252.ZM4185.mar
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/*
 *  vidtotex.c
 *  This VL program demonstrates the Sirius Video board video->texture ability.
 *
 * Copyright 1994, Silicon Graphics, Inc.
 * All Rights Reserved.
 *
 * This is UNPUBLISHED PROPRIETARY SOURCE CODE of Silicon Graphics, Inc.;
 * the contents of this file may not be disclosed to third parties, copied or
 * duplicated in any form, in whole or in part, without the prior written
 * permission of Silicon Graphics, Inc.
 *
 * RESTRICTED RIGHTS LEGEND:
 * Use, duplication or disclosure by the Government is subject to restrictions
 * as set forth in subdivision (c)(1)(ii) of the Rights in Technical Data
 * and Computer Software clause at DFARS 252.227-701.0, and/or in similar or
 * successor clauses in the FAR, DOD or NASA FAR Supplement. Unpublished -
 * rights reserved under the Copyright Laws of the United States.
 */

#include <stdlib.h>
#include <stdio.h>
#include <getopt.h>
#include <gl.h>
#include <device.h>
#include <vl/vl.h>
#include <vl/dev_sirius.h>

/*
 * Following definitons are the texture matrix defines. Look in
 * the GL programmers guide for more details.
 */
#define XSIZE 64.0
#define YSIZE 64.0

static float texture_matrix[4][4] = {
    1.0, 0.0, 0.0, 0.0,
    0.0, 1.0, 0.0, 0.0,
    0.0, 0.0, 1.0, 0.0,
    0.0, 0.0, 0.0, 1.0
};
static float idmat[4][4] = {
    1.0, 0.0, 0.0, 0.0,
    0.0, 1.0, 0.0, 0.0,
    0.0, 0.0, 1.0, 0.0,
    0.0, 0.0, 0.0, 1.0
};

static float t0[2] = {0.0, 0.0 };
static float t1[2] = {1.0, 0.0 };
static float t2[2] = {1.0, 1.0 };
static float t3[2] = {0.0, 1.0 };

static float v0[3] = {-XSIZE, -YSIZE, 0.0};
static float v1[3] = { XSIZE, -YSIZE, 0.0};
static float v2[3] = { XSIZE,  YSIZE, 0.0};
static float v3[3] = {-XSIZE,  YSIZE, 0.0};

static float tevps[] = {TX_NULL};

/*
 * texture defines
 */
int	texture_id, num_components;
float	s_scale, t_scale, s_fraction, t_fraction;
int	texture_format;
int	texformat;

/*
 * VL defines
 */
VLControlValue size, timing, tex;
VLControlValue   format;
VLControlValue   cap_type;
VLServer	svr;
VLPath	path;
VLNode	src;
VLNode	drn;

/*
 * function prototypes
 */
void usage(int, char **);
void OpenWindow(int, char **);
int CreateTexture(void);
void DisplayNewTexture(void);
void cleanup(void);
void ProcessEvents(void);
void UpdateTimingFormat(void);

int DoFields = 0;

int
main(int argc, char **argv)
{

    int		c, insrc = VL_ANY;
    int 	device = VL_ANY;
    short	dev, val;

    texformat = 5;
    /* Parse the input string */
    while ((c = getopt(argc, argv, "n:v:t:hF")) != EOF ) {
        switch (c) {
            case 'n':
                device = atoi(optarg);	/* user can override default device */
                break;
            case 't':
                texformat = atoi(optarg);
                break;
            case 'v':
                insrc = atoi(optarg);
                break;
	    case 'F':
		DoFields = 1;
		break;
            case 'h':
            default:
                usage(argc, argv);
                exit(1);
        }
    }

    /* open the server */
    if (!(svr = vlOpenVideo(""))) {
	printf("couldn't open video\n");
	exit(1);
    }

    /* Get the Video source */
    src = vlGetNode(svr, VL_SRC, VL_VIDEO, insrc);
    /* Get the Texture drain */
    drn = vlGetNode(svr, VL_DRN, VL_TEXTURE, 0);

    /* Create path   */
    path = vlCreatePath(svr, device, src, drn);
    if (path < 0) {
	vlPerror("vlCreatePath");
	exit(1);
    }

    /* setup path */
    if (vlSetupPaths(svr, (VLPathList)&path, 1, VL_SHARE, VL_SHARE) < 0) {
	vlPerror("vlSetupPaths");
	exit(1);
    }
	/* select the appropriate events */
    if (vlSelectEvents(svr, path, VLStreamPreemptedMask |
                            VLControlChangedMask ) < 0) {
            vlPerror("Select Events");
            exit(1);
    }
    if(DoFields)
	cap_type.intVal = VL_CAPTURE_NONINTERLEAVED;
    else
	cap_type.intVal = VL_CAPTURE_INTERLEAVED;
	
    if (vlSetControl(svr, path, drn, VL_CAP_TYPE, &cap_type) <0) {
	vlPerror("VlSetControl");
	exit(1);
    }

    UpdateTimingFormat();
    OpenWindow(argc, argv);
    texture_id = 1;
    CreateTexture();
    loadmatrix(texture_matrix);
    /* Set the Texture packing mode */
    if (vlSetControl(svr, path, drn, VL_PACKING, &tex) <0) {
        vlPerror("VlSetControl");
        exit(1);
    }

    /* Set the viewing preferences. Look at GL manual for more details */
    mmode(MVIEWING);
    loadmatrix(idmat);
    ortho2(0.0, size.xyVal.x * 1.0, 0.0, size.xyVal.y * 1.0);

    vlBeginTransfer(svr, path, 0, NULL);

    while (TRUE) {
       if (qtest()) {
            dev = qread(&val);
            if (dev == ESCKEY)
                exit(0);
        }
	/* Check for VL events if any ... */
	ProcessEvents();
	/* Next frame of data */
	DisplayNewTexture();
	swapbuffers();
    }
}

void
usage(int argc, char **argv)
{
    fprintf(stderr, "Usage: %s [-n#] [-v#]\n", argv[0]);
    fprintf(stderr, "    -n#   video device number (as reported by vlinfo)\n");
    fprintf(stderr, "    -v#   video input number (as reported by vlinfo)\n");
    fprintf(stderr, "    -F#   do Fields \n");
}

/*
 * OpenWindow: Opens a GL window of the correct size as determined by
 * the timing bvaluse on the source node.
 */
void
OpenWindow(int argc, char **argv)
{
    prefsize(size.xyVal.x, size.xyVal.y);
    foreground();
    winopen(argv[0]);
    RGBmode();
    doublebuffer();
    gconfig();
    dither(DT_OFF);
    qdevice(ESCKEY);
}

/*
 * CreateTexture: Create a texture map with correct attributes.
 */
int
CreateTexture()
{
    int t_width, t_height;
    static float tex_props[] = { TX_MINFILTER, TX_POINT, TX_MAGFILTER,
				 TX_POINT, TX_INTERNAL_FORMAT, TX_RGB_5,
				 TX_FAST_DEFINE, TX_WRAP, TX_CLAMP,
				 TX_NULL };

    switch(texformat) {
	case 4:
	    num_components = SIR_VEN_16BIT_TEXEL;
	    tex.intVal = SIR_TEX_PACK_RGBA_4;
	    texture_format = SIR_VEN_16BIT_TEXEL; /* texture format dependant */
	    tex_props[5] = TX_RGBA_4;		  /* this too */
	    break;
	case 5:
	    num_components = SIR_VEN_16BIT_TEXEL;
	    tex.intVal = SIR_TEX_PACK_RGB_5;
	    texture_format = SIR_VEN_16BIT_TEXEL; /* texture format dependant */
	    tex_props[5] = TX_RGB_5;		  /* this too */
	    break;
	case 8:
	    num_components = SIR_VEN_32BIT_TEXEL;
	    tex.intVal = SIR_TEX_PACK_RGBA_8;
	    texture_format = SIR_VEN_32BIT_TEXEL; /* texture format dependant */
	    tex_props[5] = TX_RGBA_8;		  /* this too */
	    break;
	default:
	    num_components = SIR_VEN_16BIT_TEXEL;
	    tex.intVal = SIR_TEX_PACK_RGB_5;
	    texture_format = SIR_VEN_16BIT_TEXEL; /* texture format dependant */
	    tex_props[5] = TX_RGB_5;              /* this too */
	    break;
    }

    tex_props[1] = TX_POINT;
    tex_props[3] = TX_POINT;

    /* 625 textures are bigger than 525 textures
     */
    if ((timing.intVal == VL_TIMING_525_SQ_PIX)
     || (timing.intVal == VL_TIMING_525_CCIR601)) {
	t_width = 1024;
	t_height = 512;
    } else {
	t_width = 1024;
	t_height = 1024;
    }


    s_scale = (size.xyVal.x-1) / (float)t_width;
    t_scale = size.xyVal.y / (float)t_height;

    /* Sirius always transfers 768 pixels */
    s_fraction = 768. / (float)t_width;	/* for all */
    t_fraction = size.xyVal.y / (float)t_height;

    if (DoFields) t_height=t_height>>1;
	
    texdef2d(texture_id, num_components, t_width, t_height,
		(void *)0, 0, tex_props);

    texture_matrix[0][0] =  s_scale;
    texture_matrix[1][1] = -t_scale;
    texture_matrix[3][1] =  t_scale;

    tevdef(1, 0, tevps);

    texbind(TX_TEXTURE_0, texture_id);
    tevbind(0, 1);
    mmode(MTEXTURE);
}

/*
 * DisplayNewTexture: Display a new texture. This routine is called at 30
 * Hz for 525 timing and 25Hz for 625 timing.
 */
void
DisplayNewTexture()
{
    /* Load the texture from Sirius to Texture memory */
    subtexload(TX_TEXTURE_0, texture_id, 0.0, s_fraction, 0.0, t_fraction,
	    0, (unsigned long *)0, texture_format);

    /* Do size calculations */
    v0[0] = 0.; v0[1] = 0.;
    v1[0] = size.xyVal.x; v1[1] = 0.;
    v2[0] = size.xyVal.x; v2[1] = size.xyVal.y;
    v3[0] = 0.; v3[1] = size.xyVal.y;

    /* draw full size video */
    cpack(0xffffffff);
    bgnpolygon();
    t2f(t0); v2f(v0);
    t2f(t1); v2f(v1);
    t2f(t2); v2f(v2);
    t2f(t3); v2f(v3);
    endpolygon();
}

void
cleanup()
{
    vlEndTransfer(svr, path);
    vlDestroyPath(svr, path);
    vlCloseVideo(svr);
    exit(0);
}

void
ProcessEvents()
{
    VLEvent ev;

    /* Check to see if any controls changed or if the video
     * path has been pre-empted.
     */
    if (vlCheckEvent(svr, VLControlChangedMask|
		    VLStreamPreemptedMask, &ev) == -1) {
	return;
    }
    switch(ev.reason) {
	case VLStreamPreempted:
	    cleanup();
	    exit(0);
	break;
	case VLControlChanged:
	    switch(ev.vlcontrolchanged.type) {
		case VL_TIMING:
		case VL_SIZE:
		case VL_PACKING:
		    UpdateTimingFormat();
    		    prefsize(size.xyVal.x, size.xyVal.y);
		    winconstraints();
    		    CreateTexture();
                    loadmatrix(texture_matrix);
    		    mmode(MVIEWING);
   		    loadmatrix(idmat);
    		    ortho2(0.0, size.xyVal.x * 1.0, 0.0, size.xyVal.y * 1.0);
		break;
		default:
		break;
	    }
	break;
	default:
	break;
    }
}

void
UpdateTimingFormat()
{
    /* Get the timing from input source */
    if (vlGetControl(svr, path, src, VL_TIMING, &timing) < 0) {
	vlPerror("vlGetControl");
	exit(1);
    }

    /* Set texture drain's timing to input source */
    if (vlSetControl(svr, path, drn, VL_TIMING, &timing) < 0) {
	vlPerror("vlSetControl");
	exit(1);
    }

    if (vlGetControl(svr, path, src, VL_SIZE, &size) < 0) {
	vlPerror("vlSetupPaths");
	exit(1);
    }
}


--PART-BOUNDARY=.19501041252.ZM4185.mar--



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Date: Wed, 4 Jan 1995 18:21:22 -0500 (EST)
From: "Michael J. Smith" <smith@vsl.ist.ucf.edu>
To: performer <info-performer@sgi.sgi.com>
Subject: Alternative Orientation Systems
Message-Id: <Pine.SGI.3.91.950104181815.6011A-100000@onyx.vsl.ist.ucf.edu>
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Has there been any attention to allowing the use of Quaternians in the 
next release of Performer?  And if so, will they be instead of Euler 
Angles or in addition to them?  Using quaternians in my application would 
be more efficient, but needing to change to Euler Angles or a Rotation 
Matrix from the quaternian each frame might be a large performance hit.  
What is the Performer Groups position on this subject? (I really mean the 
Performer library programmers, but general responses are certainly welcome)

-----------------------------------------------------------------------------
| Michael J. Smith                      University Of Central Florida       |
| Visual Systems Laboratory             Institute for Simulation & Training |
| Graduate Research Assistant           3280 Progress Drive                 |
| smith@vsl.ist.ucf.edu                 Orlando, FL 32826-0544              |
|      @cs.ucf.edu                                                          |
-----------------------------------------------------------------------------




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Date: Wed, 4 Jan 1995 17:03:21 -0800
In-Reply-To: "Michael J. Smith" <smith@vsl.ist.ucf.edu>
        "Alternative Orientation Systems" (Jan  4,  6:21pm)
References: <Pine.SGI.3.91.950104181815.6011A-100000@onyx.vsl.ist.ucf.edu>
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To: "Michael J. Smith" <smith@vsl.ist.ucf.edu>,
        info-performer@sgihub.corp.sgi.com
Subject: Re: Alternative Orientation Systems
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jan 4,  6:21pm, Michael J. Smith wrote:
> Has there been any attention to allowing the use of Quaternians in the
> next release of Performer?  And if so, will they be instead of Euler
> Angles or in addition to them?  Using quaternians in my application would
> be more efficient, but needing to change to Euler Angles or a Rotation
> Matrix from the quaternian each frame might be a large performance hit.
> What is the Performer Groups position on this subject? (I really mean the
> Performer library programmers, but general responses are certainly welcome)

mtj has added a bevy of quaternion operators to the Performer math
library for 2.0 -- I'll append a preliminary API listing below:

/* quaternion access functions */
void pfSetQuat(pfQuat dst, float x, float y, float z, float w);
void pfGetQuat(const pfQuat q, float *x, float *y, float *z, float *w);
void pfCopyQuat(pfQuat dst, const pfQuat q);

/* quaternion unary (monadic) operators */
void pfNegateQuat(pfQuat dst, const pfQuat q);
float pfLengthQuat(const pfQuat q);
void pfConjQuat(pfQuat dst, const pfQuat q);
void pfExpQuat(pfQuat dst, const pfQuat q);
void pfLogQuat(pfQuat dst, const pfQuat q);

/* quaternion binary (dyadic) operators with scalars */
void pfAddQuatScalar(pfQuat dst, const pfQuat q, float s);
void pfSubQuatScalar(pfQuat dst, const pfQuat q, float s);
void pfMultQuatScalar(pfQuat dst, const pfQuat q, float s);
void pfDivQuatScalar(pfQuat dst, const pfQuat q, float s);

/* quaternion binary (dyadic) operators with quaternions */
void pfAddQuat(pfQuat dst, const pfQuat q1, const pfQuat q2);
void pfSubQuat(pfQuat dst, const pfQuat q1, const pfQuat q2);
void pfMultQuat(pfQuat dst, const pfQuat q1, const pfQuat q2);
void pfInvertQuat(pfQuat dst, const pfQuat q);
void pfDivQuat(pfQuat dst, const pfQuat q1, const pfQuat q2);

/* quaternion comparison operators */
long pfEqualQuat(const pfQuat q1, const pfQuat q2);
long pfAlmostEqualQuat(const pfQuat q1, const pfQuat q2, float tol);

/* convert quaternion to and from axis+angle representation */
void pfMakeRotQuat(pfQuat dst, float angle, float x, float y, float z);
void pfGetQuatRot(const pfQuat q, float *angle, float *x, float *y, float *z);

/* convert quaternion to and from rotation matrix representation */
void pfGetOrthoMatQuat(const pfMatrix m, pfQuat dst);
void pfMakeQuatMat(pfMatrix m, const pfQuat q);

/* interpolation operations */
void pfSlerpQuat(pfQuat dst, float t, const pfQuat q1, const pfQuat q2);
void pfSquadQuat(pfQuat dst, float t, const pfQuat q1, const pfQuat q2,
    const pfQuat a, const pfQuat b);
void pfQuatMeanTangent(pfQuat dst, const pfQuat q1, const pfQuat q2,
    const pfQuat q3);

Allan

-- 
Allan Schaffer
Silicon Graphics
aschaffe@sgi.com
http://reality.sgi.com/employees/aschaffe


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To: steve@mred.hti.com (Steve Baker)
Cc: info-performer
Subject: Re: Character strings 
In-Reply-To: Your message of "Wed, 04 Jan 1995 08:25:19 CST."
             <9501041425.AA10929@mred > 
Date: Thu, 05 Jan 1995 10:22:16 +0900
From: Ryutarou OHBUCHI <ohbuchi@trl.ibm.co.jp>
Status: O

> 
>   I suspect that Michael Jones only intended the billboard-versus-character
> strings in Performer as a EXAMPLE of the kinds of trade-off that he has
> to make in assigning priorities rather than suggesting that we would lose
> good billboards if we had character strings.

Yes. 

> 
>   Given that; I believe that the priority for the Performer team should
> always be to implement things that are hard or impossible to do without their
> help. 

I agree with Steve on this.  However, 

>       In the case of character strings versus billboards there is already a
> simple mechanism to get character strings into Performer (I do it all the time)
> provided you have a reasonable modeller (eg MultiGen or DWB). Model each
> letter of the alphabet as a separate object, then instance each object as needed
> to make up a string - you could either do this by hand inside your modeller,
> or write a simple subroutine to do it inside Performer. In fact, MultiGen (at least)
> already has a couple of fonts modelled this way and a routine to let you
> just type text in. (Check out the 'T' icon in the middle of the icon bar).

My colleague did try the method you mentioned. Loading and
instancing characters gets a bit hairly if you have thousands (3k to
10k) of Kanji characters, each of which is significantly more
vertex-intensive than English alphabets.  We tried texturing
approach as well, but modifying string is expensive.  Both methods
are rather heavy.  What is the best approach?  Faster graphics
engine? (We use Onyx/RE2.)

> 
>   On the other hand, to do good billboards is pretty nasty - particularly if
> you have multiple channels - all looking from different directions with
> various channel offsets. Point-rotate billboards need some fairly hairy maths
> and there is no easy way to get the culling right if you 'do it yourself'.
> 
>   This is a clear case where we should let the Performer team do the difficult
> bits.

Character strings themselves, in fact, need to be billboards in many
applications, for example, annotating interactive 3D human anatomy. 

> 
>   Finally - why pick text as the thing that Performer should generate automatically?
> I would personally prefer that they generate aircraft models automatically....

As Michael Jones suggested, how about implementation of character
support as a pfUtil?  (Assuming this is possible...)

-----
Ryutarou Ohbuchi
IBM Japan, Ltd., SA-S76
1623-14, Shimo-tsuruma, Yamato-shi,
Kanagawa-ken 242, Japan
Phone:	0462-73-4882	Fax:	0462-73-7413
Internet:	ohbuchi@trl.ibm.co.jp


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From: "Michael Jones" <mtj@babar>
Message-Id: <9501041745.ZM10021@babar.asd.sgi.com>
Date: Wed, 4 Jan 1995 17:45:34 -0800
In-Reply-To: aschaffe@holodeck (Allan Schaffer)
        "Re: Alternative Orientation Systems" (Jan  4,  5:03pm)
References: <Pine.SGI.3.91.950104181815.6011A-100000@onyx.vsl.ist.ucf.edu> 
	<9501041703.ZM8278@holodeck.asd.sgi.com>
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To: "Michael J. Smith" <smith@vsl.ist.ucf.edu>,
        info-performer@sgihub.corp.sgi.com
Subject: Re: Alternative Orientation Systems
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Status: O

On Jan 4,  5:03pm, Allan Schaffer wrote:
> Subject: Re: Alternative Orientation Systems
:On Jan 4,  6:21pm, Michael J. Smith wrote:
:> Has there been any attention to allowing the use of Quaternians in the
:> next release of Performer?  And if so, will they be instead of Euler
:> Angles or in addition to them?  Using quaternians in my application would
:> be more efficient, but needing to change to Euler Angles or a Rotation
:> Matrix from the quaternian each frame might be a large performance hit.
:> What is the Performer Groups position on this subject? (I really mean the
:> Performer library programmers, but general responses are certainly welcome)
:
:mtj has added a bevy of quaternion operators to the Performer math
:library for 2.0 -- I'll append a preliminary API listing below:

Thanks, Allan.  If you're a quaternion fan, you'll note that most of the
functions implemented are taken directly from the various publications
of the Reigning Quaternion God, Ken Shoemake.

These are all implemented as macros as well as functions, and the
compiler seems to optimize the code for the complicated operators
very efficiently.

If you've seen the Walt Disney Imagineering Labs "Aladdin Attraction" at
EPCOT Center or at SIGGRAPH 1994, then you saw IRIS Performer
quaternions in action. They're used to extrapolate the viewer's head
position forward in time to minimize perceived latency, as explained
in SIGGRAPH Technical Course #14.

Internally, Performer uses matrices since this is what the hardware
uses and we seek designs that fit the physical machine. If you have
hundreds of quaternions to update per frame at high frame rates, you
may well have trouble with your application process time.

Michael.

-- 

Be seeing you,      Phone:415.390.1455  Fax:415.390.2658 M/S:8U-590
Michael T. Jones    Silicon Graphics, Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311



From guest  Wed Jan  4 07:54:08 1995
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From: "JAVIER CASTELLAR" <javier@mar.madrid.sgi.com>
Message-Id: <9501041824.ZM4549@mar>
Date: Wed, 4 Jan 1995 18:24:58 -0800
In-Reply-To: gce@ina.fr (Cedric Gautier)
        "Framelocking on realityII and sirius ..." (Jan  3,  8:17pm)
References: <9501031917.AA02780@ina.fr>
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To: gce@ina.fr (Cedric Gautier), info-performer@sgi.sgi.com
Subject: Re: Framelocking on realityII and sirius ...
Mime-Version: 1.0
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Status: O

Hi,

	You have two options: work with fields or work with frames.

A) FRAMELOCKING:

	In order to get it framelocked we have four dedicated vofs for the DG2
(it means: Video Output Formats for the Reality Engine graphics output (DG2)).

1280x1024_50f	(PAL) It suports field swapbuffering on the traslation from the
			graphics frame buffer (RE2) up to the Sirius field
buffers.
		It does as well the frame locking. (I LIKE IT)

1280x1024_25f   (PAL) It support only complete frame updates on the translation
			from the gfx frame buffer (RE2) up to the pairs of
field buffers 			(Sirius)

1280x1024_60f and 1280x1024_30f are the couple of vofs for NTSC

	You can use "setmon ..." to use it. Please refer to the on line manual
pages. See before the example at (C)

	Then you have framelocked the Reality Engine swapbuffers to the Sirius
but you need to GENLOCK the video signals.

B) GENLOCKING:

One possible aproach is:

g.o.: Genlock out
g.i.: Genlock in


Sync pattern -------> Video Source ---->Sirius------>Reality Engine
	   g.o.      g.i.       g.o.   g.i    g.o.   g.i. (DG2)  g.o.
terminated

	In order to enable the genlocking in the RealityEngine you have to use
the -g option when you use "setmon". Be careful, if you don't receive genlock
in the graphics display will not retrace: use a text terminal on a serial port
or a network rlogin to rearrange it.


C) SETTING UP for FRAMELOCKING + GENLOCKING for PAL:

Reality Engine:

su
setenv DISPLAY :0.0
/usr/gfx/setmon -g 1280x1024_50f
(if you wish to make it permanent after reboot)


or

/usr/gfx/setmon -n -g 1280x1024_50f  (if you wish to make some trials)

Sirius:

use the video control panel (vcp)

vcp

and select the proper genlock option using the nice interface (house)

D) FINAL POINTERS:

You should have the documentation. On 5.3 it is online in Insight.


Hope to help.


-Javier










-- 
********************************************************************
*  Javier Castellar     * Email:	javier@madrid.sgi.com      *
*  Systems Engineer	* Vmail:	x59665                     *
*     	   Gfx guru     * Phone:	++34-1-4429077             *
* Silicon Graphics Spain* Fax:		++34-1-4420150             *
********************************************************************
  Nobody said that the life was a fair play
				Javier Castellar




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From: Albert Herman <aherman@pike.cecer.army.mil>
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Subject: Re: Alternative Orientation Systems
To: info-performer@sgi.sgi.com
Date: Wed, 4 Jan 1995 21:23:49 -0600 (CST)
In-Reply-To: <9501041745.ZM10021@babar.asd.sgi.com> from "Michael Jones" at Jan 4, 95 05:45:34 pm
X-Mailer: ELM [version 2.4 PL23]
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Status: O

Hi.

I'm currently working on a flight simulator for UAV's and am using
quaterions (and the associated differential equations) to model the
attitude motion of a particular vehicle.  I'm interested in using
the quaternion functions upcoming in Performer if applicable.  Currently,
I compute a direction cosine matrix (which represents the orientation
of a vehicle) in the UAV model.  This matrix can be used to provide
Performer with the viewport direction.  I'm interested in any information/
documentation about using quaternions with Performer that might be
available.

Also,

> Thanks, Allan.  If you're a quaternion fan, you'll note that most of the
> functions implemented are taken directly from the various publications
> of the Reigning Quaternion God, Ken Shoemake.

is there a recent reference of Mr. Shoemake's that I could use as a pointer
to his work?
 
> These are all implemented as macros as well as functions, and the
> compiler seems to optimize the code for the complicated operators
> very efficiently.

Are these implementations documented somewhere that I can gain access to?

> If you've seen the Walt Disney Imagineering Labs "Aladdin Attraction" at
> EPCOT Center or at SIGGRAPH 1994, then you saw IRIS Performer
> quaternions in action. They're used to extrapolate the viewer's head
> position forward in time to minimize perceived latency, as explained
> in SIGGRAPH Technical Course #14.

Is this technical course available somewhere?

Albert.


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Date: Thu, 5 Jan 95 11:11:58 +0100
From: dolfi@guido.zkm.de (Adolf Mathias)
Message-Id: <9501051011.AA16246@zeus.zkm.de>
Subject: Re: Alternative Orientation
To: info-performer@sgi.sgi.com
Status: O

Hello all,

I recently computed a matrix construction for the rotation about an axis 
v=(v0,v1,v2) with angle phi which seems much handier to me than the quaternion
representation:

           / 1 0 0 \                / v0*v0 v0*v1 v0*v2 \            /  0  v2 -v1 \
M=cos(phi)*| 0 1 0 | + (1-cos(phi))*| v1*v0 v1*v1 v1*v2 | + sin(phi)*|-v2   0  v0 |
           \ 0 0 1 /                \ v2*v0 v2*v1 v2*v2 /            \ v1 -v0   0 /

It offers the same advantages as the quaternions like the possibility to interpolate
rotations but doesn't have to introduce a new algebraic field and other new concepts.
The construction is based on projections and cross products.

I don't believe this is something new but haven't seen it yet elsewhere.
Maybe someone will find it useful.

Happy new year,
  Dolfi


Adolf Mathias          Email: <dolfi@zkm.de>
Zentrum  fuer  Kunst  und  Medientechnologie
Postfach 6919                76049 Karlsruhe
Tel. +49 (0)721 9340 404     Fax. ...9340 49




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Date: Thu, 5 Jan 95 11:55:18 +0100
From: dolfi@guido.zkm.de (Adolf Mathias)
Message-Id: <9501051055.AA16325@zeus.zkm.de>
Subject: Re: Alternative Orientation
To: info-performer@sgi.sgi.com
Status: O


>Hello all,
>
>I recently computed a matrix construction for the rotation about an axis 
>v=(v0,v1,v2) with angle phi which seems much handier to me than the quaternion
>representation:
>
>           / 1 0 0 \                / v0*v0 v0*v1 v0*v2 \            /  0  v2 -v1 \
>M=cos(phi)*| 0 1 0 | + (1-cos(phi))*| v1*v0 v1*v1 v1*v2 | + sin(phi)*|-v2   0  v0 |
>           \ 0 0 1 /                \ v2*v0 v2*v1 v2*v2 /            \ v1 -v0   0 /

I forgot to mention: Of course, v has to be length 1. I didn't think about the 
implications of this not being so, but perhaps, with some modifications, regular
scaling in all three axes on the one hand or separate scaling along the rotation
axis or in the rotation plane on the other hand could be affected.

Dolfi


Adolf Mathias          Email: <dolfi@zkm.de>
Zentrum  fuer  Kunst  und  Medientechnologie
Postfach 6919                76049 Karlsruhe
Tel. +49 (0)721 9340 404     Fax. ...9340 49



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To: info-performer@sgi.sgi.com
Subject: Textures and Lighting
Date: Thu, 5 Jan 1995 19:42:02 +0100
From: Martin Roth <roth@ifi.unizh.ch>
Sender: roth@ifi.unizh.ch
Status: O


Hi,

it's me again. This time I got a fairly easy question (I hope):

I`ve got a global material, lighting and texture environment:

	/* create an infinitly far away light source */
	lt = pfNewLight(arena);
	pfLightPos(lt, 0.0f, -0.5f, -1.0f, 0.0f);
	pfLightOn(lt);

	/* create global light model */
	lm = pfNewLModel(arena);
	pfLModelAmbient(lm, 0.5f, 0.5f, 0.5f);
	pfApplyLModel(lm);

	/* create global material */
 	mt = pfNewMtl(arena);
	pfMtlColor(mt, PFMTL_AMBIENT, 0.3f, 0.3f, 0.3f);
	pfMtlColor(mt, PFMTL_DIFFUSE, 0.8f, 0.8f, 0.8f);
	pfMtlColorMode(mt, PFMTL_FRONT, PFMTL_CMODE_AD);
	pfApplyMtl(mt);

 	/* create global texture environment */
	te = pfNewTEnv(arena);
	pfTEnvMode(te, PFTE_DECAL); // opaque texture (3 components)
	pfTEnvComponent(te, PFTE_COMP_OFF); // no component selection
	pfApplyTEnv(te);    // set global texture environment

Finally when setting

	pfEnable(PFEN_LIGHTING);
	pfDisable(PFEN_TEXTURE);
	pfOverride(PFSTATE_ENTEXTURE, PF_ON);

I get shaded geometries. The geometries themselves got local geostates defining
nothing but the texture function. This way, when overriding texturing off, my
geometries are shaded. But when I globally enable texturing through

	pfEnable(PFEN_TEXTURE);
	pfOverride(PFSTATE_ENTEXTURE, PF_OFF);

I only get texture but no lighting. Why? Can this behaviour be changed? If yes,
how?

Thanks for all suggestions

Martin

_______________________________________________________________________________
 /| /|)                                                       S. H. Martin Roth
/ |/ |\OTH                                          Student in Computer Science

ETHZ, Swiss Federal Institute of Technology Zuerich   email: sroth@iiic.ethz.ch
UniZh, University of Zuerich                          email: roth@ifi.unizh.ch



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From: "Michael Jones" <mtj@babar>
Message-Id: <9501051106.ZM11455@babar.asd.sgi.com>
Date: Thu, 5 Jan 1995 11:06:26 -0800
In-Reply-To: Albert Herman <aherman@pike.cecer.army.mil>
        "Re: Alternative Orientation Systems" (Jan  4,  9:23pm)
References: <9501050323.AA00500@forrest>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Albert Herman <aherman@pike.cecer.army.mil>, info-performer@sgi.sgi.com
Subject: Re: Alternative Orientation Systems
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jan 4,  9:23pm, Albert Herman wrote:
> Subject: Re: Alternative Orientation Systems
:Hi.

:is there a recent reference of Mr. Shoemake's that I could use as a pointer
:to his work?

Check in the various Graphics Gems volumes, several very fine
SIGGRAPH papers, and the course notes from some of the past
computational geometry courses at SIGGRAPH.  Also, you can
contact him at shoemake@graphics.cis.upenn.edu if email is your
chosen route -- however I recommend that you respect his time
by reading his publications before asking him questions.

:Are these implementations documented somewhere that I can gain access to?

They are described in the IRIS Performer 2.0 reference pages that
will be shipped when the product is released in a few months.

:> If you've seen the Walt Disney Imagineering Labs "Aladdin Attraction" at
:> EPCOT Center or at SIGGRAPH 1994, then you saw IRIS Performer
:> quaternions in action. They're used to extrapolate the viewer's head
:> position forward in time to minimize perceived latency, as explained
:> in SIGGRAPH Technical Course #14.
:
:Is this technical course available somewhere?

Sure. From ACM's SIGGRAPH. I don't know the details, but
someone at the siggraph.org site should be able to help you with
the order process.

-- 

Be seeing you,      Phone:415.390.1455  Fax:415.390.2658 M/S:8U-590
Michael T. Jones    Silicon Graphics, Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311



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From: "Michael Jones" <mtj@babar>
Message-Id: <9501051110.ZM11468@babar.asd.sgi.com>
Date: Thu, 5 Jan 1995 11:10:08 -0800
In-Reply-To: Albert Herman <aherman@pike.cecer.army.mil>
        "Re: Alternative Orientation Systems" (Jan  4,  9:23pm)
References: <9501050323.AA00500@forrest>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Albert Herman <aherman@pike.cecer.army.mil>, info-performer@sgi.sgi.com
Subject: Re: Alternative Orientation Systems
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Status: O

On Jan 4,  9:23pm, Albert Herman wrote:
> Subject: Re: Alternative Orientation Systems

:is there a recent reference of Mr. Shoemake's that I could use as a pointer
:to his work?

I just remembered where the references to the particular papers I used
were -- in the prmath.h header file. Here are the references take from
the source code:

/*------------------------------------------------------------------------*/
/*-------------------------- pfQuat Macros -------------------------------*/
/*------------------------------------------------------------------------*/

/*
 * This implementation follows the lead of the greatest proponent
 * and expositor of quaternions in modern times, Ken Shoemake. To
 * develop an appreciation of the finer points, especially of the
 * slerp and squad operations, refer to his two SIGGRAPH tutorial
 * papers:
 *
 *   "Animating Rotation with Quaternion Curves"
 *      SIGGRAPH Proceedings Vol 19, Number 3, 1985
 *
 *   "Quaternion Calculus For Animation"
 *      SIGGRAPH course notes 1989
 *
 * These routines implement the quaternion xi + yj + zk + w using
 * a pfVec4 to store the values {x,y,z,w}.
 */

/*
 * define one of the two following implementations
 *  #define     PREFER_1985_SHOEMAKE_PAPER
 *  #define     PREFER_1989_SHOEMAKE_PAPER
 */
#define PREFER_1989_SHOEMAKE_PAPER

-- 

Be seeing you,      Phone:415.390.1455  Fax:415.390.2658 M/S:8U-590
Michael T. Jones    Silicon Graphics, Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311



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Date: Thu, 5 Jan 95 13:34:42 -0800
From: shung@ernie.arc.nasa.gov (Felix Shung)
Message-Id: <9501052134.AA01109@ernie.arc.nasa.gov>
To: info-performer@sgi.sgi.com
Subject: off axis projection pfMakePerscFrust
Status: O

I experience some problems with "pfMakePerscFrust".   I use "pfMakePersFrust"
to create off axis projection in my application which is based on SGI demo 
program "perfly".  Part of the screen, in the direction toward where
the line of sight is pointing at , was never refreshed correctly.  There were 
two old images being displayed in this area alternately and the correct 
image was overlaid by these two wrong images.   The image looked normal
when symmetric (on axis) projection was used.   The "pfMakePerscFrust" was
called in the function "PreFrame".  I tested the pfMakePerscFrust with the
same arguments in the demo program "simple.c" and it looked just fine.
Could any body give me a clue what might cause this problem?  

			Felix

From guest  Thu Jan  5 14:44:47 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199501052226.OAA09125@tubes.asd.sgi.com>
Subject: Re: off axis projection pfMakePerscFrust
To: guest (Felix Shung)
Date: Thu, 5 Jan 95 14:26:35 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9501052134.AA01109@ernie.arc.nasa.gov>; from "Felix Shung" at Jan 5, 95 1:34 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> I experience some problems with "pfMakePerscFrust".   I use "pfMakePersFrust"
> to create off axis projection in my application which is based on SGI demo 
> program "perfly".  Part of the screen, in the direction toward where
> the line of sight is pointing at , was never refreshed correctly.  There were 
> two old images being displayed in this area alternately and the correct 
> image was overlaid by these two wrong images.   The image looked normal
> when symmetric (on axis) projection was used.   The "pfMakePerscFrust" was
> called in the function "PreFrame".  I tested the pfMakePerscFrust with the
> same arguments in the demo program "simple.c" and it looked just fine.
> Could any body give me a clue what might cause this problem?  


	My guess is that this is a problem in pfEarthSky 
which does not yet properly handle off-axis frusta. Try simply 
clearing the screen rather than drawing earthsky polygons.




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To: info-performer@sgi.sgi.com
Subject: pfSeqDuration(-,SPEED,-)
Date: Fri, 06 Jan 1995 11:26:52 +0900
Message-Id: <2672.789359212@dimwit.dst.nk-exa.co.jp>
From: Masahiko Yamanaka <wry@dimwit.dst.nk-exa.co.jp>
Status: O


Hello.

Does anyone know how to use pfSeqDuration() ?

"nReps" parameter could be effective, but "speed" wasn't.

My machines are IndigoR4000/Entry & Onyx/RE2.

--
Masahiko Yamanaka 




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To: info-performer@sgi.sgi.com
Cc: panisset@discreet.qc.ca
Subject: subtexload and friends
Date: Thu, 05 Jan 95 22:33:46 -0500
From: Jean-Francois Panisset <panisset@cim.mcgill.ca>
Status: O


I'm trying to get the highest (and most predictable) performance from
the texture subsystem on an Onyx with RM4 boards, which is leading me
to us TX_FAST_DEFINE and (fb)subtexload(). I thus have a few questions
for the RE gurus which haunt this list:

- Is *every last byte* of the 4Mb of texture memory usable when
loading non-mipmapped textures, or is there any hidden overhead
(barring texture memory fragmentation: I'm making sure to always load
textures of the same size). For instance, do I have enough
memory for a 1024x1024 RGBAx8bit texture? How about a 1024x512
RGBAx12bit?

- To load a texture into the RMs from an array in main memory, is it
faster to first lrectwrite() it into an ilbuffer and then use
fbsubtexload(), or should I use subtexload() directly?

- Is there any information available concerning the mysterious last
parameter of subtexload()/pfsubtexload()? Recently posted code for
feeding live video from a Sirius directly into texture memory used a
number of apparently Sirius-related defines (SIR_VEN_16BIT_TEXEL and
other such symbols). Barring that, what default value should be used?

Thanks in advance,
Jean-Francois



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From: steve@mred.hti.com (Steve Baker)
Message-Id: <9501060425.AA12922@mred    >
To: info-performer
Subject: Spaceballs.
Status: O

  Does anyone out there know how to drive a SpaceBall - using raw RS-232
(yes, I know there are better ways to do spaceball I/O - but I have my reasons)

  ATdhvaannkcse

     Steve Baker.

=====================================================================
					Steve Baker
					Hughes Training Inc.
                                        2200 Arlington Downs Road
					Arlington, Texas. 
                                        TX 76005-6171
					steve@mred.hti.com (Email)
					817-695-2478       (Voice)
                                        817-695-2308       (Alt.voice)
					817-695-2555       (Fax)
=====================================================================




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          id <00323-0@josef.ifi.unizh.ch>; Fri, 6 Jan 1995 09:53:10 +0100
To: info-performer@sgi.sgi.com
Subject: Billboards
Date: Fri, 6 Jan 1995 09:53:10 +0100
From: Martin Roth <roth@ifi.unizh.ch>
Sender: roth@ifi.unizh.ch
Status: O


Hi,

in the Performer reference page about pfBillboards it says that:

   "After the first pfSync, the number of pfGeoSets, the number and length of
    the primitives, and planarity of the vertices should not be changed."

Does that mean it *mustn't* be changed? In my application I'd like to 
dynamically add and remove geosets to my billboard as I add and remove 
geometrie nodes to the scene. This is typically done after the first pfSync 
call. Is that possible?

Do I have to remove the billboard from the scene before adding or removing
geosets and then add it again? In fact I tried it both ways and it didn't work
either way. The only way I got it to run was to have billboards added to the
scene for every geoset. It was pretty slow...

Thanks for all suggestions

Martin

_______________________________________________________________________________
 /| /|)                                                       S. H. Martin Roth
/ |/ |\OTH                                          Student in Computer Science

ETHZ, Swiss Federal Institute of Technology Zuerich   email: sroth@iiic.ethz.ch
UniZh, University of Zuerich                          email: roth@ifi.unizh.ch


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From: root@ina.fr (Super-User)
Posted-Date: Fri, 6 Jan 95 18:16:13 +0100
Message-Id: <9501061716.AA01717@ina.fr>
To: info-performer@sgi.sgi.com
Subject: Video texture and alpha check before drawing ...
Status: O


Hi ...

I have one problem when mapping video as texture on geometry trying to get
my video texture being transparent when alpha is set to 0 ... It works well
with RGBA_4 standard textures enabling transparency but it seems that the 
RGBA_4 video texture does not want to make itself transparent on 0 alpha !

I have tried both transparency and alphafunc methods ... alphafunc method 
s ... So does the alpha test rendering works on video texture ? if so what
may I do wrong with video if the standard texture is running well ? What's
the difference beetween the two ? ... I am using Sirius board with analog 
input format in RGB for video input ... and in fact my video input is just
a loop from video output to get a simple mask on a moving cube out from 
RGBA ...

Any ideas are welcomed ! ...

Cedric

I.N.A R&D




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Date: Fri, 6 Jan 95 19:55:10 +0100
From: gce@ina.fr (Cedric Gautier)
Posted-Date: Fri, 6 Jan 95 19:55:10 +0100
Message-Id: <9501061855.AA02178@ina.fr>
To: info-performer@sgi.sgi.com
Subject: Video texture and alpha check before drawing ...
Status: O


Hi ...

I have one problem when mapping video as texture on geometry trying to get
my video texture being transparent when alpha is set to 0 ... It works well
with RGBA_4 standard textures enabling transparency but it seems that the 
RGBA_4 video texture does not want to make itself transparent on 0 alpha !

I have tried both transparency and alphafunc methods ... alphafunc method 
s ... So does the alpha test rendering works on video texture ? if so what
may I do wrong with video if the standard texture is running well ? What's
the difference beetween the two ? ... I am using Sirius board with analog 
input format in RGB for video input ... and in fact my video input is just
a loop from video output to get a simple mask on a moving cube out from 
RGBA ...

Any ideas are welcomed ! ...

Cedric

I.N.A R&D
email: gce@ina.fr



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To: info-performer@sgi.sgi.com
Subject: PFTRAV_IS_PATH....
Status: O



Hi, 
trying to get the path of an intersection using pfSegsIsectNode, I got the following results:
using the same intersection structure, if I put mysegment.mode = PFTRAV_IS_PRIM|PFTRAV_IS_PATH|PFTRAV_IS_CULL_BACK, I get the correct path, but if I use mysegment.mode = PFTRAV_IS_GEODE|PFTRAV_IS_PATH|PFTRAV_IS_CULL_BACK, the resulting path is null.      
Is it a known problem? or am I forgetting to do some special initialization?

Thanks

         ____________________
        /                    \
        !       TAZ for      !
        !      PRESIDENT     ! 
        \____________________/
                 !  !
                 !  !
                 L_ !              
                / _)!            "%@&*&*&(*()*^(()^(% ", he said
               / /__L
         _____/ (____)               Al Fredo
                (____)
         _____  (____)
              \_(____)
                 !  !
                 !  !
                 \__/





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Date: 6 Jan 1995 13:30:23 U
From: "Weiblen, Mike" <mweiblen@wb.com>
Subject: spaceball in perfly?
To: "info-performer" <info-performer@sgi.sgi.com>
Status: O

Heyho -- Has anyone put spaceball support in perfly 1.2 that they'd be willing
to share?  If not, I'll do it up.
-- mew



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Date: Fri, 6 Jan 1995 17:15:29 -0800
From: Roy W Latham <rlatham@shell.portal.com>
Message-Id: <199501070115.RAA29438@jobe.shell.portal.com>
To: info-performer@sgi.sgi.com
Subject: illumination problems when creating pfGeoSets
Status: O


Whether I create a simple object (without texture) using i3dm or
manually create the same object using a pfGeode and one pfGeoSet
set to this pfGeode, the illumination for this object does not
show up correctly when viewing.  If I were to fly around the object,
the illumination for the object is in a contant state of change,
and this is not just the shading.  Does this problem sound remotely
familiar to anyone????  

NOTE:  the same affect doesn't happen when I read in one of the sv
models which was provided with the Performer disk.

Brian Theodore


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Date: Fri, 6 Jan 1995 17:18:16 -0800
From: Roy W Latham <rlatham@shell.portal.com>
Message-Id: <199501070118.RAA29772@jobe.shell.portal.com>
To: info-performer@sgi.sgi.com
Subject: texturing on a non-Reality Engine system...
Status: O


Is there a special library to link your application such that when
texture is specified as part of a database, it will be mapped on
regardless whether or not you have hardware support for it???

If I use the stand-alone program, perfly, on an ONYX, texture is applied
as to be expected, but on an indy, no attempt is even made to do
it in software.  How do you turn on texturing in software???

Yohan Kim


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From: aschaffe (Allan Schaffer)
Message-Id: <9501061805.ZM15995@holodeck.asd.sgi.com>
Date: Fri, 6 Jan 1995 18:05:24 -0800
In-Reply-To: Roy W Latham <rlatham@shell.portal.com>
        "texturing on a non-Reality Engine system..." (Jan  6,  5:18pm)
References: <199501070118.RAA29772@jobe.shell.portal.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Roy W Latham <rlatham@shell.portal.com>,
        info-performer@sgihub.corp.sgi.com
Subject: Re: texturing on a non-Reality Engine system...
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jan 6,  5:18pm, Roy W Latham wrote:
> Is there a special library to link your application such that when
> texture is specified as part of a database, it will be mapped on
> regardless whether or not you have hardware support for it???
>
> If I use the stand-alone program, perfly, on an ONYX, texture is applied
> as to be expected, but on an indy, no attempt is even made to do
> it in software.  How do you turn on texturing in software???

The call to pfInitGfx() decides (based on graphics type) to enable or
disable texturing; this is done during the pipe-initialization phase.

Within 'perfly', just hit 't' or click the 'texture' button.

To override Performer's default in your program, add a call to
pfEnable(PFEN_TEXTURE) after pfInitGfx() in a pipe-init callback.

Allan

-- 
Allan Schaffer
Silicon Graphics
aschaffe@sgi.com
http://reality.sgi.com/employees/aschaffe


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From: "Michael Jones" <mtj@babar>
Message-Id: <9501061828.ZM27497@babar.asd.sgi.com>
Date: Fri, 6 Jan 1995 18:28:15 -0800
In-Reply-To: Roy W Latham <rlatham@shell.portal.com>
        "texturing on a non-Reality Engine system..." (Jan  6,  5:18pm)
References: <199501070118.RAA29772@jobe.shell.portal.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Roy W Latham <rlatham@shell.portal.com>, info-performer@sgi.sgi.com
Subject: Re: texturing on a non-Reality Engine system...
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jan 6,  5:18pm, Roy W Latham wrote:
> Subject: texturing on a non-Reality Engine system...
:
:Is there a special library to link your application such that when
:texture is specified as part of a database, it will be mapped on
:regardless whether or not you have hardware support for it???
:
:If I use the stand-alone program, perfly, on an ONYX, texture is applied
:as to be expected, but on an indy, no attempt is even made to do
:it in software.  How do you turn on texturing in software???
:
:Yohan Kim
>-- End of excerpt from Roy W Latham

Press the "t" key or click on the "Texture" button in Perfly.
The default on systems without hardware texture is to
disable texture, but the textures are loaded (as you can
see) and are ready to be drawn.

-- 

Be seeing you,      Phone:415.390.1455  Fax:415.390.2658 M/S:8U-590
Michael T. Jones    Silicon Graphics, Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311



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To: info-performer@sgi.sgi.com
Subject: datapools
Status: O


Hi,
I have two different programs using a performer datapool, one acting as a 
manager (create/delete the datapool) and the other one as a client. For the
client to connect to the datapool, I have to link to the same librairies/
object files than those linked to the manager. But in my future application,that will mean having a program of 15Meg or more instead of 2M....

Question : Why is that???????????????

thanks

         ____________________
        /                    \
        !       TAZ for      !
        !      PRESIDENT     ! 
        \____________________/
                 !  !
                 !  !
                 L_ !              
                / _)!            "%@&*&*&(*()*^(()^(% ", he said
               / /__L
         _____/ (____)               Al Fredo
                (____)
         _____  (____)
              \_(____)
                 !  !
                 !  !
                 \__/





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From: "david pratt" <pratt@medusa.cs.nps.navy.mil>
Message-Id: <9501071702.ZM1440@medusa.cs.nps.navy.mil>
Date: Sat, 7 Jan 1995 17:02:09 -0800
In-Reply-To: cchris@cchris.seanet.com (Carl Christofferson)
        "Re: Performer loading Getting Stats" (Jan  6,  4:16pm)
References: <m0rQOq3-0001ZQC@cchris.seanet.com>
X-Mailer: Z-Mail (3.1.0 22feb94 MediaMail)
To: cchris@cchris.seanet.com (Carl Christofferson), info-performer@sgi.sgi.com,
        src@rose
Subject: Re: Performer loading Getting Stats
Content-Type: text/plain; charset=us-ascii
Mime-Version: 1.0
Status: O

Sharon's suggestion works as far as it goes, I can get they "standard graph" and
no warnings. However, when I try to get the polygon counts, pfQueryStats
returns 0 polygons made it past the cull. Trying everything, I ended up with
the polygon counts and Performer warnings that there were multiple pfStats
open. Basicly I am back to where I was before the post. Should I worry about
the warnings and trust the stats? The stats are going to be used for DB
evaluations, so they are very important.

On Jan 6,  4:16pm, Carl Christofferson wrote:
> Subject: Re: Performer loading Getting Stats
>
> I also wish to get polygon information on more than one channel.  I
> would also like an aggregate report, but the multiple channel report
> is a good start.  I tried Sharon's suggestion and got an annoying
> warning:
>
> Performer Warning (2): pfOpenStats(pfStats*) for 0x19204610 ignored
> 	Already have a different opened pfStats=0x191f9750 mask=0x1.
>
> Running with pfMultiprocess(1), I determined that performer 1.2 calls
> prOpenStats() from within pfSync() for each channel.  As per the
> documentation the second and subsequent calls fail and print the error
> above.  So, can I rely on the statistics gathered?  Do I have any
> choice but to run with PFNFYLEVEL less than 2?
>
> Carl Christofferson
>
> >>>>> "src" == Fischler  <Sharon> writes:
>
>     src> +>---- On Jan 3, 9:35am, david pratt wrote:
>     >> Subject: Re: Performer loading Getting Stats
>     -> Happy New Year! May your code be bug free and your boss on
>     -> travel.
>     ->
>     ->
>     -> In the 1.2 manual it metions that some stats can only be
>     -> gathered on a single channel per pipe. I have two (possibly
>     -> more) channels in a pipe that I need to get the polygon and
>     -> point count on. Is this possible?
>
>     src> A pfFrameStats structure keeps the statistics for a single
>     src> channel.  You can collect statistics for each channel of a
>     src> pipe by getting the pfFrameStats structure for each channel
>     src> with pfGetChanFStats() and enabling the desired modes on each
>     src> pfFrameStats structure.
>
>
>     -> On a single channel / pipe configuration, I get a poly count
>     -> that is too consistent for the visable geometry. Is the number
>     -> of triangles the stats report based upon the actual number
>     -> rendered or the number that makes it pass the cull process
>     -> (gset based)?
>
>     src> The latter - the number of triangles that made it past our
>     src> cull.
>
>     src> src.
>
>
>     src> -- -----{-----{---@ -----{----{---@ -----{----{---@
>     src> -----{----{---@ Sharon Rose Clay (Fischler) - Silicon
>     src> Graphics, Advanced Graphics Dev.  src@sgi.com (415) 390 -
>     src> 1002 FAX: (415) 965 - 2658 MS 8U-590 -----{-----{---@
>     src> -----{----{---@ -----{----{---@ -----{----{---@
>
>
>
>
>-- End of excerpt from Carl Christofferson




-- 

Dave Pratt     pratt@cs.nps.navy.mil     (408) 656-2865    fax (408) 656-2814
Department of Computer Science, Naval Postgraduate School, Monterey, CA 93943
These are my opinions, talk to the PAO for the Navy's.



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Hi,
so there is a problem with the datapools....well, is there any
way to ensure that a client will connect to a datapool? any way
to force the mapping in the manager and clent program? any little
trick?

Thanks in advance....

         ____________________
        /                    \
        !       TAZ for      !
        !      PRESIDENT     ! 
        \____________________/
                 !  !
                 !  !
                 L_ !              
                / _)!            "%@&*&*&(*()*^(()^(% ", he said
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To: info-performer@sgi.sgi.com
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Hi everybody,

   I would like to know how to free a GeoSet that has an associated
   GeoState.

Thaks in advance !

Rejean Chartrand.
CAE Electronics, Montreal.


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From: "Sharon Clay (Fischler)" <src@rose>
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Date: Sun, 8 Jan 1995 23:56:32 -0800
In-Reply-To: cchris@cchris.seanet.com (Carl Christofferson)
        "Re: Performer loading Getting Stats" (Jan  6,  4:16pm)
References: <m0rQOq3-0001ZQC@cchris.seanet.com>
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To: cchris@cchris.seanet.com (Carl Christofferson)
Subject: Re: Performer loading Getting Stats
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+>---- On Jan 6,  4:16pm, Carl Christofferson wrote:
> Subject: Re: Performer loading Getting Stats
->
->I also wish to get polygon information on more than one channel.  I
->would also like an aggregate report, but the multiple channel report
->is a good start.  I tried Sharon's suggestion and got an annoying
->warning:
->
->Performer Warning (2): pfOpenStats(pfStats*) for 0x19204610 ignored
->	Already have a different opened pfStats=0x191f9750 mask=0x1.
->
->Running with pfMultiprocess(1), I determined that performer 1.2 calls
->prOpenStats() from within pfSync() for each channel.  As per the
->documentation the second and subsequent calls fail and print the error
->above.  So, can I rely on the statistics gathered?  Do I have any
->choice but to run with PFNFYLEVEL less than 2?


Yes, this was a bug in 1.2 when collecting statistics for mulitple channels
at one time.  The message is noisy but doesn't reflect any real problem.  
This is, of course, fixed for future releases.

src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Graphics Dev.
src@sgi.com  (415) 390 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@



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From: Simon Gibbs <simon@viswiz.gmd.de>
Message-Id: <9501091440.AA08281@viswiz>
Subject: pfAntialias and the alpha buffer
To: info-performer@sgi.sgi.com
Date: Mon, 9 Jan 95 15:40:48 MET
Status: O


We are using an RE2 and would like to render into the alpha buffer
(to create masks for downstream video keying) without turning off
antialiasing - is this possible?

It seems that pfAntialias(PFAA_ON) configures things so that the
alpha buffers are totally bypassed. I realize that with an RE2,
antialiasing and transparency are obtained from multisampling.
But for our application we do not want to use the alpha buffers
for transparency, just for creating the masks.


Simon Gibbs
GMD


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subscribe me


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From: "Michael Jones" <mtj@babar>
Message-Id: <9501090901.ZM1283@babar.asd.sgi.com>
Date: Mon, 9 Jan 1995 09:01:15 -0800
In-Reply-To: "david pratt" <pratt@medusa.cs.nps.navy.mil>
        "Re: Performer loading Getting Stats" (Jan  7,  5:02pm)
References: <m0rQOq3-0001ZQC@cchris.seanet.com> 
	<9501071702.ZM1440@medusa.cs.nps.navy.mil>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "david pratt" <pratt@medusa.cs.nps.navy.mil>, info-performer@sgi.sgi.com
Subject: Re: Performer loading Getting Stats
Mime-Version: 1.0
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Status: O

If what you really want is aggregate database stats, you can
use Sharon's pfuTravCountDB() function from the utility
library. That's what I did in the new Inventor loader. Here's
the way to do it:

    :
    :

    /* print statistics about file importation process */
    if (pfGetNotifyLevel() >= PFNFY_INFO)
    {
	float	 totalPrims = 0.0f;

	static float ftmp[4];
	static unsigned int qtmp[4] =
	{
	    PFFSTATS_BUF_CUR | PFSTATSVAL_GFX_GEOM_TRIS,
	    PFFSTATS_BUF_CUR | PFSTATSVAL_GFX_GEOM_LINES,
	    PFFSTATS_BUF_CUR | PFSTATSVAL_GFX_GEOM_POINTS,
	    NULL
	};

	fprintf(stderr, "LoadIv:\n");

	fprintf(stderr, "  file name           = %s\n", fileName);
	if (strcmp(fileName, filePath) != 0)
	    fprintf(stderr, "  full file path      = %s\n", filePath);

	if (sceneGraph != NULL)
	{
	    pfFrameStats	*fs = pfNewFStats();

	    /* traverse scene graph and tabulate contents */
	    pfuTravCountDB(sceneGraph, fs);

	    /* extract values from tabulated statistics */
	    pfMQueryStats(fs, qtmp, ftmp);

	    /* print information about scene graph contents */
	    fprintf(stderr, "  triangles           = %8d\n", (int)ftmp[0]);
	    fprintf(stderr, "  lines               = %8d\n", (int)ftmp[1]);
	    fprintf(stderr, "  points              = %8d\n", (int)ftmp[2]);
	    totalPrims = ftmp[0] + ftmp[1] + ftmp[2];
	    fprintf(stderr, "  total primitives    = %8d\n", (int)totalPrims);

	    /* discard stats structure */
	    pfDelete(fs);
	}

-- 

Be seeing you,      Phone:415.390.1455  Fax:415.390.2658 M/S:8U-590
Michael T. Jones    Silicon Graphics, Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311



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From: Angus Dorbie <angus@division.demon.co.uk>
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Date: Mon, 9 Jan 1995 17:01:49 +0000
In-Reply-To: Simon Gibbs <simon@viswiz.gmd.de>
        "pfAntialias and the alpha buffer" (Jan  9,  3:40pm)
References: <9501091440.AA08281@viswiz>
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To: Simon Gibbs <simon@viswiz.gmd.de>
Subject: Re: pfAntialias and the alpha buffer
Cc: info-performer@sgi.sgi.com
Content-Type: text/plain; charset=us-ascii
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Status: O

You wrote:

> We are using an RE2 and would like to render into the alpha buffer
> (to create masks for downstream video keying) without turning off
> antialiasing - is this possible?
>
> It seems that pfAntialias(PFAA_ON) configures things so that the
> alpha buffers are totally bypassed. I realize that with an RE2,
> antialiasing and transparency are obtained from multisampling.
> But for our application we do not want to use the alpha buffers
> for transparency, just for creating the masks.

Performer antialiasing uses multisampling on an RE2 but you are not limited to
multisample transparency when rendering alpha. You can still use good old
fashioned alpha blending.

Instead of:

pfTransparency(PFTR_MS_ALPHA);

experiment with:

pfTransparency(PFTR_BLEND_ALPHA);

pfTransparency(PFTR_HIGH_QUALITY);


I'm not sure what PFTR_ON defaults to on an RE2.
You can also apply these to the geostate attribute for transparency.

It sounds like you may only want to occlude the scene to some keying colour in
the background, if so, why not use the pre draw IRIS GL command:

RGBwritemask(0x00, 0x00, 0x00);

and post draw:

RGBwritemask(0xFF, 0xFF, 0xFF);

Instead of blending with alpha, I expect this will be faster and will fill the
zbuffer in the same manner as blending would.

WARNING (the real pitfall):
Around your mask the antialiasing will produce colours which are antialiased
with your keying colour so unsophisticated chroma keying could produce
artefacts around your titles unless your mask is aligned with the screen pixel
boundaries.

Regards,

-- 
________________________________________________
 Angus Dorbie                 Division Ltd,
 Software Engineer            19 Apex Court,
 Tel: (01454)615554           Woodlands,
 Fax: (01454)615532           Bristol BS12 4JT,
 angus@division.demon.co.uk   UK
________________________________________________



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Date: Mon, 9 Jan 1995 17:25:01 +0000 (GMT)
From: Lester Paul Vecsey <lvecsey@maple.nis.net>
To: info-performer@sgi.sgi.com
Subject: Super Simple Question - [aux.h]
Message-Id: <Pine.LNX.3.91.950109172309.21567E-100000@maple.nis.net>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O

I'm new to performer, and I'm trying to compile a sample program.

I typed in some of the programs from the On-Line Books help, specifically 
the Texturemapped chess board - but there is one problem. I don't have aux.h!
(I did a scan for it but it didn't show up on the HD)

Also, is there an easy way to extract the source code from the On-Line 
Books? (Perhaps print it to a file somehow..?)


From guest  Mon Jan  9 09:41:22 1995
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From: "Michael Jones" <mtj@babar>
Message-Id: <9501090925.ZM1450@babar.asd.sgi.com>
Date: Mon, 9 Jan 1995 09:25:12 -0800
In-Reply-To: Simon Gibbs <simon@viswiz.gmd.de>
        "pfAntialias and the alpha buffer" (Jan  9,  3:40pm)
References: <9501091440.AA08281@viswiz>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: New IRIS Inventor 2.0 Loader
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

After considerable development, we're pleased to announce the general
availability of a new IRIS Performer loader for IRIS Inventor 2.0 files.

This should be considered as a beta release of the loader: it supports all the
features we plan to release it with in our upcoming 2.0 release, it has no
known bugs, the code has passed our scrutiny, and it has been able to
successfully digest all the Inventor files we've tried. This includes the
databases used to make the cover images for the Inventor Mentor and OpenGL
books (thanks to Rikk Carey and Gavin Bell for that data) as well as many
megabytes of CAD data provided by Michael Schulman of SGI's CAD/CAM market
development group. We feel that it is now ready to try your data too.

These assurances aside, however, I ask each person who tests the new loader to
let us know right away of any problems you encounter. Only with this input (and
only if it is within the next few weeks) can we use your beta testing of the
loader to improve the next release.

To get the loader, you'll need to FTP to sgi.com and get the file:

    sgi.com:~ftp/pub/pfiv.tar.Z

Once you have it, simply:

    uncompress pfiv.tar
    tar -xvf pfiv.tar
    cd pfiv
    more README

This new loader is the work of many hands in both the IRIS Inventor and IRIS
Performer teams, and we all hope it will be helpful to users of both products
worldwide.

Best wishes,
Michael Jones

-- 

Be seeing you,      Phone:415.390.1455  Fax:415.390.2658 M/S:8U-590
Michael T. Jones    Silicon Graphics, Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311



From guest  Mon Jan  9 12:16:36 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199501091821.KAA05151@tubes.asd.sgi.com>
Subject: Re: pfAntialias and the alpha buffer
To: guest (Simon Gibbs)
Date: Mon, 9 Jan 95 10:21:22 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9501091440.AA08281@viswiz>; from "Simon Gibbs" at Jan 9, 95 3:40 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> 
> We are using an RE2 and would like to render into the alpha buffer
> (to create masks for downstream video keying) without turning off
> antialiasing - is this possible?
> 
> It seems that pfAntialias(PFAA_ON) configures things so that the
> alpha buffers are totally bypassed. I realize that with an RE2,
> antialiasing and transparency are obtained from multisampling.
> But for our application we do not want to use the alpha buffers
> for transparency, just for creating the masks.
> 

	If you use PFTR_BLEND_ALPHA type transparency you will render
alpha into the frame buffer. Usage:

	pfTransparency(PFTR_BLEND_ALPHA);

		or

	pfGStateMode(gstate, PFSTATE_TRANSPARENCY, PFTR_BLEND_ALPHA);


Alternately you can bypass Performer transparency and
use msalpha(MSA_MASK) rather than the default Performer mechanism of
msalpha(MSA_MASK_ONE).
	



From guest  Mon Jan  9 12:05:13 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199501091930.LAA07248@tubes.asd.sgi.com>
Subject: Re: Modifying GeoSet Geometry...
To: guest (Roy W Latham)
Date: Mon, 9 Jan 95 11:30:54 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199501040347.TAA20996@jobe.shell.portal.com>; from "Roy W Latham" at Jan 3, 95 7:47 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> 
> I am trying to modify the geomety (polygon vertices) of a pfGeoSet
> object and have not found a solution for doing this yet.
> 
> I initially know of a several polygonal objects(say a pyramid and
> cube) and I want to create 100 clones of the original objects, but
> each having their geometry altered from the original model.  For
> example, depending on a certain parameter, the height of one pyramid
> might be higher than another cloned pyramid.  I have investigated the
> following two solutions with no success:
> 
> 1) I create the object in Performer by first creating a new
>    pfGeoSet and setting the geometry of the object using:
> 
>    pfGSetAttr(gset, PFGS_COORD3, PFGS_PER_VERTEX, poly_list, NULL);
> 
>    where poly_list is a list of my geometry.  Next, I set this pfGeoSet
>    to a new pfGeode.  I create a pfGeoState and pfMaterial for this 
>    pfGeoSet and give color, etc.  This solution worked fine, except that
>    when the object gets rendered, it is flat shaded.  It has no shading at
>    all, just a solid color.  
> 
>    Any suggestions?????

	
	For lighting, make sure your geoset has normals, and
	you've set up a pfLight, a pfLightModel, and you 
	have enabled lighting with pfEnable(PFEN_LIGHTING).


> 2) I created master objects using i3dm and save the objects as sv format.
>    When I use the sv loader, the objects are shaded correctly, but I
>    cannot get access to their geometry.  In order to make each cloned
>    oject with its own geometry, I don't use pfClone, because, as I
>    understand it, pfClone doesn't copy the object geometry.  Therefore
>    I use pfCopy for the objects pfGeoSet, pfGeoState, and pfMaterial.
>    Once, the object has been completely copied, I querey the geometry
>    list with:
> 
>    pfGetGSetAttrLists(gset, PFGS_COORDS3, (void**)poly_list, (ushort** i));
> 
>    The contents of poly_list is all zeros, not the geometry, yet when I
>    querey the number of vertices and triangles in the pfGeoSet, the 
>    correct values get returned, I just a cannot get the old geomtry.


	pfCopy copies geoset arrays by reference rather than by value.
	I don't know why your list is all zeros but you'll need to 
	clone the arrays yourself:

	newCoords = pfMalloc(pfGetMallocSize(poly_list), 
			     pfGetMallocArena(poly_list)); 

	pfCopy(newCoords, poly_list);

	pfGSetAttr(cloneGSet, PFGS_COORD3, PFGS_PER_VERTEX,
					newCoords, NULL);

	Hopefully in the next release pfClone will handle geometry.




From guest  Mon Jan  9 11:57:12 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199501091938.LAA08316@tubes.asd.sgi.com>
Subject: Re: State changes for post-draw GL callbacks
To: guest (Kent Watsen)
Date: Mon, 9 Jan 95 11:38:29 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199412311600.IAA09635@netcom.netcom.com>; from "Kent Watsen" at Dec 31, 94 8:00 am
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> 
> Hello,
> 
> My applications often require 2-D symbology to be overlayed
> on top of a simulation channel.  The 2-D symbology could be
> a VAPS or a DWB object, but when its trivial in nature I
> like to use home-brewed GL code.  A typical GL overlay call
> would assume an orthogonal view in a unit channel between
> -1 and 1.  Since Performer is a 3-D application, I must 
> performer the transformations myself.  An example of this
> follows:  (please excude psuedocode as I have neither manual
> not code with me :)
> 
> postdraw ()
> {
> pfPushState();
> pfBasicState();
> something to overwrite pizels in z-buffer
> ortho2(-1.0, 1.0, -1.0, 1.0);
> 
> pushmatrix();
> create a 4x4 identity matrix
> loadmatrix();
> 
> update_overlay ( overlay_data );
> 
> popmatrix();
> reset z-buffer
> pfPopState();
> }
> 
> 
> This code works just fine, but I wonder if the state and
> matrix changes are seriously affecting frame-rate in the
> most time-critical section of the rendering loop.  It
> should be noted that this procedure if sometimes repeated
> (up to four times) for each channel, with up to six
> channels, 20 times a second.


	The above is the recommended method for doing overlays in
Performer. I don't think that 20 times a second is a big deal
but you can always stub out the overlay code and compare rendering
times. CAVEAT: Changing between NORMALDRAW and OVERDRAW drawmodes is death
so unless you have completely static overlay graphics we recommend that you 
draw into the main frame buffer with ortho2() and zfunction(ZF_ALWAYS).



From guest  Mon Jan  9 12:09:46 1995
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	 id LAA08362; Mon, 9 Jan 1995 11:48:48 -0800
From: jrohlf@tubes (John Rohlf)
Message-Id: <199501091948.LAA08362@tubes.asd.sgi.com>
Subject: Re: Textures and Lighting
To: guest (Martin Roth)
Date: Mon, 9 Jan 95 11:48:48 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199501051841.KAA28079@sgi.sgi.com>; from "Martin Roth" at Jan 5, 95 7:42 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> 
> Hi,
> 
> it's me again. This time I got a fairly easy question (I hope):
> 
> I`ve got a global material, lighting and texture environment:
> 
> 	/* create an infinitly far away light source */
> 	lt = pfNewLight(arena);
> 	pfLightPos(lt, 0.0f, -0.5f, -1.0f, 0.0f);
> 	pfLightOn(lt);
> 
> 	/* create global light model */
> 	lm = pfNewLModel(arena);
> 	pfLModelAmbient(lm, 0.5f, 0.5f, 0.5f);
> 	pfApplyLModel(lm);
> 
> 	/* create global material */
>  	mt = pfNewMtl(arena);
> 	pfMtlColor(mt, PFMTL_AMBIENT, 0.3f, 0.3f, 0.3f);
> 	pfMtlColor(mt, PFMTL_DIFFUSE, 0.8f, 0.8f, 0.8f);
> 	pfMtlColorMode(mt, PFMTL_FRONT, PFMTL_CMODE_AD);
> 	pfApplyMtl(mt);
> 
>  	/* create global texture environment */
> 	te = pfNewTEnv(arena);
> 	pfTEnvMode(te, PFTE_DECAL); // opaque texture (3 components)
> 	pfTEnvComponent(te, PFTE_COMP_OFF); // no component selection
> 	pfApplyTEnv(te);    // set global texture environment
> 
> Finally when setting
> 
> 	pfEnable(PFEN_LIGHTING);
> 	pfDisable(PFEN_TEXTURE);
> 	pfOverride(PFSTATE_ENTEXTURE, PF_ON);
> 
> I get shaded geometries. The geometries themselves got local geostates defining
> nothing but the texture function. This way, when overriding texturing off, my
> geometries are shaded. But when I globally enable texturing through
> 
> 	pfEnable(PFEN_TEXTURE);
> 	pfOverride(PFSTATE_ENTEXTURE, PF_OFF);
> 
> I only get texture but no lighting. Why? Can this behaviour be changed? If yes,
> how?


	The PFTE_DECAL texture environment replaces the polygon color
	with the texture color, thereby clobbering your illumination.
	Use the PFTE_MODULATE texture environment to retain 
	lighting effects.




From guest  Mon Jan  9 12:36:13 1995
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From: aschaffe (Allan Schaffer)
Message-Id: <9501091221.ZM24194@holodeck.asd.sgi.com>
Date: Mon, 9 Jan 1995 12:21:06 -0800
In-Reply-To: "Michael Jones" <mtj@babar>
        "New IRIS Inventor 2.0 Loader" (Jan  9,  9:25am)
References: <9501091440.AA08281@viswiz>  <9501090925.ZM1450@babar.asd.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: info-performer administrivia
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hello all,

I've put a copy of the new Inventor loader in its' permanent home in
the Performer FTP archives:

  sgigate.sgi.com:~ftp/pub/Performer/src/pfiv.tar.Z

Please note that the new Inventor loader is beta software; if you
find any problems please contact us, not the TAC.

Also, I've just added December 1994 postings to the monthly archives:

  sgigate.sgi.com:~ftp/pub/Performer/monthly-archives/

Our audience keeps growing!  There are currently 504 subscribers to
the mailing list.  December was another busy month, with 140
messages.  (November '94 was the most active, 163 messages)

Send mail to "info-performer-request@sgi.com" if you have any
administrative needs.

Happy new year,
Allan

-- 
Allan Schaffer
Silicon Graphics
aschaffe@sgi.com
http://reality.sgi.com/employees/aschaffe


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Date: Mon, 9 Jan 95 13:11:27 PST
From: ling@cod.nosc.mil (Ling Vongsouthy)
Message-Id: <9501092111.AA18897@cod.nosc.mil>
To: info-performer@sgi.sgi.com
Subject: sfly program
Status: O

-------
Hi,
I am using sfly to display objects in stereo view but the objects
apprears to be behind the screen.
How do you make the object appears to be partly behind and partly
infront of the screen?

Thank you,
ling
-------



From guest  Mon Jan  9 17:01:31 1995
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From: aschaffe (Allan Schaffer)
Message-Id: <9501091647.ZM29833@holodeck.asd.sgi.com>
Date: Mon, 9 Jan 1995 16:47:38 -0800
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To: info-performer@sgihub.corp.sgi.com
Subject: Important REAL-TIME note
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Performer users,

Below is a kernel tune to assist your real-time operations.
I'll add this to the FAQ list as well.

Caveat:  Be sure -not- to specify CPU 0, as you will want it
to be available for necessary interrupts.

Allan

-------------

There is a new real-time kernel directive for Onyx/Challenge
processors for directing system interrupts away from real-time
processors.

In the file

	/var/sysgen/system/irix.sm

Search for NOINTR and below the comment explaining NOINTR, add the
line

	NOINTR: 1 2 3 4 .....

where you list the CPUs that you intend to do real-time processing on
and then reboot.

This can be done on 5.2+ Onyx/Challenge systems and is very important
for real-time behavior.  This wasn't covered in the base IRIX5
documentation.


-- 
Allan Schaffer
Silicon Graphics
aschaffe@sgi.com
http://reality.sgi.com/employees/aschaffe


From guest  Mon Jan  9 18:10:45 1995
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Subject: Re: Important REAL-TIME note
To: aschaffe (Allan Schaffer)
Date: Mon, 9 Jan 1995 19:49:42 -0600 (CST)
Cc: info-performer@sgihub.corp.sgi.com
In-Reply-To: <9501091647.ZM29833@holodeck.asd.sgi.com> from "Allan Schaffer" at Jan 9, 95 04:47:38 pm
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Status: O

> Search for NOINTR and below the comment explaining NOINTR, add the
> line
> ....
> This can be done on 5.2+ Onyx/Challenge systems and is very important
> for real-time behavior.  This wasn't covered in the base IRIX5
> documentation.
> 

Hmm, that's interesting because I _think_ that's covered in the
Real-Time programming class.  We've been doing that for quite a while.

--
       Frustrated with C/C++, Pascal, Fortran?  Ada95 _might_ be for you!
	  For all sorts of interesting Ada95 tidbits, run the command:
"finger dweller@starbase.neosoft.com | more" (or e-mail with "finger" as subj.)
	


From guest  Mon Jan  9 18:15:05 1995
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To: fred@vsl.ist.ucf.edu (ALFREDO)
Cc: info-performer@sgi.sgi.com
Subject: Re: datapools 
In-Reply-To: Your message of "Sun, 08 Jan 95 18:35:13 EST."
             <9501082335.AA26147@onyx.vsl.ist.ucf.edu> 
Date: Mon, 09 Jan 95 17:54:48 -0800
From: Jim Helman <jimh@surreal>
Status: O

The problem is that pfDataPools must reside at the same space in every
process (see usinit(1)).  Performer currently leaves the choice of
address up to IRIX.  This means that pfNewDPool should be called in
the larger process and pfAttachDPool should be called as early as
possible in the smaller process.  It's OK to make calls like
pfNotifyLevel and pfAttachDPool before pfInit().  Errno 16 (EBUSY)
indicates a memory conflict.

In the next release, Performer will try to choose a good place in
virtual address space for datapool arenas.  In the meantime, you can
call usconfig with CONF_ATTACHADDR, to specify an allocation address
out in the boonies of addressland.  Just be sure to set it back to ~0
after the call to pfNewDPool.  My choice for an address would be
something just below the stack, say between 0x7f000000 and 0x7ff00000.

rgds,

-jim helman

jimh@surreal.asd.sgi.com
415/390-1151



From guest  Mon Jan  9 21:49:37 1995
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Date: Tue, 10 Jan 95 16:15:28 +1100
From: ben@vislab.su.edu.au (Ben Simons)
Message-Id: <9501100515.AA08848@redgate.vislab.su.edu.au>
Subject: path.c in libfutil
To: info-performer@sgihub.corp.sgi.com
Reply-To: ben@vislab.su.edu.au
Status: O

We have come across a strange thing...

There is a file

/usr/src/Performer/src/lib/libpfutil/path.c

(ie: straight off the Performer CD) that is not mentioned in the
Makefile that is in the same directory.

has it been forgotten, left out, or what?

ben.

_______________________________________________________
Ben Simons                      Physics Building, A28,
VisLab Systems Manager          Sydney University. NSW.
Phone +61-2-351-3005            AUSTRALIA. 2006.



From guest  Mon Jan  9 23:28:07 1995
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From: suter@rsl.geogr.unizh.ch (Martin Suter)
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Subject: Commercial Modellers
To: info-performer@sgi.sgi.com
Date: Tue, 10 Jan 1995 08:11:39 +0100 (MET)
Reply-To: suter@rsl.geogr.unizh.ch
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Status: O

Ciao

This is a visual simulation question: 
Which products are on the market for the modelling of vis-sim databases 
(especially terrain)? I'd be interested in short product descriptions 
rather than in a simple list of names.

Merci ...

-- 
Martin Suter                          suter@rsl.geogr.unizh.ch

Phone: +41 - 1 / 257 51 63            Remote Sensing Laboratories
FAX:   +41 - 1 / 362 52 27            University of Zurich                    
                                      Winterthurerstrasse 190                 
                                      CH-8057 Zurich; Switzerland 


From guest  Tue Jan 10 02:15:27 1995
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To: info-performer
From: arnaud@pobox.oleane.com (Remi Arnaud)
Subject: subscribe me please
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Status: O

I don't know why, but my subscription (which was arnaud@thodsic.uucp) is not
anymore working. Can you delete my old Email address and subscribe me to
arnaud@pobox.oleane.com

        Thanx
     Bonne annee 1995

      Remi ARNAUD 

    Thomson-CSF/DSI
    Z.A. Les Boutries
    5, rue Leonardo da Vinci
    B.P. 252
    78703 Conflans Sainte Honorine Cedex
    France
    Tel: (1) 34903614
    Fax: (1) 34903602



From guest  Tue Jan 10 05:00:17 1995
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Date: Tue, 10 Jan 95 10:33:13 -0500
From: donnaa@chlg1.boeing.com (Donna Allen)
Message-Id: <9501101533.AA11862@chlg1>
To: performerr@pgate.boeing.com, donnaa@chlg1, dickw@chlg1
Subject: performer_inventor mix
Cc: rode@chlg1
Status: O

				January 10, 1995 

hello out there,

I have heard that it is possible for performer to load many types
of formats and run them within the same scenario.  For example, could 
performer load flight terrain with an inventor moving model and display
them together in the same scenario??

Thanks,

Donna Allen, Boeing Helicopters      
                                           Mail: Donna Allen, Flight Simulation
					   Boeing Helicopters IMS
allend@pgate.he.boeing.com                 PO Box 16858  MS P38-61
voice: (610)-591-7960		           Philadelphia, PA 19142-0858		
fax:   (610)-591-5636



From guest  Tue Jan 10 08:02:28 1995
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 IPX id 100.950110163842.384; 10 Jan 95 16:38:53 +0500
Date: Tue, 10 Jan 1995 16:38:34 +0100 (MET)
From: Peter Wolffelaar <WOLFF@trc.RUG.NL>
Subject: Human Modelling
To: info-performer@sgi.sgi.com
Message-Id: <MAILQUEUE-101.950110163833.352@trc.rug.nl>
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Status: O

Performers,

   This is a request for help concerning the design and
   implementation of walking and (bi)cycling human models. These
   models are to be used in the driving simulator at the Traffic
   Research Centre at the University of Groningen, the Netherlands.
   Currently the graphics are in plain-GL but in the (near) future we
   would like to switch to IRIS Performer.

   In this stage of devellopment we are looking for:

   1. Tools, editors or other programs that can be used for modelling
   humans (visuals as well as motion) in or using Performer.

   2. Literature about modelling humans in computers, especially with
   regard to real time movement.

   Thanks in advance for advise, suggestions etc.,
Peter C. van Wolffelaar             email: WOLFF@trc.rug.nl
Traffic Research Centre             tel:   + 31 50 636764
University of Groningen             fax:   + 31 50 636784
P.O. Box 69, 9750 AB Haren
The Netherlands


From guest  Tue Jan 10 09:09:48 1995
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From: millard@hawkeye.newport.sgi.com (Ed Millard)
Message-Id: <199501101653.IAA18731@hawkeye.newport.sgi.com>
Subject: Re: Commercial Modellers
To: suter@rsl.geogr.unizh.ch
Date: Tue, 10 Jan 1995 08:53:01 -0800 (PST)
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9501100711.AA04715@esar6.unizh.ch> from "Martin Suter" at Jan 10, 95 08:11:39 am
X-Mailer: ELM [version 2.4 PL22]
Content-Type: text
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Status: O

> 
> Ciao
> 
> This is a visual simulation question: 
> Which products are on the market for the modelling of vis-sim databases 
> (especially terrain)? I'd be interested in short product descriptions 
> rather than in a simple list of names.
> 
> Merci ...
> 
If you have access to Mosaic the SGI application directory for Visual
Simulation is at:

	http://www.sgi.com/products/appsdirectory.dir/MarketIXVisual_Simulation.html

It has short descriptions of a lot of products with contact information.
Multigen and Modelgen are probably the most widely used modelers for this
role.


=============================================================================
Ed Millard                       |  18201 Von Karman Avenue
Silicon Graphics Inc.            |  Suite 100
Developer's Support Group        |  Irvine, CA 92715
millard@sgi.com                  |  (714) 756-5975
=============================================================================


From guest  Tue Jan 10 09:35:44 1995
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Date: Tue, 10 Jan 1995 09:20:39 -0800 (PST)
From: Michael Macedonia <macedoni@cs.nps.navy.mil>
To: Peter Wolffelaar <WOLFF@trc.RUG.NL>
Cc: info-performer@sgi.sgi.com
Subject: Re: Human Modelling
In-Reply-To: <MAILQUEUE-101.950110163833.352@trc.rug.nl>
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Status: O



Peter,

Try

Pratt, David R., Barham, Paul T., Locke, John, Zyda, Michael J., Eastman, 
Bryant, Moore, Timothy, Biggers, Klaus, Douglass, Robert, Jacobsen, 
Stephen, Hollick, Michael, Granieri, John, Ko, Hyeongseok, Badler,
Norman I. "Insertion of an Articulated Human into a Networked Virtual 
Environment," Proceedings of the 1994 AI, Simulation and Planning in High 
Autonomy Systems Conference, University of Florida, Gainesville, 7-9 
December 1994. 

Its available via WWW:

ftp://taurus.cs.nps.navy.mil/pub/NPSNET_MOSAIC/npsnet_mosaic.html




Mike Macedonia | macedonia@cs.nps.navy.mil
MAJ, USA       | CS Dept, Naval Postgraduate School,
               | Monterey, CA 93943
               | PH:(408) 656-2903  FAX:(408) 656-2814
------------------------------------------------------------

On Tue, 10 Jan 1995, Peter Wolffelaar wrote:

> Performers,
> 
>    This is a request for help concerning the design and
>    implementation of walking and (bi)cycling human models. These
>    models are to be used in the driving simulator at the Traffic
>    Research Centre at the University of Groningen, the Netherlands.
>    Currently the graphics are in plain-GL but in the (near) future we
>    would like to switch to IRIS Performer.
> 
>    In this stage of devellopment we are looking for:
> 
>    1. Tools, editors or other programs that can be used for modelling
>    humans (visuals as well as motion) in or using Performer.
> 
>    2. Literature about modelling humans in computers, especially with
>    regard to real time movement.
> 
>    Thanks in advance for advise, suggestions etc.,
> Peter C. van Wolffelaar             email: WOLFF@trc.rug.nl
> Traffic Research Centre             tel:   + 31 50 636764
> University of Groningen             fax:   + 31 50 636784
> P.O. Box 69, 9750 AB Haren
> The Netherlands
> 
> 


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From: jrohlf@tubes (John Rohlf)
Message-Id: <199501101818.KAA09572@tubes.asd.sgi.com>
Subject: Re: performer_inventor mix
To: guest (Donna Allen)
Date: Tue, 10 Jan 95 10:18:51 PST
Cc: performerr@pgate.boeing.com, donnaa@chlg1, dickw@chlg1, rode@chlg1
In-Reply-To: <9501101533.AA11862@chlg1>; from "Donna Allen" at Jan 10, 95 10:33 am
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> 
> 				January 10, 1995 
> 
> hello out there,
> 
> I have heard that it is possible for performer to load many types
> of formats and run them within the same scenario.  For example, could 
> performer load flight terrain with an inventor moving model and display
> them together in the same scenario??
> 

	Yes. LoadFile() will figure out which kind of file it's loading
and properly convert it into a Performer scene graph. Make sure you get
the latest LoadIv() which was described in a previous info-performer
message.




From guest  Tue Jan 10 11:36:33 1995
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From: rejeanc@cae.ca (Rejean Chartrand)
Message-Id: <9501101924.AA09347@cae.ca>
To: info-performer@sgi.sgi.com
Subject: GeoState and GeoSet
Status: O


Hi everybody,

   I'm new to Performer and would like somebody to respond to a
   question that I have.

   I would like to know how to free a GeoSet that has an associated
   GeoState.

Thanks in advance

Rejean Chartrand.
CAE Electronics Ltd, Montreal CANADA.


From guest  Tue Jan 10 13:32:34 1995
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From: rejeanc@cae.ca (Rejean Chartrand)
Message-Id: <9501102114.AA09316@cae.ca>
To: info-performer@sgi.sgi.com
Subject: pfLayer
Status: O


I would like to know what's the correct way to create multiple layered
polygons (e.g. for example if I have 5 polygons that are coplanars which
the first one is the base layer and contains, within is boundaries, all
other polygons) ?

Thanks in advance

Rejean Chartrand.
CAE Electronics Ltd., Montreal CANADA.


From guest  Tue Jan 10 13:35:33 1995
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From: rejeanc@cae.ca (Rejean Chartrand)
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To: info-performer@sgi.sgi.com
Subject: pfDelete
Status: O


I would like to know what's pfDelete using to free allocated memory for
a given pfNode if a callback is not specified ? Does it use pfFree or
what ?

Thanks in advance

Rejean Chartrand.
CAE Electronics Ltd., Montreal CANADA.


From guest  Tue Jan 10 13:41:06 1995
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From: aschaffe (Allan Schaffer)
Message-Id: <9501101323.ZM3933@holodeck.asd.sgi.com>
Date: Tue, 10 Jan 1995 13:23:57 -0800
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To: info-performer@sgihub.corp.sgi.com
Subject: updated iv loader
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Status: O

Approx. 75 of you have already downloaded the new LoadIv() loader and
inventor-compatible perfly from sgigate.  We've found a minor bug and
have created an update.  Grab a new copy if this change may effect
you.

	SoSwitches whose whichChild field is >0 and which have
	unsupported children (e.g., SoLabel) as the "nth" child where
	"n" is < whichChild will be improperly converted.  Since the
	unsupported node is not converted, the children cardinalities
	become invalid and the switch value will select the wrong
	child.

Note the sizes:

Old ->  2517929 Jan  9  pfiv.tar.Z
New ->  2527729 Jan 10  pfiv.tar.Z

Allan

-- 
Allan Schaffer
Silicon Graphics
aschaffe@sgi.com
http://reality.sgi.com/employees/aschaffe


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From: Angus Dorbie <angus@division.demon.co.uk>
Message-Id: <9501102126.ZM9989@caliban.division.demon.co.uk>
Date: Tue, 10 Jan 1995 21:26:25 +0000
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To: info-performer
Subject: pfLightSource Frustum Culling Question
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Status: O

The performer manual states that when I use pfLightSources with no bounding
volume they won't be culled to a viewing frustum in the directed cull pass. I
interpreted this to mean that even if the pfLightSources were in scene graph
below nodes with a bound volume they wouldn't be culled if they had no volume
themselves. Unfortunately even if I explicitly set the bound volume of a light
source to be empty they still cull if a pfDCS node higher in the tree has a
dynamically updating bound volume. I've also tried adding an empty pfDCS above
the pfLight source as an experiment but this didn't help. The directed cull for
lights still seems to be prunning the tree.

I need my light sources to exist in the same hierarchy as my geometry but
without culling to my frustums. As an added complication I have a custom cull
callback which needs to return PFTRAV_PRUNE from some graph nodes and cull
pfLightSources below. This all works as expected appart from the frustum
culling of lights.

I'm using Performer 1.2 with IRIX 5.2 on various platforms.

My question is:

Do I have to separate the pfLightSources from my geometry graph to avoid
frustum pruning of lights (which means pfDCS duplication or matrix
concatenation overheads) or have I overlooked something?

Thanks in advance,

Angus.

-- 
_______________________________________________
 Angus Dorbie                Division Ltd,
 Software Engineer           19 Apex Court,
 Tel: (01454)615554          Woodlands,
 Fax: (01454)615532          Bristol BS12 4JT,
 angus@division.demon.co.uk  UK
_______________________________________________



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From: millard@hawkeye.newport.sgi.com (Ed Millard)
Message-Id: <199501102155.NAA19504@hawkeye.newport.sgi.com>
Subject: Re: Commercial Modellers
To: millard@hawkeye.newport.sgi.com (Ed Millard)
Date: Tue, 10 Jan 1995 13:55:51 -0800 (PST)
Cc: suter@rsl.geogr.unizh.ch, info-performer@sgi.sgi.com
In-Reply-To: <199501101653.IAA18731@hawkeye.newport.sgi.com> from "Ed Millard" at Jan 10, 95 08:53:01 am
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> 
> > 
> > Ciao
> > 
> > This is a visual simulation question: 
> > Which products are on the market for the modelling of vis-sim databases 
> > (especially terrain)? I'd be interested in short product descriptions 
> > rather than in a simple list of names.
> > 
> > Merci ...
> > 
> If you have access to Mosaic the SGI application directory for Visual
> Simulation is at:
> 
> 	http://www.sgi.com/products/appsdirectory.dir/MarketIXVisual_Simulation.html
> 
> It has short descriptions of a lot of products with contact information.
> Multigen and Modelgen are probably the most widely used modelers for this
> role.
> 
It occurs to me (with a little prodding :), that it might be inappropriate
for me to mention specific products being an SGI employee.  SInce I did
mention Multigen I should point out Corypheus with Designer's WorkBench
and the rest of their product line is another excellent choice for this
application.  Depending on your needs and budget there may be a
number of proucts in our directory that might fit your bill and they are
probably too numerous to mention all by name.  I didn't intend to express
any bias, but probably did. I intended to throw Multigen as an example
and really intended for anyone interested to look through all the optionss
available on our applications directory. 

As someone pointed out not everyone has access to the web yet so I figure
I would post a couple brief production descriptions of two industry leaders
as an example of whats in the directory.  I would be glad to post
any other entries that anyone felt approproate for those without web access.

Designer's Workbench(tm)

Designer's Workbench(tm) (DWB) 2.1 is the only commercial 3D modeling
environment that allows non-programmers to build and edit 3D models,
out-the-window scenes, dynamic (real-time data-driven and interactive)
instrumentation displays and virtual reality databases in a single,
seamless system. DWB is X/Motif compliant, easy to use, cost-effective 
and supports open, non-proprietary database formats to facilitate data
sharing. Database translator source code is available at no cost to allow
users to develop their own format translators. 

Jordan Green 

Director, New Business Dev
Coryphaeus Software
985 University Avenue
Suite 31
Los Gatos, CA 95030
USA
408-395-4537
fax:408-395-6351
jordan@cory.coryphaeus


MultiGen(R)

MultiGen(R) is an inter active, graphical modeling system for creating,
editing, and viewing 3D scenes for visual simulation. The modeler views
all work in fully shaded, solid 3D at all times, much as it would appear
in the real-time application. Dramatic new simulation modeling features
have been added to the already mature MultiGen product including advanced
Road Tools, LOD morphing, Automatic LOD generation, and 3D sound tools.
Databases can also be created automatically from DMA terrain (DTED) and
culture (DFAD) data. 

MultiGen is the premier choice of professional modelers in flight, ground
and marine simulation, accident reenactment, virtual reality, entertainment,
and other real-time applications. 

Tom Dowgiallo 

Sales Representative
MultiGen Inc.
1884 The Alameda
San Jose, CA 95126
USA
408-247-4326
fax:408-247-4329
multigen!tom@uunet.uu.net

=============================================================================
Ed Millard                       |  18201 Von Karman Avenue
Silicon Graphics Inc.            |  Suite 100
Developer's Support Group        |  Irvine, CA 92715
millard@sgi.com                  |  (714) 756-5975
=============================================================================


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Message-Id: <199501102233.OAA09025@mauritius.asd.sgi.com>
To: Peter Wolffelaar <WOLFF@trc.RUG.NL>
Cc: info-performer@sgi.sgi.com
Subject: Re: Human Modelling 
In-Reply-To: Your message of "Tue, 10 Jan 95 16:38:34 +0100."
             <MAILQUEUE-101.950110163833.352@trc.rug.nl> 
Date: Tue, 10 Jan 95 14:33:30 -0800
From: "H. B. Siegel" <hb@mauritius>
Status: O


>   1. Tools, editors or other programs that can be used for modelling
>   humans (visuals as well as motion) in or using Performer.
>  2. Literature about modelling humans in computers, especially with
>   regard to real time movement.

>   Thanks in advance for advise, suggestions etc.,

Several of the commercial modeling, animation & rendering packages on the SGI
can handle the creation and animation of inverse-kinematic motion.

I would suggest specifically looking at Wavefront Kinemation 
(32.9.225.45.55, Belgium) Alias PowerAnimator, SoftImage 3D, and 
U. Penn. Jack.  Viewpoint (1-800-DATASET) can also provide animated models of
human(oids) in a variety of formats. 

I don't have the other numbers handy, but your local SGI sales
offices will be able to provide them for you.

Unfortunately, none of these packages produce ready-to-use
Performer data,  Performer can read several of these formats for
static objects today. 

The historical SIGGRAPH course notes over the last few years always
provide good reference material on human locomotion.  I would
suggest the course notes rather than the proceedings for this purpose.





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From: aschaffe (Allan Schaffer)
Message-Id: <9501101907.ZM10343@holodeck.asd.sgi.com>
Date: Tue, 10 Jan 1995 19:07:48 -0800
In-Reply-To: ben@vislab.su.edu.au (Ben Simons)
        "path.c in libfutil" (Jan 10,  4:15pm)
References: <9501100515.AA08848@redgate.vislab.su.edu.au>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: ben@vislab.su.edu.au, info-performer@sgi.sgi.com
Subject: Re: path.c in libfutil
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On Jan 10,  4:15pm, Ben Simons wrote:
> We have come across a strange thing...
>
> There is a file
> /usr/src/Performer/src/lib/libpfutil/path.c
> (ie: straight off the Performer CD) that is not mentioned in the
> Makefile that is in the same directory.
>
> has it been forgotten, left out, or what?

Oddly enough it seems to have been left out of the shipped Makefile
but was included in the Makefiles we used to build 1.2.

For those with questions about paths, here's a message to get you
started, from the perf-94-05 archive.

Allan
----------------

	From: "Michael Jones" <mtj@babar>
	Subject: Re: pfuPath routines

	On May 31,  5:20pm, Drew Hess wrote:
	> Subject: pfuPath routines

	:I am looking for documentation or (preferably) some example
	code that details the use of the pfuPath routines in libpfu.

	man pfupath is the first source.  The idea is that a path is
	a list of segments, each of which is either a vector or an
	arc.  The handy thing is that if you set a radius of
	curvature, the path routines will make an arc for you that
	joins the two vectors.  This is how the truck is sent about
	the performer town demo.

	: I realize that libpfu is unsupported and subject to change in
	: future releases, but I am hoping that someone out there has
	: made good use of these routines.  I've started by looking at
	: the path.c source for libpfu, but some actual examples of its
	: use would be helpful.

	If you develop improvements for the path logic send it to us
	and we'll include it in future releases of IRIS Performer.

	Here are the path-related excerpts from the "IRIS Performer
	Town" demo that's in buttonfly in the demos account.  That
	demo uses a version of perfly that takes names of models and
	their paths from the command line (via the "A" keyword) and
	maintains a list of vehicles based on this information.  Once
	the argument list has been processed, a trip is made through
	the list to load each model with a pfDCS node above it and to
	load its path definition as well.  Finally, each model is
	advanced along the path by one time step in the main
	simulation loop.  Here are the code fragments:

/* autopilot vehicle support */
typedef struct {
    char modelName[PF_MAXSTRING];
    char pathName[PF_MAXSTRING];
    char vehicleName[PF_MAXSTRING];
    pfDCS *dcs;
    pfuPath *path;
    pfVec3 xyz;
    pfVec3 hpr;
} Vehicle;

#define	MAX_VEHICLES	32
Vehicle vehicle[MAX_VEHICLES] = {"", "", "", NULL, NULL,
	{0,0,0}, {0,0,0}};
long vehicles = 0;

==================================================================
=  parse vehicle definitions: remember vehicles and paths
==================================================================

    /* process command-line arguments */
    while ((opt = getopt(argc, argv, OptionStr)) != -1)
    {
	/* specify "autopilot" vehicle */
	case 'A':
	    {
	    if (vehicles < MAX_VEHICLES)
	    {
		/* initialize vehicle defininition */
		vehicle[vehicles].modelName[0] = '\0';
		vehicle[vehicles].pathName[0] = '\0';
		sprintf(vehicle[vehicles].vehicleName, "%d", vehicles);
		vehicle[vehicles].dcs = NULL;
		vehicle[vehicles].path = NULL;

		/* parse file names from argument */
		sscanf(optarg, "%[^,],%[^,],%s",
		    vehicle[vehicles].modelName,
		    vehicle[vehicles].pathName,
		    vehicle[vehicles].vehicleName);

		/* increment vehicle count */
		vehicles++;
	    }
	    else
		pfNotify(PFNFY_INFO, PFNFY_PRINT,
		    "Too many autopilot vehicles");
	    }
	    break;

==================================================================
=  pass through vehicle list: loading vehicles and paths
==================================================================

    /* load each of the autopilot vehicles */
    for (i = 0; i < vehicles; i++)
    {
	long j;

	/* has file already been loaded ? */
	for (j = 0, root = NULL; j < i && root == NULL; j++)
	    if (strcmp(vehicle[i].modelName, vehicle[j].modelName) == 0)
		root = pfGetChild(vehicle[j].dcs, 0);

	/* load named file */
	if (root == NULL)
	    root = LoadFile(vehicle[i].modelName, NULL);
	Loaded = 0;

	/* create new vehicle and attach model to it */
	if (root != NULL)
	{
	    /* load database */
	    vehicle[i].dcs = pfNewDCS();
	    pfAddChild(vehicle[i].dcs, root);
	    pfAddChild(scene, vehicle[i].dcs);

	    /* load path */
	    vehicle[i].path = pfuNewPath();
	    pfuAddFile(vehicle[i].path, vehicle[i].pathName);
	}
    }

==================================================================
=  advance each vehicle during each trip through the simulation
==================================================================

	/* simulate each autopilot vehicle */
	for (i = 0; i < vehicles; i++)
	    if (vehicle[i].dcs != NULL && vehicle[i].path != NULL)
	    {
		/* advance along path */
		pfuFollowPath(vehicle[i].path,
		    1.0/pfGetFrameRate(),
		    vehicle[i].xyz,
		    vehicle[i].hpr);

		/* update vehicle DCS */
		pfDCSRot(vehicle[i].dcs,
		    vehicle[i].hpr[PF_H],
		    vehicle[i].hpr[PF_P],
		    vehicle[i].hpr[PF_R]);
		pfDCSTrans(vehicle[i].dcs,
		    vehicle[i].xyz[PF_X],
		    vehicle[i].xyz[PF_Y],
		    vehicle[i].xyz[PF_Z]);
	    }


--

Be seeing you,      Phone:415.390.1455  Fax:415.390.2658 M/S:9U-590
Michael T. Jones    Silicon Graphics, Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311







-- 
Allan Schaffer
Silicon Graphics
aschaffe@sgi.com
http://reality.sgi.com/employees/aschaffe


From guest  Wed Jan 11 09:41:33 1995
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Date: Wed, 11 Jan 95 12:12:16 +0100
From: dolfi@guido.zkm.de (Adolf Mathias)
Message-Id: <9501111112.AA02087@zeus.zkm.de>
Subject: Re: performer, GLX, and UIM/X
To: ricci@ninja.nrl.navy.mil
Cc: info-performer@sgi.sgi.com
Status: O

Hello,

As a newbie to performer but more experienced X programmer this sounds familiar 
to me. The problem seems to be that your shell window has size zero and the 
contained GLX widget becomes size zero, too. The solution should be to
set the size of the GLX widget explicitly either when creating it with

Widget glxwidget=XtVaCreateManagedWidget("glx",glxWidgetClass,parent,XtNwidth,640,XtNheight,480,...,0);

or after creation with

XtVaSetValues(glxwidget,XtNwidth,640,XtNheight,480,...0);

or via resource settings in the application default resources

*glx.width  : 640
*glx.height : 480

Hope this helps,

  Dolfi


Adolf Mathias          Email: <dolfi@zkm.de>
Zentrum  fuer  Kunst  und  Medientechnologie
Postfach 6919                76049 Karlsruhe
Tel. +49 (0)721 9340 404     Fax. ...9340 49



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Date: Wed, 11 Jan 1995 13:00:59 +0001 (MET)
From: Henrik Tramberend <henrik@hertie.artcom.de>
Subject: The new Inventor 2.0 loader and NodeKits
To: info-performer@sgi.sgi.com
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Hi,

if you need to load Inventor files which contain NodeKits, you may want 
to add two lines of code to pfivcc.h and pfivcc.C.

pfivcc.h:

  #include <Inventor/nodes/SoNodes.h>  
  #include <Inventor/nodekits/SoNodeKit.h>  <<< add this line
  #include <Inventor/SoType.h>

pfivcc.C:

  SoDB::init();
  SoNodeKit::init();                        <<< add this line

Then, recompile.

ciao
henrik

------------------------------------------------------------------------
Henrik Tramberend				Phone: 	+49(30)25417.3
Art+Com e.V.					Fax:	+49(30)25417.555
Berlin, Germany					E-Mail:	henrik@artcom.de



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From: gce@ina.fr (Cedric Gautier)
Message-Id: <9501111506.AA03783@ina.fr>
To: info-performer@sgi.sgi.com
Subject: transparency mapping with video ...
Status: O


Hi ...

After checking all the Sirius 1.1 demo programs provided with 5.3 IRIX, I
have a question about using RGBA video as a map and alpha channel as key
for transparency ... None of the demos seems to use alpha channel in
video for transparency but is this function available ? ... When I try
transparency mapping the full map get wrong and opaque ... when transparency
is off everything running fine ! ... Any ideas ? It seems that FAST_DEFINE
could make the map go wrong but it seems not possible to map video without
FAST_DEFINE of course ...

Thank's to everyone ...

Cedric
I.N.A R&D ...

PS: may be somebody already answer to an old similar question but my mail
was OFF for 2 days the last week end ! ...
Oh I forget another question : Is there any known problems using Performer1.2
with IRIX 5.3 specialy about the new revision of X11 and the pfuxwin functions ?


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subscribe



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From: Martin Roth <roth@poseidon.mti.sgi.com>
Message-Id: <9501112140.ZM19740@poseidon>
Date: Wed, 11 Jan 1995 21:40:50 +0100
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To: info-performer@sgi.sgi.com
Subject: Colours versus Textures
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Hi,

I'd be very glad if anyone was able to explain the following misbehaviour.

    pfVec4 *colors;

    /* count is the number of triangles */
    colors = (pfVec4 *)pfMalloc(3*count*sizeof(pfVec4), arena);

    ... filling colors array ...

    pfGSetAttr(geoSet, PFGS_COLOR4, PFGS_PER_VERTEX, colors, NULL);

   /* works fine, the geometry appears coloured */

    ... elsewhere ...

    void   **alist;
    ushort **ilist;

    /* next statement crashes with a segmentation violation */
    pfGetGSetAttrLists(geoSet, PFGS_COLOR4, alist, ilist);

    /* geoSet is sure to be a valid pointer (debugger told me), for
      all those who don't believe it: It crashed even when putting
      the statement sequence right below pfGSetAttr! */

I'd like to get the base address of the color array in 'alist'.

Why do I do such things? I'm still trying to get textured geometries shaded.
John Rohlf told me to use PFTE_MODULATE instead of PFTE_DECAL in my texture
environment. He's right when the geometry to be textured is white or grey.
In my case the geometry first is coloured in a per vertex way when defining
the geometry. Later when the database has prevented the necessary texture data
I'd like to *replace* the geometry colour with the texture bitmap but not to
lose the shading information. When using PFTE_DECAL the texture colour is ok
but I've got no shading, when using PFTE_MODULATE the resulting colour is ugly
to look at but I've got shading.

Because I found no way to globally override colour to white (I don't think it
is possible, isn't it?!) I decided to first change the colour of all geometries
to be textured to white and then set the local texture. This is a severe
perfor-
mance hit but it works. Now the user should be able to toggle texturing on
and off. That means I should not completely lose the colour information. That's
why I want to use pfGetGSetAttrLists to get the handle to the colour
information
in order to save it somewhere.

I don't know why it is the way it is but I'd like the order of rendering to be:

	1. Geometry colour
	2. Texturing colour (modulate or decal)
	3. Shading, Lighting
	4. Fog and other Stuff

instead of

	1. Geometry colour
	2. Shading, Lighting
	3. Texturing colour (modulate or decal => losing shade)
	4. Fog and other stuff

Any explanation of the above run time error? Any comments on colour replacement
without losing shading? Any comments on rendering order?

All answers are welcome. Thanks in advance

Martin

_______________________________________________________________________________
 /| /|)                                                       S. H. Martin Roth
/ |/ |\OTH                                          Student in Computer Science

ETHZ, Swiss Federal Institute of Technology Zuerich   email: sroth@iiic.ethz.ch
UniZh, University of Zuerich                          email: roth@ifi.unizh.ch



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From: "Eric S. Hirschorn" <erich@pike.cecer.army.mil>
Received: by forrest (5.0) id AA00852; Wed, 11 Jan 1995 19:57:45 +0600
Message-Id: <9501120157.AA00852@forrest>
Subject: Physical units used by Performer
To: info-performer@sgi.sgi.com
Date: Wed, 11 Jan 1995 19:57:43 -0600 (CST)
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Status: O

Hi,

Are the physical units used in Performer well defined?  In a previous
posting, Marcus Barnes of MultiGen Inc. (Dec 1994) said that the
OpenFlight loader converts everything into meters.  This seems to
suggest that the Performer unit of distance is assumed to be meters.

Or is it possible that Performer assumes no units in particular, and
only the OpenFlight loader assumes meters?

If the physical models used by Performer settle on a particular unit
system, could the Performer folks state it clearly?

Eric, 
Physical Unit @ USA CERL, Champaign IL
(217) 351-6511 x6363
e-mail: erich@pike.cecer.army.mil


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From: jsmith@smtpgate.gstone.com (Smith, Jeff W.)
To: info-performer@sgi.sgi.com (Performer User Group ( SMPT ))
Message-Id: <1995Jan11.180300.1024.11014@smtpgate.gstone.com>
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Organization: GreyStone Technology, Inc. 15010 Ave. of Science, Suite 200 San Diego, CA 92128
Date: Wed, 11 Jan 1995 18:10:11 -0800
Subject: Performer procs
Status: O


The default for Performer process configuration is a single process for app, 
cull
and draw. I have two procs running in this mode. What is the second process
doing?

Thanks in advance,

 -- Jeff WS
jsmith@gstone.com




From guest  Wed Jan 11 17:47:05 1995
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From: "Dietrich Opitz" <dio@sage.mpik-tueb.mpg.de>
Message-Id: <9501120224.ZM2324@sage.mpik-tueb.mpg.de>
Date: Thu, 12 Jan 1995 02:24:54 +0000
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Subject: pfMakePerspFrust
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Status: O


Hi,

Can somebody give me some pointers how to handle the

   pfMakePerspFrust instuction.

I need a projection plane that is not perpendicular to the line
of sight. E.g i want to move the eyepoint freely, but the projection-plane
should stay fixed in space.

Thank you in advance

Dietrich


-- 
Dietrich Opitz

MPI fuer biologische Kybernetik
Spemannstr. 38
72076 Tuebingen
GERMANY  

Tel: ++49(07071) 601 606
FAX: ++49(07071) 601 575
e-mail: dio@sage.mpib-tuebingen.mpg.de



From guest  Wed Jan 11 22:54:16 1995
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Date: Thu, 12 Jan 1995 01:32:55 -0500 (EST)
From: "Lance R. Marrou" <marrou@vsl.ist.ucf.edu>
To: Martin Roth <roth@poseidon.mti.sgi.com>
Cc: info-performer@sgi.sgi.com
Subject: Re: Colours versus Textures
In-Reply-To: <9501112140.ZM19740@poseidon>
Message-Id: <Pine.SUN.3.91.950112012655.6244A-100000@eclipse.vsl.ist.ucf.edu>
Mime-Version: 1.0
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Status: O

On Wed, 11 Jan 1995, Martin Roth wrote:

...
>     void   **alist;
>     ushort **ilist;
> 
>     /* next statement crashes with a segmentation violation */
>     pfGetGSetAttrLists(geoSet, PFGS_COLOR4, alist, ilist);

This is one problem.  Use:
    void *alist;
    ushort *ilist;
    pfGetGSetAttrLists(geoSet, PFGS_COLOR4, &alist, &ilist);

Here is one solution I think might help.  Why not just maintain another
pfGeoState which has the color white and assign it to the geometry when
you want it there (and take out the color lists via two NULLS in the
above function call).  If you do not delete those lists, you can easily
put them back in.  I am not sure of the performance penalty on this, but
it cannot be too high.  I hope it is a correct solution.

______________________________________________________________________________
           /\    ______  /\____ ______ ______   E-mail: marrou@vsl.ist.ucf.edu
Visual    / /   / _   / / __  // ____// ____/               VSL: (407)658-5073
Systems  / /__ / /_/ / / / / // /___ / __/_  R. Marrou      Fax: (407)658-5059
Lab     /____//____/\\/_/ /_//_____//_____/ http://www.vsl.ist.ucf.edu/~marrou
                                           "We don't need no thought control."



From guest  Wed Jan 11 23:55:02 1995
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From: Simon Gibbs <simon@viswiz.gmd.de>
Message-Id: <9501120736.AA19253@viswiz>
Subject: Re: transparency mapping with video ...
To: info-performer@sgi.sgi.com
Date: Thu, 12 Jan 95 8:36:41 MET
In-Reply-To: <9501111506.AA03783@ina.fr>; from "Cedric Gautier" at Jan 11, 95 4:06 pm
Status: O

> 
> 
> After checking all the Sirius 1.1 demo programs provided with 5.3 IRIX, I
> have a question about using RGBA video as a map and alpha channel as key
> for transparency ... None of the demos seems to use alpha channel in
> video for transparency but is this function available ? ... When I try
> transparency mapping the full map get wrong and opaque ... when transparency
> is off everything running fine !
> Thank's to everyone ...
> 

I've experimented with transparent video textures using a Sirius.
The key elements in the program are:

	texPacking.intVal = SIR_TEX_PACK_RGBA_4;
	vlSetControl(vlSvr, ... VL_PACKING, &texPacking);

	...

	pfTexFormat(... PFTEX_INTERNAL_FORMAT, TX_RGBA_4);
	numComponents = 4;
	pfTexImage(... numComponents ...);
	/*
	 * NOT numComponents = SIR_VEN_16BIT_TEXEL;
	 * as one of the demo programs implies
	 */

	...

	subtexload(...  SIR_VEN_16BIT_TEXEL);


Regards,
Simon Gibbs


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Date: Thu, 12 Jan 95 11:23:58 +0100
From: Riccardo Camiciottoli <camiciot@aguirre.ing.unifi.it>
Message-Id: <9501121023.AA18164@aguirre.ing.unifi.it>
To: info-performer@sgi.sgi.com
Subject: Serial port
Cc: camiciot@aguirre
Status: O

Hi,
I'm building a Virtual Reality environement with Performer on
a SG Indy running IRIX 5.2 and I connected a VPL DataGlove 
to it via serial port. It works, but there is a little problem...
Data sent by VPL glove are "chunked" by Indy and then
by Performer at lower speed, therefore some of the VPL data are
deliberately lost. Instead of losing these data, it seems that Indy 
store it in a buffer associated with the serial port and "chunk"
them later. I would know if it's possible to avoid that storing, 
"chunking" always new data, that is, for example, reducing or
eliminating this buffer. Please send the answer to email:
      camiciot@aguirre.ing.unifi.it
Thanks in advance.

Ciao

Riccardo

--------------------------------------
        Riccardo Camiciottoli
      Universita'  di  Firenze
       Facolta' di Ingegneria
Dipartimento di Sistemi e Informatica

email:  camiciot@aguirre.ing.unifi.it
--------------------------------------




From guest  Thu Jan 12 07:30:34 1995
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From: Kees Vos <kees@demeern.sgi.com>
Message-Id: <9501121603.ZM6845@plein.demeern.sgi.com>
Date: Thu, 12 Jan 1995 16:03:04 +0100
In-Reply-To: Riccardo Camiciottoli's message as of Jan 12, 12:04
References: <9501121023.AA18164@aguirre.ing.unifi.it>
X-Mailer: Z-Mail-SGI (3.1S.0 3mar94 MediaMail)
To: camiciot@aguirre.ing.unifi.it, info-performer@sgi.sgi.com
Subject: Re: Serial port
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Status: O

Riccardo,

I am not sure if this is will help for your problem but you
can control the kernel input buffering on the serial port.

In your case it would probably be best to fully disable
buffering. This will result in some extra CPU overhead for the
serial port I/O but it will reduce the latencies.

To do this you must modify in the file: 
/var/sysgen/master.d/sduart the followng line:

int duart_rsrv_duration = (HZ/50);

Change the value for this parameter from HZ/50 to 0 
After this is done you have to build a new kernel and reboot.

Regards,

Kees!

[Quoting Riccardo Camiciottoli, on Jan 12, 12:04, in "Serial port ..."]
> Hi,
> I'm building a Virtual Reality environement with Performer on
> a SG Indy running IRIX 5.2 and I connected a VPL DataGlove 
> to it via serial port. It works, but there is a little problem...
> Data sent by VPL glove are "chunked" by Indy and then
> by Performer at lower speed, therefore some of the VPL data are
> deliberately lost. Instead of losing these data, it seems that Indy 
> store it in a buffer associated with the serial port and "chunk"
> them later. I would know if it's possible to avoid that storing, 
> "chunking" always new data, that is, for example, reducing or
> eliminating this buffer. Please send the answer to email:
>       camiciot@aguirre.ing.unifi.it
>
[End of quote from Riccardo Camiciottoli, on Jan 12, 12:04]


-- 
______________________________________________________________________

Kees Vos                               Email    : kees@demeern.sgi.com      
MCA Super-Computing Team               Voicemail: 5-9335
Silicon Graphics (The Netherlands)     Phone    : (31) 3406 21711
                                       Fax      : (31) 3406 21454
______________________________________________________________________


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From: Marco Crocetta  <onyx@datamat.it>
Subject: Multisampling & RMs
To: info-performer@sgi.sgi.com
Date: Thu, 12 Jan 95 17:50:12 MET
Mailer: Elm [revision: 66.25]
Status: O

Hi,

Yestarday has been installed a new RM5 on my Onyx RE2.
We decided to do this in order to get the antialising feature
based on multisampling and to increase the pixel throughput: on the
GL Programming Guide I read: "One Additional RM lets you use either
advanced graphics features such as multisampling, or lets you select a
high-resolution video format."

Graphics board 0 is "REV" graphics.
		Managed (":0.0") 1280x1024 
		Display 1280x1024 @ 60Hz
		12 GE (GE10 rev. 0x7)
		1 RM5 board
		Small pixel depth
		10-bit RGBA pixels
		Not using Multi-Channel Option

As our application should run on high resolution monitor 

Excuse me for the long story but as I could not find any documentation
in the man pages about RM and all the mail dealing about RM
refers to RM4 boards it's better that the one that could help me
knew my (right or wrong) point of view.

Well the problem is that antialiasin doesn't work.
Thi is the output of various getgconfig in my Performer application:

GC_BITS_RED=8
GC_BITS_GREEN=8
GC_BITS_BLUE=8
GC_BITS_ALPHA=0
GC_BITS_ZBUFFER=0
GC_ZMIN=0
GC_ZMAX=0
GC_BITS_STENCIL=0
GC_BITS_ACBUF=0
GC_MS_SAMPLES=0
GC_BITS_MS_ZBUFFER=0
GC_MS_ZMIN=0
GC_MS_ZMAX=0
GC_BITS_MS_STENCIL=0

after the following code:

OpenPipeline(...)
{
... standard perfly settings....
	pfInitGfx(p);
	RGBsize(8);
	zbsize(0);
	mssize(4,32,0);
    stensize(0);
	gconfig();
.......
}

It's seems that nothing happens.
There is someone who can help me to understand what is wrong?
Is the actual HW configuration enough? Or is something wrong
with the frame buffer configuration?

Thanks in Advance


--------------------------------
Marco Crocetta
DATAMAT SpA, Rome
e-mail: onyx@datamat.it
--------------------------------





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From: jrohlf@tubes (John Rohlf)
Message-Id: <199501121954.LAA06104@tubes.asd.sgi.com>
Subject: Re: Physical units used by Performer
To: guest (Eric S. Hirschorn)
Date: Thu, 12 Jan 95 11:54:28 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9501120157.AA00852@forrest>; from "Eric S. Hirschorn" at Jan 11, 95 7:57 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> Hi,
> 
> Are the physical units used in Performer well defined?  In a previous
> posting, Marcus Barnes of MultiGen Inc. (Dec 1994) said that the
> OpenFlight loader converts everything into meters.  This seems to
> suggest that the Performer unit of distance is assumed to be meters.
> 
> Or is it possible that Performer assumes no units in particular, and
> only the OpenFlight loader assumes meters?
> 
> If the physical models used by Performer settle on a particular unit
> system, could the Performer folks state it clearly?
> 
> Eric, 
> Physical Unit @ USA CERL, Champaign IL
> (217) 351-6511 x6363
> e-mail: erich@pike.cecer.army.mil
> 


	Performer is unit-free except that pfGetTime() returns 
the time in seconds, certain calls like pfGetPipeSize 
use pixels, and we use degrees rather than radians.



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From: jrohlf@tubes (John Rohlf)
Message-Id: <199501121955.LAA06120@tubes.asd.sgi.com>
Subject: Re: Performer procs
To: guest (Smith, Jeff W.)
Date: Thu, 12 Jan 95 11:55:59 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <1995Jan11.180300.1024.11014@smtpgate.gstone.com>; from "Smith, Jeff W." at Jan 11, 95 6:10 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> 
> The default for Performer process configuration is a single process for app, 
> cull
> and draw. I have two procs running in this mode. What is the second process
> doing?
> 
> Thanks in advance,
> 
>  -- Jeff WS
> jsmith@gstone.com
> 

	It's a dumb, lightweight process which wraps the clock. 
It is identified by PFPROC_CLOCK.



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To: info-performer@sgi.sgi.com
Subject: perf town
Date: Thu, 12 Jan 1995 15:14:43 -0500
From: Todd Metivier <metivier@sanders.com>
Status: O


Does anyone know if the performer town demo
data base is available to the public.? If
not who developed it?

thanks,

Todd Metivier              | ARPA: metivier@sanders.com
Lockheed Sanders           | UUCP: ...!uunet!sanders.com!metivier
PTP2-A001                  |
65 River Road              | Voice: (603) 885-9026
Hudson, NH 03051           | Fax:   (603) 885-0631



From guest  Thu Jan 12 13:26:20 1995
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From: aschaffe (Allan Schaffer)
Message-Id: <9501121311.ZM22560@holodeck.asd.sgi.com>
Date: Thu, 12 Jan 1995 13:11:21 -0800
In-Reply-To: Todd Metivier <metivier@sanders.com>
        "perf town" (Jan 12,  3:14pm)
References: <9501122014.AA16662@bailey.spcot>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Todd Metivier <metivier@sanders.com>, info-performer@sgi.sgi.com
Subject: Re: perf town
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Status: O

On Jan 12,  3:14pm, Todd Metivier wrote:
>
> Does anyone know if the performer town demo
> data base is available to the public.? If
> not who developed it?

The Town database was developed by Paradigm Simulation using
MultiGen.  It is available, in fact it is shipped in the Performer
1.2 distribution in the subsystem "performer_friends.sw.town".

Allan

-- 
Allan Schaffer
Silicon Graphics
aschaffe@sgi.com
http://reality.sgi.com/employees/aschaffe


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Date: Thu, 12 Jan 1995 23:08:11 +0100
From: gce@onyx.ina.fr (Cedric Gautier)
Posted-Date: Thu, 12 Jan 1995 23:08:11 +0100
Message-Id: <199501122208.XAA02092@ina.fr>
To: info-performer@sgi.sgi.com
Subject: Video Texture And 50HZ Refresh Speed ...
Status: O


Hello again ... always the same guy with his bloody video textures !!! ...

I think this is my last question about that subject ... Using video texture
map at 25HZ in Performer everything working fine ! ... When I try to make
it run to 50HZ without video texture everything is still fine with a very
tiny drawing time (about 4 msec) ... but at the time I try to make it run
at 50HZ with the video texture it refused to maintain more than 25HZ with
quite the same tiny drawing time ! ... Something seems to keep the speed
to 25HZ ... Has the video link an influence on Performer timings ? ... or
is the subtexload putting the process in some waiting state to make the
video frame be grabbed ? ... Test are done on Onyx/RealityII/Sirius ...
with APP-CULL-DRAW in the same process cause APP takes less than 1 msec to
execute and CULL less than 1 msec too ! ... Any ideas are welcomed ...

Cedric
I.N.A R&D ...

PS: Thank's to everybody for all the answers already received about my passed
questions ! ...


From guest  Thu Jan 12 15:41:25 1995
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From: rejeanc@cae.ca (Rejean Chartrand)
Message-Id: <9501122326.AA04790@cae.ca>
To: info-performer@sgi.sgi.com
Subject: pfDelete
Status: O


I would like to know what's pfDelete using to free allocated memory for 
a given pfNode if a pfGSetDeletor callback is not specified ?
Does it uses pfFree or what ?

Thanks in advance !

Rejean Chartrand.
CAE Electronics Ltd., Montreal CANADA.


From guest  Thu Jan 12 15:41:24 1995
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From: rejeanc@cae.ca (Rejean Chartrand)
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To: info-performer@sgi.sgi.com
Subject: pfLayer
Status: O


I would like to know what's the correct way to create multiple layered polygons
(e.g. for example if I have 5 polygons that are coplanars which the first one
is the base layer and contains, whithin is boundaries, all other polygons) ?

Thanks in advance !

Rejean Chartrand.
CAE Electronics Ltd., Montreal CANADA.


From guest  Thu Jan 12 17:28:48 1995
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From: theodore@cs.ucdavis.edu (Brian P Theodore)
Message-Id: <9501130113.AA09822@yukon.cs.ucdavis.edu>
To: info-performer@sgi.sgi.com, rejeanc@cae.ca
Subject: Re:  pfDelete
Status: O

> I would like to know what's pfDelect using to free allocatd memory
> for a given pfNode if a pfGSetDeletor callback is not specified ?
> Does it uses pfFree or what?

To the first question, I don't know!  But it does not use pfFree on
the node itself.  If you try to use pfFree, you should get a Performer
Warning that the node base address wasn't allocated using pfMalloc.

Good question though, I had a similar problem, which I have since
worked around.  But if you import in a model object, and wish to
make instances of that object (using pfClone), and later call
pfDelete on the cloned instance, it will also remove (delete) the
original object!  I didn't get a warm and fuzzy feeling that memory
allocated for the instance was being freed when just calling
pfRemoveChild.  Another thing I tried to before calling pfDelete
on the instance was to increase the reference count above 0, then
return it to its original state after the call to pfDelete.... Only
to find that the initial, incremented, and restored reference counts
were -1, -1, and -1 respectively!

Any insight??

Brian Theodore


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From: aschaffe (Allan Schaffer)
Message-Id: <9501130954.ZM26705@holodeck.asd.sgi.com>
Date: Fri, 13 Jan 1995 09:54:03 -0800
In-Reply-To: Marco Crocetta  <onyx@datamat.it>
        "Multisampling & RMs" (Jan 12,  5:50pm)
References: <199501122313.AA23596@relay.iunet.it>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Marco Crocetta  <onyx@datamat.it>, info-performer@sgi.sgi.com
Subject: Re: Multisampling & RMs
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jan 12,  5:50pm, Marco Crocetta wrote:
>
> Yestarday has been installed a new RM5 on my Onyx RE2.
> We decided to do this in order to get the antialising feature
> based on multisampling and to increase the pixel throughput: on the
> GL Programming Guide I read: "One Additional RM lets you use either
> advanced graphics features such as multisampling, or lets you select a
> high-resolution video format."
>
> 		1 RM5 board
>		Display 1280x1024 @ 60Hz
>		Small pixel depth
>
> Well the problem is that antialiasin doesn't work.

RM4 and RM5 are the same in terms of all features except texture
memory (RM4's allow 4MB texture, RM5's allow 16MB texture).  What is
needed for antialiasing/multisampling is "Medium" Pixel depth.

At full-screen resolution (1280x1024@60Hz) a single RM (either RM4 or
RM5) can only give you "Small" pixel depth.  You will need to lower
your screen resolution (setmon -x 960x680_60, then restart graphics)
or more RM's.

There is a table in the "Onyx and Power Onyx" technical report that
describes the various possible framebuffer configurations as you add
more RM's.  I'll transcribe part of it below.  You should be able to
get the tech report from your local sales folks.  (It is not
available on-line).

One RM is enough for:

640x512 resolution   16 samples    8 bits/component   24-bit Z
640x512 resolution    8 samples   12 bits/component   32-bit Z
960x680 resolution  8/4 samples   12 bits/component  32-bit Z
1280x1024 resolution  0 samples   12 bits/component   32-bit Z

Two RMs are enough for:

1280x1024 resolution  8 samples    8 bits/component   24-bit Z
1280x1024 resolution  4 samples   12 bits/component   32-bit Z
1600x1200 resolution  0 samples   12 bits/component   32-bit Z

Four RMs are enough for:

1280x1024 resolution 16 samples    8 bits/component   24-bit Z
1280x1024 resolution  8 samples   12 bits/component   32-bit Z
1600x1200 resolution  8 samples    8 bits/component   24-bit Z
1600x1200 resolution  4 samples   12 bits/component   32-bit Z

Allan

-- 
Allan Schaffer
Silicon Graphics
aschaffe@sgi.com
http://reality.sgi.com/employees/aschaffe


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From: "Ekkehard Klaerner" <EK@AITEC.de>
Organization:  AITEC GmbH & Co KG
To: info-performer@sgi.sgi.com
Date:          Fri, 13 Jan 1995 18:38:57 GMT+1
Subject:       Re: Multisampling & RMs
X-Mailer:     Pegasus Mail v3.1 (R1a)
Message-Id: <5D244D41612@aitec.de>
Status: O

Javier Castellar wrote:

> Hi,
> 
....
> 
>     If you wish to have antialias as well as other features in real time,
> and you have a single RM, you should go to a different resolution:
> 
> /usr/gfx/setmon -x 960x680_60
> 
> then reboot.
> 
> It will change to a lower resolution but you will get a MEDIUM pixel depth (512
> bit/pixel). In order to return to your original resolution please use:
> /usr/gfx/setmon -x 1280x1024_60
> 
> and then reboot.
> 
> I good trick to avoid reboot (although sometimes fail) is to push:
> 
> CTRL+SHIFT+ESC+F12+/
> 
> It will restart the window manager, using the new vof (video output format)
> recorded on the EEPROM without reboot.
> 
> Anyway, please keep a terminal or a network access to the machine to fix any
> error which could leave you without graphics access.
> 
> Hope to help.
> 
> 
Hi,
Another solution to avoid reboot is to use

stopgfx; startgfx

in /usr/gfx. This works from every console if you set DISPLAY to 
:0.pipe .



AITEC GmbH & CO Informationstechnologie KG
Ekkehard Klaerner
Alter Hellweg 50
D-44379 Dortmund
GERMANY
Tel.: +49 231 9646545
Fax.: +49 231 9646598
EMail: ek@aitec.de


From guest  Fri Jan 13 09:01:27 1995
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From: "JAVIER CASTELLAR" <javier@mar.madrid.sgi.com>
Message-Id: <9501131208.ZM2740@mar>
Date: Fri, 13 Jan 1995 12:08:40 -0800
In-Reply-To: Marco Crocetta  <onyx@datamat.it>
        "Multisampling & RMs" (Jan 12,  5:50pm)
References: <199501122313.AA23596@relay.iunet.it>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Marco Crocetta  <onyx@datamat.it>, info-performer@sgi.sgi.com
Subject: Re: Multisampling & RMs
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi,

	RM4 or RM5 have the same features (same fill rate, same frame buffer
depth, ...). The ONLY difference (out of the price) is the size of the texture
memory (RM4= 4MB, RM5= 16MB). All the manual references to the RM4 are valid
for RM5.

	If you wish to have antialias as well as other features in real time,
and you have a single RM, you should go to a different resolution:

/usr/gfx/setmon -x 960x680_60

then reboot.

It will change to a lower resolution but you will get a MEDIUM pixel depth (512
bit/pixel). In order to return to your original resolution please use:
/usr/gfx/setmon -x 1280x1024_60

and then reboot.

I good trick to avoid reboot (although sometimes fail) is to push:

CTRL+SHIFT+ESC+F12+/

It will restart the window manager, using the new vof (video output format)
recorded on the EEPROM without reboot.

Anyway, please keep a terminal or a network access to the machine to fix any
error which could leave you without graphics access.

Hope to help.


-- 
********************************************************************
*  Javier Castellar     * Email:	javier@madrid.sgi.com      *
*  Systems Engineer	* Vmail:	x59665                     *
*     	   Gfx guru     * Phone:	++34-1-4429077             *
* Silicon Graphics Spain* Fax:		++34-1-4420150             *
********************************************************************
  Nobody said that the life was a fair play
				Javier Castellar




From guest  Sat Jan 14 13:00:29 1995
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From: millard@hawkeye.newport.sgi.com (Ed Millard)
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Subject: Re: Commercial Modellers
To: millard@hawkeye.newport.sgi.com (Ed Millard)
Date: Sat, 14 Jan 1995 12:38:14 -0800 (PST)
Cc: suter@rsl.geogr.unizh.ch, info-performer@sgi.sgi.com
In-Reply-To: <199501102155.NAA19504@hawkeye.newport.sgi.com> from "Ed Millard" at Jan 10, 95 01:55:51 pm
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> 
> > 
> > > 
> > > Ciao
> > > 
> > > This is a visual simulation question: 
> > > Which products are on the market for the modelling of vis-sim databases 
> > > (especially terrain)? I'd be interested in short product descriptions 
> > > rather than in a simple list of names.
> > > 
> > > Merci ...
> > > 

Another modeler description sent to me which I am forwarding.  There is
a demo version available on sgi.com:

Medit
-----

Medit is a low cost modelling tool, designed for creating and editing virtual
worlds. It is fully compatible with IRIS Performer.

Key features are:

* Handles any size database with ease.

* Very modern, very easy to use. Context sensitive help is available at
all times simply by typing '?'.

* Supports multi file formats (users can even add their own formats to Medit)

* High level modelling tools like spheres, volume sweeps, text, solids of
revolution etc. All with automatic texture application.

* Provides all the special features needed for real time simulation work,
including level of detail switching, database partitioning etc.

* Medit costs only $2500


Details from:

Mr Colin Dooley,
Medit Productions,
Plaza Jose Maria Orense 12-5,
46022 Valencia Spain.
Fax: ++346 372 6063
E-mail: 100346.1122@compuserve.com

=============================================================================
Ed Millard                       |  18201 Von Karman Avenue
Silicon Graphics Inc.            |  Suite 100
Developer's Support Group        |  Irvine, CA 92715
millard@sgi.com                  |  (714) 756-5975
=============================================================================


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From: rejeanc@cae.ca (Rejean Chartrand)
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To: info-performer@sgi.sgi.com
Subject: pfLayer
Status: O


I would like to know what's the correct way to create multiple layered
polygons (e.g. for example if I have 5 polygons that are coplanars which
the first one is the base layer and contains, within is boundaries, all
other polygons) ?

Thanks in advance !

Rejean Chartrand.
CAE Electronics Ltd., Montreal CANADA.


From guest  Sat Jan 14 18:43:44 1995
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Hi I am new to Performer and I have a few questions concerning pfLighPoint.

1)  How to specify a light point that has a 10 pixels coverage on an Indy ?
    Because I tried the following command :

         pfLPointSize(lpoint, 10.0f);

    but the LPoint still shows as if it was 1 pixel wide. I know that
    this command passes 10.0f as the argument to the pntsizef GL routine
    but according to the man pages most SGI machines cannot display
    point that have more than one or two pixels.

2)  Let say there is a runway light string made of 10 lights and each of
    these lights nees to be, in sequence, turn on each 0.05 seconds and
    must stay on for 0.01 seconds. Using pfLightPoint, how should this
    kind of animation be implemented. If you have source code that does
    something like this I would like to take a look at it !

Thanks in advance !

Rejean Chartrand.
CAE Electronics Ltd., Montreal CANADA.


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A BAe Enguneer asks...

	If you want One major texture with different detail textures
what is the neatest solution?

ANgus

"Imagine your witty quote here"



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From: "Dietrich Opitz" <dio@sage.mpik-tueb.mpg.de>
Message-Id: <9501161134.ZM4438@sage.mpik-tueb.mpg.de>
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Hi,


is it possible to create a viewing frustum that looks like this ?
                              
                            . |
                         \   .|    /      |  Line of sight (Y-axis)
                          \   |.  /       .  near clipping plane
                           \  | ./
                            \ | /
                             \|/
                              *-------------------> X-Axis
                             eye(0,0,0)

Here the near clipping plane is not parallel to the world coordinates system's
X-axis.

pfMakePerspFrust creates only frustra whos near clipping plane are parallel
to the World X-axis. After the creation the frustrum is rotated and translated
to the eye position. So it seems impossible to me to create a frustrum that is
like the one drawn above.

Any help ?

Dietrich





-- 
Dietrich Opitz

MPI fuer biologische Kybernetik
Spemannstr. 38
72076 Tuebingen
GERMANY  

Tel: ++49(07071) 601 606
FAX: ++49(07071) 601 575
e-mail: dio@sage.mpib-tuebingen.mpg.de



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From: ROY RUDDLE <saprar@thor.cf.ac.uk>
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Has anyone used this successfully with Irix 5.2? The ftp version is 
compiled for Irix 5.3 (which we don't have in the UK yet)?

------------------------------------------------------------------------
Roy Ruddle, Principal Researcher | School of Psychology
Tel: 01222 874523 (direct)       | University of Wales College of Cardiff
     01222 874007 (messages)     | PO Box 901
Fax: 01222 874858                | Cardiff CF1 3YG
Email: Ruddle@CARDIFF.AC.UK      | UK



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From: "Dietrich Opitz" <dio@sage.mpik-tueb.mpg.de>
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Hi,

Where to put

	pfLoadMatrix, pfScale

in the programstructure ?

pfScale between pfSync and pfFrame seems not to work.


<???>

Dietrich



-- 
Dietrich Opitz

MPI fuer biologische Kybernetik
Spemannstr. 38
72076 Tuebingen
GERMANY  

Tel: ++49(07071) 601 606
FAX: ++49(07071) 601 575
e-mail: dio@sage.mpib-tuebingen.mpg.de



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In-Reply-To: rejeanc@cae.ca (Rejean Chartrand)
        "pfLayer" (Jan 14,  6:52pm)
References: <9501142352.AA06682@cae.ca>
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To: rejeanc@cae.ca (Rejean Chartrand), info-performer@sgi.sgi.com
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On Jan 14,  6:52pm, Rejean Chartrand wrote:
> Subject: pfLayer
:
:I would like to know what's the correct way to create multiple layered
:polygons (e.g. for example if I have 5 polygons that are coplanars which
:the first one is the base layer and contains, within is boundaries, all
:other polygons) ?
:
:Thanks in advance !
:
:Rejean Chartrand.
:CAE Electronics Ltd., Montreal CANADA.
>-- End of excerpt from Rejean Chartrand

if they are considered to be numbered from 1 to 5, with 5 "on top"
and 1 "on the bottom", so that #5 is always visible, and #1 may be
masked by any of #2 through #5, then you wany a pfLayer node
with #1 as the base and #2, #3, #4, and #5 as children.

If you are using MultiGen or ModelGen, you'd make #1 be a
face and #2 -> #5 be sub-faces in that order. It works correctly
from all angles and distances using the "HIGH_QUALITY"
style of decals, and from many angles and distances when
employing the "HIGH_SPEED" method.

-- 

Be seeing you,      Phone:415.390.1455  Fax:415.965.2658 M/S:8U-590
Michael T. Jones    Silicon Graphics, Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311



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From: "Dietrich Opitz" <dio@sage.mpik-tueb.mpg.de>
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Hi,

Why are no counterparts for the following commands ?

  <available>				<not available>

  pfLoadMatrix				pfGetMatrix
  pfGetFrustNear			pfSetFrustNear
  pfGetFrustFar				pfSetFrustFar

These commands would allow flexible handling of the projection geometrie.

<???>

Dietrich





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Date: Mon, 16 Jan 95 14:49:29 EST
From: rejeanc@cae.ca (Rejean Chartrand)
Message-Id: <9501161949.AA28207@cae.ca>
To: iris-performer@sgi.sgi.com
Subject: pfLightPoint
Status: O

Hi I am new to Performer and I have a few questions concerning pfLighPoint.

1)  How to specify a light point that has a 10 pixels coverage on an Indy ?
    Because I tried the following command :

         pfLPointSize(lpoint, 10.0f);

    but the LPoint still shows as if it was 1 pixel wide. I know that
    this command passes 10.0f as the argument to the pntsizef GL routine
    but according to the man pages most SGI machines cannot display
    point that have more than one or two pixels.

2)  Here's a piece of code that should display a red light point at
    0.0,0.0,0.0 (the origin !) and pointing up the z axe. Instead
    what I get is a white dot of one pixel coverage ! What's wrong

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <gl.h>
#include <sys/types.h>
#include <sys/stat.h>
#include <fcntl.h>
#include <malloc.h>
#include <limits.h>
#include <Performer/pf.h>

/*******************************************************
 * Prototypes of local functions
 *******************************************************/
static void OpenPipeline (pfPipe *p);
static void DrawChannel (pfChannel *chan, void *data);
void AddLP( pfScene *scene );

/*******************************************************
 * Functions
 *******************************************************/
void main( argc, argv )
long    argc;
char    **argv;
{
   float       t = 0.0f;
   pfScene     *scene;
   pfPipe      *p;
   pfChannel   *chan;
   pfEarthSky  *esky;

   /* Initialize Performer */
   pfInit();

  loat      s, c;
      pfCoord    view;

      /* Go to sleep until next frame time. */
      pfSync();

      /* Compute new view position. */
      t = pfGetTime();
      pfSinCos(45.0f*t, &slight;
   pfVec3 pos_light;

   pfSetVec4( color_light,
              1.0f,0.0f,0.0f,1.0f );
   pfSetVec3( pos_light,
              0.0f,0.0f,0.0f );

   light = pfNewLPoint( 1 );
   pfLPointSize( light,20.0f );
   pfLPointColor( light,0,color_light );
   pfLPointRot( light,0.0f,90.0f,0.0f );
   pfLPointShape( light,PFLP_UNIDIRECTIONAL,90.0f,90.0f,0.0f );
   pfLPointPos( light,0,pos_light );

   /* Attach light to scene */
   pfAddChild( scene,light );
}

Thanks in advance !

Rejean Chartrand.
CAE Electronics Ltd., Montreal CANADA.


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Date: Mon, 16 Jan 95 17:22:17 -0500
From: dorrie@beamish.mit.edu (Dorrie Hall)
Message-Id: <9501162222.AA19594@beamish.mit.edu>
To: iris-performer@sgi.sgi.com
Subject: aio_read vs read
Status: O


	It may be old news, but I was so pleased with the performance
increase when I replaced the read calls in our code to get data from
a Polhemus fastrak with aio_read that I thought I'd post this little
piece of code to get data from a fastrak in ascii polled mode. (We're
running 5.2)

#include <termio.h>
#include <stdlib.h>
#include <stdio.h>
#include <fcntl.h>
#include <aio.h>

#define TEST_CYCLES 1000

/* cc asciipoll.c -o asciipoll */
/* get data from Polhemus fastrak in ascii polled mode */int desc;

static struct termio termconf;
void send_fastrak_cmd(int, char *);
void InitFastrak(void);
int ret;
char buf[50];
char oc,er;
int st;
int bad;
float x,y,z,a,e,r;
int count;
long       EndTime, BeginTime;
aiocb_t  aio_stuff;

main(){
int i;

count = 0;
bad = 0;
InitFastrak();

aio_stuff.aio_fildes = desc;
aio_stuff.aio_nbytes = 47;
aio_stuff.aio_buf = malloc(50);

time(&BeginTime);

for (i = 0; i < TEST_CYCLES ; i++){

/*fast way  */
     send_fastrak_cmd(desc,"P");
     aio_read(&aio_stuff);
     strcpy(buf,aio_stuff.aio_buf);
    

/*   slow way 
     send_fastrak_cmd(desc,"P");
     ret=read(desc,buf,47);
*/

    if( buf[0] == '0' && buf[1] == '1' && buf[46] == '\n'){
    count++;
   }
   else{ bad++; printf("i = %d\n",i);}
/*
    sscanf(buf,"%c%i%c%f%f%f%f%f%f",&oc,&st,&er,&x,&y,&z,&a,&e,&r);
    printf("%f %f %f %f %f %f\n",x,y,z,a,e,r); 
    printf(buf);
*/

}/*do for TEST_CYCLES*/

time(&EndTime);

fprintf(stderr, "AsciiPolled elapsed sec for %d calls = %ld\n",
		    i, EndTime - BeginTime);
fprintf(stderr, 
         "%f reads per sec\n",(float)i / (float)( EndTime - BeginTime ) );
printf("%d bad record(s)\n",bad);

printf("%d good records\n",count);
}/* end main */
/*********************************/
void InitFastrak() {

  desc = open("/dev/ttyd3",O_RDWR );

  if ( desc >= 0)
    {
      printf("Port /dev/ttyd3 open.\n"); 
    }   
  else
    perror("Open port:");
  
  termconf.c_iflag =  0;
  termconf.c_oflag =  0;
  termconf.c_cflag = B38400   | CS8  | CREAD | CLOCAL;
  termconf.c_lflag = ICANON;
  termconf.c_line = 0;
  termconf.c_cc[VTIME] = 0;			
  termconf.c_cc[VMIN] = 47; /* max packet size */ 

  if (ioctl(desc, TCSETAW, &termconf) == -1)
    {
      perror("Tracker-TermSetup");
      exit(0);
    }
  /* transmitter suspended from ceiling */
  send_fastrak_cmd(desc,"H1,0,0,-1");
  send_fastrak_cmd(desc,"F"); /*ascii*/  
  send_fastrak_cmd(desc,"c"); /* non-continuous polling */
}/* end  InitFastrak */
/**************************************/
void send_fastrak_cmd(int desc, char * cmd_buf)
{
  char crlf[3];
  
  /* code to add a CR-LF pair to the end of a command */
  /* if it's needed */

  sprintf(crlf,"\r\n");

  switch ((int) cmd_buf[0]){
  case 'P':
  case 'C':
  case 'c':  
    write(desc,cmd_buf,1); 
    break;
  default:
    strcat(cmd_buf,crlf);
    write(desc, cmd_buf, strlen(cmd_buf));
  }
}/* end send_fastrak */
/***************************************/
	dorrie@beamish.mit.edu



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	 id VAA09399; Mon, 16 Jan 1995 21:57:37 -0800
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To: "Dietrich Opitz" <dio@sage.mpik-tueb.mpg.de>
Cc: info-performer@sgi.sgi.com
Subject: Re: pfLoadMatrix, pfScale 
In-Reply-To: Your message of "Mon, 16 Jan 95 17:02:38 GMT."
             <9501161702.ZM894@sage.mpik-tueb.mpg.de> 
Date: Mon, 16 Jan 95 21:57:37 -0800
From: Jim Helman <jimh@surreal>
Status: O

pfScale and pfLoadMatrix are both Performer wrappers around the
similar GL routines.  These functions either touch the graphics
hardware directly or are put into a pfDispList, if one is active in
the current process.

The best place to call routines such as these is in the channel DRAW
callback or in a node DRAW callback.  Because the current
implementation of Performer uses a pfDispList to communicate between
the CULL and DRAW when multiprocessing, you can also make such calls
in CULL callbacks, but doing it in the draw is safer.  Calling
routines like these in the APP or ISECT process is a quick way to
dump core.

However, what are you trying to accomplish?  The simplest way to
include matrix ops in the scene graph is with a pfDCS or by changing
the channel view matrix.

rgds,

-jim helman

jimh@surreal.asd.sgi.com
415/390-1151



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To: info-performer@sgi.sgi.com
Subject: How Many Rm4/5?
Date: Tue, 17 Jan 95 8:45:04 CET
From: "Infobyte S.R.L." <MC9258@mclink.it>
Message-Id:  <9501170845.aa00503@ax433.mclink.it>
Status: O

Hi everybody,
does anyone know how ask the OS (by program) if the raster 
managers on an ONYX (IRIX 5.3) are RM4 or RM5 and how many of them 
are present? (or how much texture memory is in the system?)
If we have to use ioctl calls, which driver do we have to open and 
where can we find the  right commands?
Thank you in advance.

Massimo Cuomo - Infobyte - mc9258@mclink.it


From guest  Tue Jan 17 04:52:04 1995
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From: "Thom DeCarlo" <thom@temp4.rest.tasc.com>
Message-Id: <9501170727.ZM27065@temp4.is.rest.tasc.com>
Date: Tue, 17 Jan 1995 07:27:03 -0500
In-Reply-To: ROY RUDDLE <saprar@thor.cf.ac.uk>
        "New Inventor 2.0 loader" (Jan 16,  3:13pm)
References: <Pine.OSF.3.91.950116151235.6098A-100000@thor>
Reply-To: trdecarlo@tasc.com
X-Mailer: Z-Mail (3.1.0 22feb94 MediaMail)
To: Ruddle@CARDIFF.AC.UK
Subject: Re: New Inventor 2.0 loader
Cc: info-performer@sgi.sgi.com
Content-Type: text/plain; charset=us-ascii
Mime-Version: 1.0
Status: O

I was able to compile the new loader into the Mak Technologies
Stealth viewer with very little trouble. I am running IRIX 5.2
on an Onyx RE2. The only trouble I have is with transparency,
but I think the fault may lie in the Stealth code and not in
the loader. I'm still investigating this.

Thom


-- 
                                                        ,,,
                                                       (o ~)          
++----------------------------------------++-------oOO--(_)--OOo------------++
||  Thom DeCarlo                          ||                                ||
||                                        || There was a time when religion ||
||  TASC                                  || ruled the world. It is known   ||
||  12100 Sunset Hills Rd.                || as the Dark Ages.              ||
||  Reston, VA 22090                      ||                                ||
||  phone:703/834-5000  fax:703/318-7900  || -Ruth Hurmence Green           ||
||  email:trdecarlo@tasc.com              ||  "The Born-again Skeptic's     ||
||  email:tdecarlo@seas.gwu.edu           ||   Guide to the Bible"          ||
++----------------------------------------++--------------------------------++



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Subject: pfGetPipeSwapFunc ?
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Status: O

Hello,

  Where is pfGetPipeSwapFunc defined? It is not in libpf.so ..

Thanks,


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Date: Tue, 17 Jan 1995 10:25:50 -0500 (EST)
From: Michael Kelley <kelleym@arpa.mil>
X-Sender: kelleym@galileo.hpc.org
To: "Infobyte S.R.L." <MC9258@mclink.it>
Cc: info-performer@sgi.sgi.com
Subject: Re: How Many Rm4/5?
In-Reply-To: <9501170845.aa00503@ax433.mclink.it>
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Status: O

On Tue, 17 Jan 1995, Infobyte S.R.L. wrote:

> Hi everybody,
> does anyone know how ask the OS (by program) if the raster 
> managers on an ONYX (IRIX 5.3) are RM4 or RM5 and how many of them 
> are present? (or how much texture memory is in the system?)
> If we have to use ioctl calls, which driver do we have to open and 
> where can we find the  right commands?
> Thank you in advance.
> 
> Massimo Cuomo - Infobyte - mc9258@mclink.it
> 

/usr/gfx/gfxinfo will give you the number of raster managers. 

RM4s = 4 megs of texture memory
RM5s = 16 megs of texture memory

____________________________________________________________________
Michael Kelley
Systems Programmer
Information Sciences Institute
kelleym@arpa.mil
(703) 243-9422
____________________________________________________________________




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Date: Tue, 17 Jan 95 08:02:31 PST
From: lenz@cod.nosc.mil (Brandon M. Lenz)
Message-Id: <9501171602.AA04434@cod.nosc.mil>
To: info-performer@sgi.sgi.com
Subject: X vs GL input
Status: O


Hello.

	I know that this question has probably been asked before.  Is it
better to use X or GL for input queueing/processing/etc. in Performer??
What are the pros and cons of using either one??

Thanks!!!

Brandon Lenz
lenz@nosc.mil


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From: millard@hawkeye.newport.sgi.com (Ed Millard)
Message-Id: <199501171603.IAA03297@hawkeye.newport.sgi.com>
Subject: Re: How Many Rm4/5?
To: MC9258@mclink.it (Infobyte S.R.L.)
Date: Tue, 17 Jan 1995 08:03:50 -0800 (PST)
Cc: info-performer@sgi.sgi.com
In-Reply-To:  <9501170845.aa00503@ax433.mclink.it> from "Infobyte S.R.L." at Jan 17, 95 08:45:04 am
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Status: O

> 
> Hi everybody,
> does anyone know how ask the OS (by program) if the raster 
> managers on an ONYX (IRIX 5.3) are RM4 or RM5 and how many of them 
> are present? (or how much texture memory is in the system?)
> If we have to use ioctl calls, which driver do we have to open and 
> where can we find the  right commands?
> Thank you in advance.
> 
> Massimo Cuomo - Infobyte - mc9258@mclink.it
> 
> 

/usr/gfx/gfxinfo

Graphics board 0 is "REV" graphics.
        Managed (":0.0") 1280x1024 
        Display 1280x1024 @ 60Hz
        12 GE (GE10 rev. 0x7)
        2 RM4 boards
        Medium pixel depth
        10-bit RGBA pixels
        Not using Multi-Channel Option

=============================================================================
Ed Millard                       |  18201 Von Karman Avenue
Silicon Graphics Inc.            |  Suite 100
Developer's Support Group        |  Irvine, CA 92715
millard@sgi.com                  |  (714) 756-5975
=============================================================================


From guest  Tue Jan 17 12:16:43 1995
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Date: Tue, 17 Jan 1995 14:49:50 -0500 (EST)
From: "Lance R. Marrou" <marrou@vsl.ist.ucf.edu>
To: "Brandon M. Lenz" <lenz@cod.nosc.mil>
Cc: info-performer@sgi.sgi.com
Subject: Re: X vs GL input
In-Reply-To: <9501171602.AA04434@cod.nosc.mil>
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On Tue, 17 Jan 1995, Brandon M. Lenz wrote:

> 
> Hello.
> 
> 	I know that this question has probably been asked before.  Is it
> better to use X or GL for input queueing/processing/etc. in Performer??
> What are the pros and cons of using either one??
> 
> Thanks!!!

Supposedly, it is faster to use X input rather than GL input because X input
is implemented through an asynchronous process.  However, in my personal
testing, I have not noticed ay difference, but it may be because I do not
keep my fingers on the keyboard continuously.  This was on both an Onyx-4
and an Indigo2 Extreme (running 5.2 and 5.3, respectively).  The problems
with X are that it is much more difficult to get started (despite the
abundance of code available), there are bugs in the Indigo implementation
(according to the release notes), and you cannot easily use window events
and stuff unless you are an expert in X (I am not an expert and I tried and
couldn't get it done, merely pushing/popping the window, and moving it).
Of course, I posted the question here and someone respond, but apparently it
is still impossible to push/pop/move a GLX window.  Also, the ctrl, shift,
and alt keys aren't polled in X.

______________________________________________________________________________
           /\    ______  /\____ ______ ______   E-mail: marrou@vsl.ist.ucf.edu
Visual    / /   / _   / / __  // ____// ____/               VSL: (407)658-5073
Systems  / /__ / /_/ / / / / // /___ / __/_  R. Marrou      Fax: (407)658-5059
Lab     /____//____/\\/_/ /_//_____//_____/ http://www.vsl.ist.ucf.edu/~marrou
                                           "We don't need no thought control."



From guest  Tue Jan 17 13:49:54 1995
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From: halliday@BanffCentre.AB.CA (Sean Halliday)
Message-Id: <199501172122.OAA08737@grizzly.BanffCentre.AB.CA>
Subject: Re: X vs GL input
To: marrou@vsl.ist.ucf.edu (Lance R. Marrou)
Date: Tue, 17 Jan 1995 14:22:01 -0700 (MST)
Cc: info-performer@sgi.sgi.com
In-Reply-To: <Pine.SGI.3.91.950117143854.4759B-100000@grail.vsl.ist.ucf.edu> from "Lance R. Marrou" at Jan 17, 95 02:49:50 pm
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Status: O


	I use GLX windows via Motif GlxMDraw widgets.  They behave
like any other widget; I can open/close/resize/move/get input/etc.  
This was done without Performer though.  I have written a Performer and Motif
program but I can not run it with more than one process.  The GlxMDraw 
widget worked though.


-- 

Sean Halliday                                   
Computer Graphics Software Developer           
New Media Research, Banff Centre for the Arts. 
halliday@BanffCentre.AB.CA                    


From guest  Tue Jan 17 15:43:49 1995
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To: "Infobyte S.R.L." <MC9258@mclink.it>
Cc: info-performer@sgi.sgi.com
Subject: Re: How Many Rm4/5? 
In-Reply-To: Your message of "Tue, 17 Jan 95 08:45:04 +0700."
             <9501170845.aa00503@ax433.mclink.it> 
Date: Tue, 17 Jan 95 15:05:43 -0800
From: Jim Helman <jimh@surreal>
Status: O

You could run /usr/gfx/gfxinfo via system() or popen().
Unfortunately, the API for determining configuration
details such as RM4s or RM5s is not exposed.  

rgds,

-jim helman

jimh@surreal.asd.sgi.com
415/390-1151



From guest  Tue Jan 17 15:57:24 1995
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To: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>
Cc: info-performer@sgi.sgi.com
Subject: Re: pfGetPipeSwapFunc ? 
In-Reply-To: Your message of "Tue, 17 Jan 95 15:35:15 +0100."
             <9501171535.ZM11181@lig.di.epfl.ch> 
Date: Tue, 17 Jan 95 15:27:05 -0800
From: Jim Helman <jimh@surreal>
Status: O

A get that got away.....
pfGetPipeSwapFunc is missing in 1.2.
This will be fixed in 2.0.  Thanks
for the bug report.

rgds,

-jim helman

jimh@surreal.asd.sgi.com
415/390-1151




From guest  Tue Jan 17 16:07:49 1995
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To: "Dietrich Opitz" <dio@sage.mpik-tueb.mpg.de>
Cc: info-performer@sgi.sgi.com
In-Reply-To: Your message of "Mon, 16 Jan 95 17:10:41 GMT."
             <9501161710.ZM920@sage.mpik-tueb.mpg.de> 
Date: Tue, 17 Jan 95 15:39:06 -0800
From: Jim Helman <jimh@surreal>
Status: O

The notion of Performer wrappers around GL like pfLoadMatrix is that
they should be able to work either in immeidate mode or in a
pfDispList.  pfLoadMatrix either executed loadmatrix immediately or
copies the matrix by value into a display list.  Putting pfGetMatrix
in a display list would be somewhat strange since the matrix would be
copied from the GL stack into the provided matrix when the display
list executed.  I suppose it could be useful in some cases, but
probably not for what you intend.

pfGetFrustNear/Far return the near and far corners of the frustum as
a convenience measure.  It is not a natural means to specify the
frustum because the corners overspecify it, i.e.  they could be
non-planar or non-parallel.

The combination of pfMakePerspFrust and pfChanView on the channel
should allow any possible combination of off-axis frustum and viewing
direction.

rgds,

-jim helman

jimh@surreal.asd.sgi.com
415/390-1151




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To: angus@death.reading.sgi.com (Angus Henderson)
Cc: info-performer@sgi.sgi.com
Subject: Re: Detail texture 
In-Reply-To: Your message of "Mon, 16 Jan 95 10:08:44 GMT."
             <9501161008.AA06966@death.reading.sgi.com> 
Date: Tue, 17 Jan 95 15:52:13 -0800
From: Jim Helman <jimh@surreal>
Status: O

Since Performer pairs base and detail textures by having
the detail texture as an attribute of the base texture
(rather than as peers), there is no clean database
mechanism.  Callbacks are required.

Calling pfTexDetail(pfbase, pfdetail) in a node draw
callback should work, i.e. cause a new detail texbind
without any additional texdef.  Alternately, you could just
do a texbind(TX_TEXTURE_DETAIL, pfGetGLHandle(pfdetail));
However, with detail textures mandated to be 256x256, you'll
use up a lot of texture memory.

rgds,

-jim helman

jimh@surreal.asd.sgi.com
415/390-1151



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From: "Sharon Clay (Fischler)" <src@rose>
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Date: Tue, 17 Jan 1995 15:55:24 -0800
In-Reply-To: "Lance R. Marrou" <marrou@vsl.ist.ucf.edu>
        "Re: X vs GL input" (Jan 17,  2:49pm)
References: <Pine.SGI.3.91.950117143854.4759B-100000@grail.vsl.ist.ucf.edu>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Lance R. Marrou" <marrou@vsl.ist.ucf.edu>,
        "Brandon M. Lenz" <lenz@cod.nosc.mil>
Subject: Re: X vs GL input
Cc: info-performer@sgi.sgi.com
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Status: O



+>---- On Jan 17,  2:49pm, Lance R. Marrou wrote:
> Subject: Re: X vs GL input
->On Tue, 17 Jan 1995, Brandon M. Lenz wrote:
->
->> 
->> Hello.
->> 
->> 	I know that this question has probably been asked before.  Is it
->> better to use X or GL for input queueing/processing/etc. in Performer??
->> What are the pros and cons of using either one??

Since you won't have GL input handling in OpenGL, if you ever plan
to run in OpenGL  (or on future SGI haredware that will be native OpenGL),
you should definitely use X.
Secondly, for both MP and single CPU systems, it is more efficient and
interactive to have your input handled in an asynchronous process as 
opposed to the drawing process at the end of each frame.
	- when drawing is very slow, you may want inputs handled faster
		than the frame rate
	- handling inputs can make the draw miss frames
On an MP system, the input handling process should be put on a CPU separate
from the draw.

There were some OS performance bugs (fixed in IRIX5.3) that could cause
some latencies when two process collide on locks.
However, you won't see this if you are running in a real-time configuration 
(run app,cull,draw with non-degrading priorities on isolated CPUs).


->
->Supposedly, it is faster to use X input rather than GL input because X input
->is implemented through an asynchronous process.  However, in my personal
->testing, I have not noticed ay difference, but it may be because I do not
->keep my fingers on the keyboard continuously.  This was on both an Onyx-4
->and an Indigo2 Extreme (running 5.2 and 5.3, respectively).  The problems
->with X are that it is much more difficult to get started (despite the
->abundance of code available), there are bugs in the Indigo implementation
->(according to the release notes), and you cannot easily use window events
->and stuff unless you are an expert in X (I am not an expert and I tried and
->couldn't get it done, merely pushing/popping the window, and moving it).
->Of course, I posted the question here and someone respond, but apparently it
->is still impossible to push/pop/move a GLX window.  Also, the ctrl, shift,
->and alt keys aren't polled in X.

Here you are just referring to the list of Performer-polled devices in
libpfutil/input.c file - which you can definitely add to, or
just use the UserHandler facility and grab the keyboard inputs yourself.


For pushing/popping/moving window, you should be able to use
XRaiseWindow, XLowerWindow, and XMoveResizeWindow.  On a 
GLX window, you would want to do these operations to the X window
that contains the gfx window and overlay windows.

As I mentioned on this list before, I am implementing a windowing structure
for IRIS Performer for the 2.0 release.  One set of libpr/libpf API
will open/close/select/position windows in IRIS GL, MixedMode GLX, and OpenGL.
You will also be able to have multiple windows per pfPipe.
Hopefully this will make the use of X more approchable.

Comments/requests in this area are greatly appreciated!

src.


-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Graphics Dev.
src@sgi.com  (415) 390 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@



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From: gce@ina.fr (Cedric Gautier)
Message-Id: <9501181222.AA15679@ina.fr>
To: info-performer@sgi.sgi.com
Subject: Re: How Many Rm4/5?
Status: O


> 
> Hi everybody,
> does anyone know how ask the OS (by program) if the raster 
> managers on an ONYX (IRIX 5.3) are RM4 or RM5 and how many of them 
> are present? (or how much texture memory is in the system?)
> If we have to use ioctl calls, which driver do we have to open and 
> where can we find the  right commands?
> Thank you in advance.
> 
> Massimo Cuomo - Infobyte - mc9258@mclink.it
> 
> 

What about the getinvent routine to ask a lot of parameters to the system ! ...
The man of getinvent is not so explainatory but you can find a lot of informations
and testing in the sys/invent.h include file ... don't forget to end your 
hardware inventory with endinvent function because performer use it after to
determine different parameters for it's own ! ...

Cedric
I.N.A
email: gce@ina.fr



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Date: Wed, 18 Jan 1995 16:33:09 +0000 (GMT)
From: ROY RUDDLE <saprar@thor.cf.ac.uk>
Reply-To: Ruddle@CARDIFF.AC.UK
To: info-performer@sgi.sgi.com
Subject: Inventor 2.0 Loader
Message-Id: <Pine.OSF.3.91.950118161051.1923B-100000@thor>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O

I'm having some problems linking the new inventor loader into an Irix 5.2 
application. We do have Inventor 2.0 and I have installed the new pfiv in to
/usr/Performer/src.

Despite linking in the following libraries:
 libpfsgi.a, libpfutil.a, libpfdu.a, libpfdwb.a, libpfflt.a,
 libpfiv.a and -lInventor (all in /usr/src/Performer/lib)

Basically I get the following undefined symbols:

Unresolved:
pfdResizeGeom
pfdFindSharedObject
pfdNewSharedObject
pfdMesherMode
pfdAddGeom
pfdBuildGSets
pfdNewGeoBldr
pfdNewShare
pfdNewGeom
pfdDelGeoBldr
pfdDelShare
pfdDelGeom
pfdInitTraverser
pfdTraverse
*** Error code 1 (bu21)

make: fatal error.
vr2 41% 
---------------------------------
This is despite having the new libpfdu.a. I then tried to recompile the new
libpfdu.a library + that seems to have errors too. Has anybody any 
suggestions?

---------------------------------
cd ....../pfiv/src/lib/libpfdu
vr2 78% make
making OPT version of libpfdu
        cc -xansi -D__STDC__ -I.  -I..  -I/usr/src/Performer/include  -I/usr/include/Performer -O -c ../breakup.c
        cc -xansi -D__STDC__ -I.  -I..  -I/usr/src/Performer/include  -I/usr/include/Performer -O -c ../breakup.o
cc: Error: no source file
        cc -xansi -D__STDC__ -I.  -I..  -I/usr/src/Performer/include  -I/usr/include/Performer -O -c ../geobuilder.c

uopt: Warning: makeGSets: this procedure not optimized because it
      exceeds size threshold; to optimize this procedure, use -Olimit option
      with value >= 1405.
        cc -xansi -D__STDC__ -I.  -I..  -I/usr/src/Performer/include  -I/usr/include/Performer -O -c ../geobuilder.o
cc: Error: no source file
        cc -xansi -D__STDC__ -I.  -I..  -I/usr/src/Performer/include  -I/usr/include/Performer -O -c ../share.c
        cc -xansi -D__STDC__ -I.  -I..  -I/usr/src/Performer/include  -I/usr/include/Performer -O -c ../share.o
cc: Error: no source file
        cc -xansi -D__STDC__ -I.  -I..  -I/usr/src/Performer/include  -I/usr/include/Performer -O -c ../trav.c
        cc -xansi -D__STDC__ -I.  -I..  -I/usr/src/Performer/include  -I/usr/include/Performer -O -c ../trav.o
cc: Error: no source file
        cc -xansi -D__STDC__ -I.  -I..  -I/usr/src/Performer/include  -I/usr/include/Performer -O -c ../compare.c
        cc -xansi -D__STDC__ -I.  -I..  -I/usr/src/Performer/include  -I/usr/include/Performer -O -c ../compare.o
cc: Error: no source file
        cc -xansi -D__STDC__ -I.  -I..  -I/usr/src/Performer/include  -I/usr/include/Performer -O -c ../tmesher.c
        cc -xansi -D__STDC__ -I.  -I..  -I/usr/src/Performer/include  -I/usr/include/Performer -O -c ../tmesher.o
cc: Error: no source file
        ar crv ../libpfdu.a breakup.o geobuilder.o share.o trav.o compare.o tmesher.o
r - breakup.o
r - geobuilder.o
r - share.o
r - trav.o
r - compare.o
r - tmesher.o
s - creating archive symbol table. Wait...
s - done
vr2 79% 


------------------------------------------------------------------------
Roy Ruddle, Principal Researcher | School of Psychology
Tel: 01222 874523 (direct)       | University of Wales College of Cardiff
     01222 874007 (messages)     | PO Box 901
Fax: 01222 874858                | Cardiff CF1 3YG
Email: Ruddle@CARDIFF.AC.UK      | UK



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From: "Darin C. Partridge" <darin@paradox.idec.sdl.usu.edu>
Message-Id: <9501180950.ZM2118@paradox.idec.sdl.usu.edu>
Date: Wed, 18 Jan 1995 09:50:06 -0700
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Status: O

I'm new with performer, but I'm trying to modify perfly to shoot a ray
strait down to find the first intersection with the current geometry.
I want to stay a constant height above the non-uniform ground terrain
(shouldn't that be easy?).
This is the code I was trying but the function pfuCollideGrnd always
returns a zero indicating there was no intersection.  I know that
there is in fact an intersection.  So on return the function returns
a zero, height is minus one, and pitch and roll are both zero.


pfuGetXformerCoord(ViewState->xformer, &ViewState->viewCoord);
pfuCollideGrnd( &ViewState->viewCoord, ViewState->sceneGroup, zpr );
ViewState->viewCoord.xyz[2]=zpr[0]+10;

What am I doing wrong?

Darin
(darin@chaos.idec.sdl.usu.edu)



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From: fred@vsl.ist.ucf.edu (ALFREDO)
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Date: Wed, 18 Jan 95 12:23:13 -0500
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To: info-performer@sgi.sgi.com
Subject: intersection.....
Status: O


Hi,
a few weeks ago, I asked a nice question about intersections but I did not
get any answer. Since I did not find out myself, here it goes again:
I have exactly the same intersection definition, but one uses :
PFTRAV_IS_PRIM|PFTRAV_IS_CULL_BACK for the mode, and the other one
PFTRAV_IS_GEODE|PFTRAV_IS_CULL_BACK. When I do a query about the transformation
matrix (pfQueryHit(hits[0][0], PFQHIT_XFORM, xform)), I actually get it when 
intersecting at the primitive level, but I don't at the geode level
-> any idea?

Thanks

         ____________________
        /                    \
        !       TAZ for      !
        !      PRESIDENT     ! 
        \____________________/
                 !  !
                 !  !
                 L_ !              
                / _)!            "%@&*&*&(*()*^(()^(% ", he said
               / /__L
         _____/ (____)               Al Fredo
                (____)
         _____  (____)
              \_(____)
                 !  !
                 !  !
                 \__/





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To: info-performer@sgi.sgi.com
Subject: intersection again....
Status: O


Hi again,
well, I just wanted to add something to the previous description:
could the fact that the tank has subfaces/particular attributes and that
I run the application on an Indigo have some influence on the intersection????

thanks

         ____________________
        /                    \
        !       TAZ for      !
        !      PRESIDENT     ! 
        \____________________/
                 !  !
                 !  !
                 L_ !              
                / _)!            "%@&*&*&(*()*^(()^(% ", he said
               / /__L
         _____/ (____)               Al Fredo
                (____)
         _____  (____)
              \_(____)
                 !  !
                 !  !
                 \__/





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Subject: intersection....
Status: O


sorry,
I forgot to mention another detail : I am trying to intersect with
clones of a tank model.....

oh boy!

         ____________________
        /                    \
        !       TAZ for      !
        !      PRESIDENT     ! 
        \____________________/
                 !  !
                 !  !
                 L_ !              
                / _)!            "%@&*&*&(*()*^(()^(% ", he said
               / /__L
         _____/ (____)               Al Fredo
                (____)
         _____  (____)
              \_(____)
                 !  !
                 !  !
                 \__/





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To: Ruddle@cardiff.ac.uk
Cc: info-performer@sgi.sgi.com
Subject: Re: Inventor 2.0 Loader 
In-Reply-To: Your message of "Wed, 18 Jan 95 16:33:09 GMT."
             <Pine.OSF.3.91.950118161051.1923B-100000@thor> 
Date: Wed, 18 Jan 95 12:21:35 -0800
From: Jim Helman <jimh@surreal>
Status: O

>  cd ....../pfiv/src/lib/libpfdu
>  vr2 78% make
>	[ errors about not finding source files ]

The directory tree under pfiv is only for use during the
installation process.  After running the install script, cd to
the usual directory under /usr/src/Performer/src to do the make.
To rebuild libpfdu, this would be /usr/src/Performer/src/libpfdu.

You may want to keep an original copy of /usr/src/Performer so
you can easily go back to the original.

rgds,

-jim helman

jimh@surreal.asd.sgi.com
415/390-1151



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From: rejeanc@cae.ca (Rejean Chartrand)
Message-Id: <9501190020.AA19590@cae.ca>
To: info-performer@sgi.sgi.com
Subject: Runway Ligths
Status: O


Hi,
     I'm new to Performer and I would like to know if anybody implemented
runway light strings (including blinking effects, VASI lights, etc) and
how it should be made. I've tried implementing light strings using
pfLightPoint but because of the way pfLPointSize on small machines like an
Indy work I only very small light points almost invisible. Also, I have
a strange question about pfLPointColor : How come if I use omnidirectional
lights along with a red color that I get a red dot when I'm looking straight
at it (which is the correct behavior) but if I change the light to be
unidirectional I get a white dot ? Any ideas ?

Thanks in advance !

Rejean Chartrand.
CAE Electronics Ltd., Montreal CANADA.


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Date: Thu, 19 Jan 95 08:08:28 EST
From: louis@speech.iar.nrc.ca (Louis Bolduc)
Message-Id: <9501191308.AA02654@speech.iar.nrc.ca>
To: info-performer@sgi.sgi.com
Subject: Re: Runway Ligths
Status: O

Bonjour Rejean !

I have implemented runway lights in the following manner:

I have defined a "level of detail node" where the runway lights seen from a
distance greater than some value are rendered with simple points. Below that
distance, the runway lights are rendered with a square polygon (1 foot square,
I think)

You can get fancy and render the runway lights as cylinders when seen from
less than, say... 100 feet away.

"level of detail" nodes are great for that kinda stuff.

Good luck.

- Louis

--
| I like the smell of  | Louis Bolduc    | louis@speech.iar.nrc.ca  |
| kerosene in the      | Flight Research | (613) 998-9780           |
| morning.             |   Laboratory    | #include <std/disclaimer>|
+---------- NRC-CNRC - Institute for Aerospace Research ------------+


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From: watsen@netcom.com (Kent Watsen)
Message-Id: <199501191622.IAA04749@netcom20.netcom.com>
Subject: LOD Scaling
To: info-performer@sgi.sgi.com (performer)
Date: Thu, 19 Jan 1995 08:22:07 -0800 (PST)
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Status: O


Hello again,

I have been asked to optimize my DIS-based simulation
application such that 6 640-480 channels are rendered
at 20-30 Hz.  I had been using a modifed version of
the 50m Hunter Liggett database in which the roads are
cut into the underlying terrain polygons.  In order to
reduce scene complexity and better balance the CULL
vs. DRAW loads, we modified this database with LOD
substitutions on a per-tile (each tile approx 5x5 km^2)
basis in the following manner:

  LOD    0 -> 5000  : Highest resolution
  LOD 5000 -> 7500  : Medium resolution
  LOD 7500 -> 15000 : Lowest resolution

Being cognizent engineers, we read the pfChanLODAttr man
page, paying attention to the 

     "IRIS Performer assumes that LODs are modeled for a
     canonical FOV of 45 degrees and a viewport size of 1024 pixels"

while also noting 

     "IRIS Performer computes a scale value for pfChannels whose
     FOV or viewport size differ from the defaults."

When rendering with a full-screen 45 degree FOV channel, the LOD
switching is glorious.  I then reduce the window to 640-480 and
I can hardly get off a tile before it switches to its medium
resolution.  Immediately, another reference in the manual states:

  "Other LOD modification parameters are set with pfChanLODAttr.  
  attr is a symbolic token that specifies which LOD parameter to
  set and is one of:
 
  [snip]

  PFLOD_FRUST_SCALE
          The range multiplier based on chan's viewport and FOV is
          multipled by val.  Typically, this feature is enabled with a
          value of 1.0 and disabled with a value of 0.0."

Ok, I wish to disable this "feature" so I use PFLOD_FRUST_SCALE with
a value of 0.0...but it has the ill effect of rendering the highest
LOD out to my 10000m yon plane.  I decide to gather more information
using the pfGetChanLODAttr function.  Without using the pfChanLODAttr
call, Performer reports using a PFLOD_FRUST_SCALE of 1.0 and a 
PFLOD_SCALE of 1.0 regardless of my window size...even though I am 
seeing the roads appear and disappear right before my eyes!

I've come up with a kludge which sets the PFLOD_SCALE to 0.5 when
using the 640-480 channel, but this is not a long term solution.
I see three options.  In order they are:

1) PFLOD_FRUST_SCALE works as documented
2) A window sizing callback mechanism informs my app when it needs
   to re-calculate a PFLOD_SCALE to undo what Performer is doing.
   (How is it doing it anyway?  is it using the horizontal or vertical
    FOV and to what degree?  It is trivial to realize that a 640-480
    45 degree FOV channel is half that of a 1280-960 45 degree FOV,
    but what about the general case?)
3) Reset the PFLOD_SCALE every-frame because no window sizing callback
   mechanism exists.

I understand how this behavior is ideal for geometry whose bounding
volume is << then the switching distances (ie: moving models).  If
I had my druthers, I would ask for the Performer group to come up
with a way to support automatic per-channel scaling for some LODs
but not for others.  As of right now, it it much more important that
I render the terrain correctly (ie: PFLOD_SCALE = 0.5) but at the
cost of rendering higher LOD moving models in the distance when 
their pixel projection doesn't warrent it.

Kent Watsen
DCS Corporation
Simulation Branch
703.683.8430 x369



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From: "Michael Jones" <mtj@babar>
Message-Id: <9501191040.ZM15044@babar.asd.sgi.com>
Date: Thu, 19 Jan 1995 10:40:44 -0800
In-Reply-To: watsen@netcom.com (Kent Watsen)
        "LOD Scaling" (Jan 19,  8:22am)
References: <199501191622.IAA04749@netcom20.netcom.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: watsen@netcom.com (Kent Watsen), info-performer@sgi.sgi.com (performer)
Subject: Re: LOD Scaling
Mime-Version: 1.0
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Status: O

On Jan 19,  8:22am, Kent Watsen wrote:
> Subject: LOD Scaling

[...LOD problem report...which we'll analyze ASAP...]

:If I had my druthers, I would ask for the Performer group to come up
:with a way to support automatic per-channel scaling for some LODs
:but not for others.  As of right now, it it much more important that
:I render the terrain correctly (ie: PFLOD_SCALE = 0.5) but at the
:cost of rendering higher LOD moving models in the distance when
:their pixel projection doesn't warrent it.

The good news here is that IRIS Performer 2.0 supports several
new LOD control criteria. The first is per-pair transition (blend)
zones. The second is comprehensive programmable scaling of ranges
and blend-zones based on range and stress. Third is the fact that each
LOD node can be assigned to a "LOD Priority Class" and these classes
define all the scaling behaviors on a per-channel basis.

Summary: what you need is in the next release.

-- 

Be seeing you,      Phone:415.390.1455  Fax:415.965.2658 M/S:8U-590
Michael T. Jones    Silicon Graphics, Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311



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From: "Benedikt Kessler" <bjk@benedikt.munich.sgi.com>
Message-Id: <9501191955.ZM27312@benedikt.munich.sgi.com>
Date: Thu, 19 Jan 1995 19:55:55 +0100
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To: info-performer@sgi.sgi.com
Subject: What is the .cgrg Format??? 
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Status: O

Hi!

I know - the following question is not directly related to Performer ...
But as Performer user knoe motly everything ... :-)


   A customer (from Hessischer Rundfunk) told me he was looking for a
   converter from (Wavefront's) .obj format to the .cgrg format
   (or was it the other way he was looking for ????).

   Both formats contain 3d geometry.

   - Could someone tell me a little bit more about the .cgrg format?
   - Where do I get such a converter the customer is looking for?

Many thanks in advance!


-- 
+---------------------------------+----------------------------------+
|Benedikt J. Kessler              | Silicon Graphics GmbH            |
|Training Munich                  | Am Hochacker 3 - Technopark      |
|Silicon Graphics Computer Systems| 85630 Grasbrunn-Neukeferloh, FRG |
|    ---  __o       ,__o          |                                  |
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|----- (*)/ (*)  (*)/'(*)         | Fax:   (+int) 89 46108-190 or 222|
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+--------------------------------------------------------------------+



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From: "Michael Jones" <mtj@babar>
Message-Id: <9501191218.ZM15321@babar.asd.sgi.com>
Date: Thu, 19 Jan 1995 12:18:40 -0800
In-Reply-To: "Benedikt Kessler" <bjk@benedikt.munich.sgi.com>
        "What is the .cgrg Format???" (Jan 19,  7:55pm)
References: <9501191955.ZM27312@benedikt.munich.sgi.com>
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To: "Benedikt Kessler" <bjk@benedikt.munich.sgi.com>,
        info-performer@sgi.sgi.com
Subject: Re: What is the .cgrg Format???
Mime-Version: 1.0
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Status: O

On Jan 19,  7:55pm, Benedikt Kessler wrote:
> Subject: What is the .cgrg Format???
:Hi!
:
:I know - the following question is not directly related to Performer ...
:But as Performer users know mostly everything ... :-)

That's the spirit!  ;-)

:   A customer (from Hessischer Rundfunk) told me he was looking for a
:   converter from (Wavefront's) .obj format to the .cgrg format
:   (or was it the other way he was looking for ????).
:
:   Both formats contain 3d geometry.
:
:   - Could someone tell me a little bit more about the .cgrg format?
:   - Where do I get such a converter the customer is looking for?

I've never heard of it, so let's hope that Perfomer users know
more than Performer developers about file formats.

-- 

Be seeing you,      Phone:415.390.1455  Fax:415.965.2658 M/S:8U-590
Michael T. Jones    Silicon Graphics, Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311



From guest  Fri Jan 20 06:02:10 1995
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Date: Fri, 20 Jan 1995 14:41:51 +0100
From: gce@onyx.ina.fr (Cedric Gautier)
Posted-Date: Fri, 20 Jan 1995 14:41:51 +0100
Message-Id: <199501201341.OAA01746@ina.fr>
To: info-performer@sgi.sgi.com
Subject: Data Pool Access Under 5.3 IRIX On Onyx ...
Status: O


I have a set of two programs compiled under IRIX 5.2 running under IRIX 5.3
and exchanging data through performer data pool very well ! ...

The same two programs compiled under 5.3 and running under 5.3 have problems
to find each other allocated data pools and so stop trying to find out data
pools ... 

Any ideas how to make it run directly under 5.3 without having to compile
both of them under 5.2 ? ...

Thank's 

Cedric
I.N.A
email: gce@ina.fr



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To: gce@onyx.ina.fr (Cedric Gautier)
cc: info-performer
Subject: Re: Data Pool Access Under 5.3 IRIX On Onyx ... 
In-reply-to: Your message of "Fri, 20 Jan 95 14:41:51 +0100."
             <199501201341.OAA01746@ina.fr> 
Date: Fri, 20 Jan 95 10:09:04 -0800
From: Jim Helman <jimh@surreal>
Status: O


Performer 1.2 Datapools should work under 5.3.  Perhaps 5.3
compilation results in a different memory layout which is
causing a virtual address conflict.  Also make sure that
/usr/tmp is clear of old pfdpool files as there could be
a name/ownership conflict, but that should not be 5.3 dependent.

Can you send the error message?


rgds,

-jim helman

jimh@surreal.asd.sgi.com
415/390-1151

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From: rejeanc@cae.ca (Rejean Chartrand)
Message-Id: <9501201846.AA08165@cae.ca>
To: info-performer@sgi.sgi.com
Subject: pfLightPoint
Status: O


Hi,
   I've been asking the same question for a long time but never got any
response to it; perhaps somebody from SGI can answer me. Here's the 
question once again :

   How, using pfLightPoint, can I create light points that covers more than
one pixel on an Indigo machine since the size passed to the pfLPointSize
is passed to the pntsizef GL routines. The man pages for pntsizef clearly
specify that :

     The maximum size of aliased points is 255.

     IRIS-4D VGX model supports antialiased point sizes 1.0 and 2.0, and
     aliased point sizes one through 255.  IRIS-4D GT and GTX models support
     antialiased point size 1.0, and aliased point sizes one and two.  IRIS-4D
     G mods, Personal Iris, Iris Entry, Indy, XL, XS, XS24, XZ, Elan and
     Extreme systems support only point size one.

and to me it seems an unnecessary constrain not to be able to support points
that has more than one pixel. What should I be doing ?

Thanks in advance !

Rejean Chartrand.
CAE Electronics Ltd., Montreal CANADA.


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Date: Fri, 20 Jan 1995 16:04:47 -0500 (EST)
From: "Lance R. Marrou" <marrou@vsl.ist.ucf.edu>
To: Performer List <info-performer@sgi.sgi.com>
Subject: transparency
Message-Id: <Pine.SGI.3.91.950120155657.1351B-100000@grail.vsl.ist.ucf.edu>
Mime-Version: 1.0
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Status: O

I get a different result from using this:

    pfGStateMode( exp_gstate, PFSTATE_TRANSPARENCY,
                  PFTR_ON|PFTR_NO_OCCLUDE );

as opposed to:

  long exp_trans_state;
  long PreDraw(pfTraverser *trav, void *data)
  {
    exp_trans_state = pfGetTransparency();
    pfTransparency(PFTR_ON|PFTR_NO_OCCLUDE);
    return PFTRAV_CONT;
  }

  long PostDraw(pfTraverser *trav, void *data)
  {
    pfTransparency(exp_trans_state);
    return PFTRAV_CONT;
  }

The pre-draw and post-draw function callback technique provides
the correct transparent geoset (of course the alpha values are
set correctly).  However, setting the state mode works for
allowing transparency, but it makes the geoset occlude other
transparent geometry.  I have attempted just about every combination
of state mode to get it to work the same, but no luck.  Obviously,
I could just stick to the function callbacks, but I want to know
why setting the state doesn't work.

I have images which show the results of both methods for those
interested to see them.

______________________________________________________________________________
           /\    ______  /\____ ______ ______   E-mail: marrou@vsl.ist.ucf.edu
Visual    / /   / _   / / __  // ____// ____/               VSL: (407)658-5073
Systems  / /__ / /_/ / / / / // /___ / __/_  R. Marrou      Fax: (407)658-5059
Lab     /____//____/\\/_/ /_//_____//_____/ http://www.vsl.ist.ucf.edu/~marrou
"Reap the whirlwind."                      "We don't need no thought control."



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From: "Darin C. Partridge" <darin@paradox.idec.sdl.usu.edu>
Message-Id: <9501202108.ZM5068@paradox.idec.sdl.usu.edu>
Date: Fri, 20 Jan 1995 21:08:04 -0700
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To: info-performer
Subject: 2D Textures
Content-Type: text/plain; charset=us-ascii
Mime-Version: 1.0
Status: O

HELLLLLPPPPPPP!!!

I've been tring to convert geometry into Performer with a modified LoadObj
loader.  The problem is that the software that generates the geometry
does not specify any texture coords (per vertex) and so I've ended up
making assumptions and trying to generate the per vertex texture coords myself.
 But now the assumptions I have to make are toooooooooo restrictive.  All I
want to be able to do is not supply performer any texture coords and just let
performer figure out how to apply it.  I know something like that can be
done since in LoadObj they use the function
pfNodeTravFuncs(geodeRefl, PFTRAV_DRAW, pfuPreDrawReflMap, pfuPostDrawReflMap);
which applies my textures to the mesh or whatever without me having to
specify coords.  The problem is that the textures don't stay put, they
move around.  I just want the textures to be applied to the object without
having to specify coords.

I tried to read the man pages on texgen but I'm not sure how to apply it
in my case.

I'm sure it's something simple and I hope someone can give me a pointer
in the right direction.

Thanks a lot for any help,
Darin
(darin@chaos.idec.sdl.usu.edu)



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From: "Michael Jones" <mtj@babar>
Message-Id: <9501210804.ZM20973@babar.asd.sgi.com>
Date: Sat, 21 Jan 1995 08:04:55 -0800
In-Reply-To: "Darin C. Partridge" <darin@paradox.idec.sdl.usu.edu>
        "2D Textures" (Jan 20,  9:08pm)
References: <9501202108.ZM5068@paradox.idec.sdl.usu.edu>
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To: "Darin C. Partridge" <darin@paradox.idec.sdl.usu.edu>, info-performer
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On Jan 20,  9:08pm, Darin C. Partridge wrote:
> Subject: 2D Textures

:All I want to be able to do is not supply performer any texture coords
:and just let performer figure out how to apply it.

Three approaches seem evident:

1. Generate texture coordinates in the loader itself. If there is
    a functional mapping between vertex location and texture
    coordinate for each texture, then simply add support to the
    loader. Where the loader is ready to add the polygon to the
    pfuBuilder, just do:

	for (v = 0; v < numVerts; v++)
	{
	    polygon->texCoord[v][0] = whateverSFunction(this x,y,z)
	    polygon->texCoord[v][1] = whateverTFunction(this x,y,z)
	|

2. Generate the texture coordinates after the file is loaded by
    a scene-graph traversal. If you can't do it in the loader (for
    example because you want to remap all textured objects in
    the MultiGen loader) you can perform a traversal of the
    scene graph (look at trav.c in the utility library) and change
    or generate new texture coordinates for any or all geosets.

    Sample code for this would look like a cross between the
    fragment above and the function pfuMakeTexList.

3. Generate the texture coordinates in the hardware's Geometry
    Engines using texgen. The texgen(3G) man page has the full
    details of this method. Your pre- and post-draw callbacks
    just need to enable and disable texgen as desired to perform
    the desired mapping.

-- 

Be seeing you,      Phone:415.390.1455  Fax:415.965.2658 M/S:8U-590
Michael T. Jones    Silicon Graphics, Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311

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From: Angus Dorbie <angus@division.demon.co.uk>
Message-Id: <9501230959.ZM6201@caliban.division.demon.co.uk>
Date: Mon, 23 Jan 1995 09:59:49 +0000
In-Reply-To: "Lance R. Marrou" <marrou@vsl.ist.ucf.edu>
        "transparency" (Jan 20,  4:04pm)
References: <Pine.SGI.3.91.950120155657.1351B-100000@grail.vsl.ist.ucf.edu>
X-Mailer: Z-Mail (3.1.0 22feb94 MediaMail)
To: "Lance R. Marrou" <marrou@vsl.ist.ucf.edu>
Subject: Re: transparency
Cc: info-performer@sgi.sgi.com
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On Jan 20,  4:04pm, Lance R. Marrou wrote:
> Subject: transparency
> I get a different result from using this:
>
>     pfGStateMode( exp_gstate, PFSTATE_TRANSPARENCY,
>                   PFTR_ON|PFTR_NO_OCCLUDE );
>
> as opposed to:
>
>   long exp_trans_state;
>   long PreDraw(pfTraverser *trav, void *data)
>   {
>     exp_trans_state = pfGetTransparency();
>     pfTransparency(PFTR_ON|PFTR_NO_OCCLUDE);
>     return PFTRAV_CONT;
>   }
>
>   long PostDraw(pfTraverser *trav, void *data)
>   {
>     pfTransparency(exp_trans_state);
>     return PFTRAV_CONT;
>   }
>
> The pre-draw and post-draw function callback technique provides
> the correct transparent geoset (of course the alpha values are
> set correctly).  However, setting the state mode works for
> allowing transparency, but it makes the geoset occlude other
> transparent geometry.  I have attempted just about every combination
> of state mode to get it to work the same, but no luck.  Obviously,
> I could just stick to the function callbacks, but I want to know
> why setting the state doesn't work.
>
> I have images which show the results of both methods for those
> interested to see them.
>

>
>-- End of excerpt from Lance R. Marrou

Hi Lance,
	your problem may be that when you set the geostate transparency on
performer sorts associated geometry but when you simply add callbacks performer
cannot know what youre doing in there and so doesn't sort. The apparent result
is very different because of the drawing order, although geometry is still
being drawn in exactly the same way.


-- 
 Angus Dorbie                Division Ltd,
 Software Engineer           19 Apex Court,
 Tel: (01454)615554          Woodlands,
 Fax: (01454)615532          Bristol BS12 4JT,
 angus@division.demon.co.uk  UK



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From: "Dietrich Opitz" <dio@sage.mpik-tueb.mpg.de>
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Date: Mon, 23 Jan 1995 14:20:53 +0000
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Subject: pfCylIsectSphere
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Status: O


Hi,

Some problems with pfCylIsectSphere or just a lack of understanding ?

Why is the following program returning 1 (PFIS_MAYBE) as result of
pfCylIsectSphere instead of 4 (PFIS_ALL_IN) ?

#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <Performer/pf.h>
#include "pfutil.h"
#include "pfflt.h"
#include "pfsgi.h"
#include "prmath.h"

void main()
{
   pfCylinder cyl;
   pfSphere tsph,fsph;
   long thit,fhit;

   pfMakeEmptyCyl(&cyl);
   pfMakeEmptySphere(&tsph);
   pfMakeEmptySphere(&fsph);

   pfSetVec3(tsph.center,0.0,0.0,0.0);
   pfSetVec3(fsph.center,0.0,0.0,0.0);
   tsph.radius = .02;
   fsph.radius = .02;

   pfSetVec3(cyl.center, 0.0,0.0,0.0);
   pfSetVec3(cyl.axis,0.0,0.0,1.0);
   cyl.radius = .01;
   cyl.halfLength = .01;


   thit = pfCylIsectSphere(&cyl,&tsph);
   fhit = pfCylIsectSphere(&cyl,&fsph);

   printf(" %ld , %ld \n",thit,fhit);


}

Thank you in advance.

Dietrich



--
Dietrich Opitz

MPI fuer biologische Kybernetik
Spemannstr. 38
72076 Tuebingen
GERMANY

Tel: ++49(07071) 601 606
FAX: ++49(07071) 601 575
e-mail: dio@sage.mpib-tuebingen.mpg.de





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From: rejeanc@cae.ca (Rejean Chartrand)
Message-Id: <9501231641.AA13527@cae.ca>
To: info-performer@sgi.sgi.com
Subject: pfLightPoint
Status: O


Hi,
   I've been asking the same question for a long time but never got any
response to it; perhaps somebody from SGI can answer me. Here's the 
question once again :

   How, using pfLightPoint, can I create light points that covers more than
one pixel on an Indigo machine since the size passed to the pfLPointSize
is passed to the pntsizef GL routines. The man pages for pntsizef clearly
specify that :

     The maximum size of aliased points is 255.

     IRIS-4D VGX model supports antialiased point sizes 1.0 and 2.0, and
     aliased point sizes one through 255.  IRIS-4D GT and GTX models support
     antialiased point size 1.0, and aliased point sizes one and two.  IRIS-4D
     G mods, Personal Iris, Iris Entry, Indy, XL, XS, XS24, XZ, Elan and
     Extreme systems support only point size one.

and to me it seems an unnecessary constrain not to be able to support points
that has more than one pixel. What should I be doing ?

Thanks in advance !

Rejean Chartrand.
CAE Electronics Ltd., Montreal CANADA.


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From: aschaffe (Allan Schaffer)
Message-Id: <9501231103.ZM18056@holodeck.asd.sgi.com>
Date: Mon, 23 Jan 1995 11:03:00 -0800
In-Reply-To: rejeanc@cae.ca (Rejean Chartrand)
        "pfLightPoint" (Jan 23, 11:41am)
References: <9501231641.AA13527@cae.ca>
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To: rejeanc@cae.ca (Rejean Chartrand), info-performer@sgi.sgi.com
Subject: Re: pfLightPoint
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On Jan 23, 11:41am, Rejean Chartrand wrote:
>
> How, using pfLightPoint, can I create light points that covers more
> than one pixel on an Indigo machine since the size passed to the
> pfLPointSize is passed to the pntsizef GL routines. The man pages for
> pntsizef clearly specify that :
>
>       The maximum size of aliased points is 255.
>
>	IRIS-4D VGX model supports antialiased point sizes 1.0 and
>	2.0, and aliased point sizes one through 255.  IRIS-4D GT and
>	GTX models support antialiased point size 1.0, and aliased
>	point sizes one and two.  IRIS-4D G mods, Personal Iris, Iris
>	Entry, Indy, XL, XS, XS24, XZ, Elan and Extreme systems
>	support only point size one.

There doesn't appear to be an easy workaround, since the lightpoint
PFGS_POINTS geosets drawn use pfGSetPntSize (and correspondingly,
pntsizef) to control their size.  The pntsizef() restrictions noted
in the man page are due to hardware limitations.

With Performer 2.0 you'll be able to use (OpenGL) glPointSize
routine, which is supported on all platforms (in software when
necessary).

A hackish alternative may be to draw filled circles in the draw
callback for the lightpoint (keeping the lightpoint node in the scene
graph so as to be properly effected by DCS/SCS nodes, etc).  Or more
outlandish, it may be possible to remove the PFGS_POINTS geosets from
the pfLightpoint nodes and add small quads or tris to be drawn
instead.  It may then be necessary to do some special tricks so that
the spoofed lightpoints will be properly attenuated by the fog.

> I've been asking the same question for a long time but never got any
> response to it; perhaps somebody from SGI can answer me.

We're happy to respond when we can.  Don't forget that info-performer
is an informal service, though, so when you need a guaranteed
response it's sometimes better to use the support hotline or other
"official channels".

Allan

-- 
Allan Schaffer
Silicon Graphics
aschaffe@sgi.com
http://reality.sgi.com/employees/aschaffe


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From: Marcus <Marcus@multigenuunet.UU.NET>
To: INFO PERFORMER <info-performer@sgi.sgi.com>
Date: Mon, 23 Jan 1995 14:01:16 PST
Subject: Re: Runway Ligths 
Status: O

        Reply to:   RE>Runway Ligths
Hi Rejean,

The pfLightPoint color change is a Performer 1.2 bug.  I was given
a workaround from Vick Taylor of Paradigm Simulation that I added to 
R14.1c of the OpenFlight loader:

/*
 * local function to create light points and initialize them to
 * the origin.  this is a suggestion of Vick Taylor of Paradigm
 * Simulation (vick@paradigmsim.com) to prevent a light point bug.
 * If positions aren't set before other attributes a condition
 * may occur in directional lights where a floating point NAN
 * is present.  Specifically, the light point color will become
 * undefined and will appear as white.
 */
static pfLightPoint*
mgNewLPoint ( long numPoints )
{
    pfLightPoint*	lp = pfNewLPoint( numPoints );
    long		which;

    for ( which = 0 ; which < numPoints; which++ )
    {
	static pfVec3	origin = { 0.0f, 0.0f, 0.0f };

	pfLPointPos( lp, which, origin );
    }
    return lp;
}

I think if you follow this example it'll solve the white color
problem.

Regards,
Marcus Barnes, Member Technical Staff
MultiGen Inc., 1884 The Alameda, San Jose CA, 95126
PH: (408) 261 4118    FX: (408) 247 4329
EMAIL: multigen!marcus@uunet.UU.NET

--------------------------------------
Date: 1/18/95 7:43 PM
To: Marcus
From: Rejean Chartrand
>From guest@holodeck.asd.sgi.com  Wed Jan 18 20:14:35 1995
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Date: Wed, 18 Jan 95 19:20:09 EST
From: rejeanc@cae.ca (Rejean Chartrand)
Message-Id: <9501190020.AA19590@cae.ca>
To: info-performer@sgi.com
Subject: Runway Ligths


Hi,
     I'm new to Performer and I would like to know if anybody implemented
runway light strings (including blinking effects, VASI lights, etc) and
how it should be made. I've tried implementing light strings using
pfLightPoint but because of the way pfLPointSize on small machines like an
Indy work I only very small light points almost invisible. Also, I have
a strange question about pfLPointColor : How come if I use omnidirectional
lights along with a red color that I get a red dot when I'm looking straight
at it (which is the correct behavior) but if I change the light to be
unidirectional I get a white dot ? Any ideas ?

Thanks in advance !

Rejean Chartrand.
CAE Electronics Ltd., Montreal CANADA.





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To: "Dietrich Opitz" <dio@sage.mpik-tueb.mpg.de>
cc: info-performer
Subject: Re: pfCylIsectSphere 
In-reply-to: Your message of "Mon, 23 Jan 95 14:20:53 GMT."
             <9501231420.ZM2941@sage.mpik-tueb.mpg.de> 
Date: Mon, 23 Jan 95 14:27:07 -0800
From: Jim Helman <jimh@surreal>
Status: O

The intersection routines are mainly set up to provide quick
rejection tests for things like culling, hence the possible
return value of PFIS_MAYBE when the result might be too time
consuming to compute exactly.  A common case where this occurs
is in tests against a frustum or polytope in which it can take
many planes in combination to perfectly reject even a convex
object.  Similarly, PFIS_ALL_IN can be expensive to compute in
some cases.  One could argue that we should have multiple sets
of intersection routines, one for quick reject, one for exact
reject, one for exact containment, etc.  But for now, we only 
have one.

However, having given that excuse, I'll admit that in this case
pfCylIsectSphere really should have answer with more certainty.
It will give a more accurate result in 2.0.

rgds,

-jim helman

jimh@surreal.asd.sgi.com
415/390-1151

From guest  Mon Jan 23 16:39:08 1995
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Date: Mon, 23 Jan 1995 19:26:25 -0500 (EST)
From: "Michael J. Smith" <smith@vsl.ist.ucf.edu>
To: performer <info-performer@sgi.sgi.com>
Subject: C++ compiler -- does it work?
Message-Id: <Pine.SGI.3.91.950123192321.14909A-100000@grail.vsl.ist.ucf.edu>
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Status: O


Ok, I know this may be somewhat unrelated to the main focus of this 
group, but when I compiled some code under 5.3, I got a cool little 
segment fault.  I managed to write a small program that produces this 
fault and it boils down to a static variable inside a method call.

Is this not supported by the C++ language?  Here's the code

--------------------------------------------
class crash 
{
 public:
  crash() {}
  ~crash() {}
  void crashit();
};

void crash::crashit()
{
  static crash tq; // comment out this line and it doesn't crash
//  crash tq; // with this line it doesn't crash...
}

void main()
{
  crash q1, q2;  
}

// Compile this program with CC crash.C
//   run a.out and see a nice seg fault on IRIX5.3 -- dbx says
//   Core from signal SIGSEGV: Segmentation violation
//(dbx) >   0 _fini(0x400c2c, 0x0, 0x0, 0x0) 
//		    ["../patch/c++init.c++":76, 0x400c60]
//	    1 <stripped>() [<stripped>, 0xfb6b3d4]
//
----------------------------------------------

If anyone can explain this I'd love to hear it.  I suppose I can use
another technique, but this exact code will run without any problems on
any of the eariler compilers...

Any answers are welcomed....

-----------------------------------------------------------------------------
| Michael J. Smith                      University Of Central Florida       |
| Visual Systems Laboratory             Institute for Simulation & Training |
| Graduate Research Assistant           3280 Progress Drive                 |
| smith@vsl.ist.ucf.edu                 Orlando, FL 32826-0544              |
|      @cs.ucf.edu                                                          |
-----------------------------------------------------------------------------



From guest  Mon Jan 23 18:45:56 1995
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From: Christopher C McAfee <mcafee@CS.Stanford.EDU>
Message-Id: <9501240231.AA08327@Xenon.Stanford.EDU>
To: info-performer@sgi.sgi.com
Subject: Re: C++ compiler -- does it work?
Status: O


> [crash.C]            

I compiled this file with Sun's 3.0 C++ compiler and
had no problems compiling or running this.  Your member function

void crash::crashit()
{
  static crash tq; // comment out this line and it doesn't crash
//  crash tq; // with this line it doesn't crash...
}

looks Ok to me.  I just tried it with g++/SunOS and that worked Ok too.
Might want to try g++/IRIX or a work-around..

Chris
mcafee@cs.stanford.edu


From guest  Tue Jan 24 01:32:53 1995
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unsubscribe


-- 

Philippe Dal
Mgr, Software Support

----------------------------------------------------------------------
     ***** *     ****		  Philippe H. DAL (SG Brussels)
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   ***** ****  *   *        mailstop IBE-360 - tel (32)(2) 679 00 50
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From guest  Tue Jan 24 09:23:25 1995
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Date: Tue, 24 Jan 95 11:04:09 -0600
From: mcclure@chris.gcs.redstone.army.mil (Kevin R. McClure)
Message-Id: <9501241704.AA04081@chris.gcs.redstone.army.mil>
To: "<"<info-performer@sgi.com>"@chris.gcs.redstone.army.mil>"@chris.gcs.redstone.army.mil
Subject: Clip Coordinates
Status: O


     Hello,

	I am presently working on a missile program in which I
     need to get boresight errors( the offset from the missile
     seeker look direction to the center of the target ) from a 
     tracker to the missile 6DOF.  I intended to do this by using
     the GL viewing matrix, the projection matrix, and the target's
     position, and caluclating from this the clip coordinates
     ( normalized between -1 and 1 ) for that target in my 
     viewing frustrum.  This is the same manner in which scene culling 
     is performed, I think.  The reason for doing it in this manner
     is that Performer (in the pfDraw routine) knows where/whether to 
     draw an object in the scene ( based on culling using clip 
     coordinates).  Shouldn't this work for tracking using object clip 
     coordinates also?  The objective is to keep the target in the middle 
     of the scene window( clip coord. of ( 0, 0 ) ).  Has anyone 
     accomplished this with Performer?  This has been done using 
     Vision Works.  Is Performer is doing something to the ModelView 
     matrix that I just do not understand?  Any suggestions or help
     would be appreciated.

     Thanks in advance,
        Kevin McClure

email: Kevin McClure<mcclure@chris.gcs.redstone.army.mil>
phone: (205) 842-7290



From guest  Tue Jan 24 11:10:00 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199501241855.KAA08281@tubes.asd.sgi.com>
Subject: Re: pfLightSource Frustum Culling Question
To: guest (Angus Dorbie)
Date: Tue, 24 Jan 95 10:55:49 PST
Cc: info-performer
In-Reply-To: <9501102126.ZM9989@caliban.division.demon.co.uk>; from "Angus Dorbie" at Jan 10, 95 9:26 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> The performer manual states that when I use pfLightSources with no bounding
> volume they won't be culled to a viewing frustum in the directed cull pass. I
> interpreted this to mean that even if the pfLightSources were in scene graph
> below nodes with a bound volume they wouldn't be culled if they had no volume
> themselves. Unfortunately even if I explicitly set the bound volume of a light
> source to be empty they still cull if a pfDCS node higher in the tree has a
> dynamically updating bound volume. I've also tried adding an empty pfDCS above
> the pfLight source as an experiment but this didn't help. The directed cull for
> lights still seems to be prunning the tree.
> 
> I need my light sources to exist in the same hierarchy as my geometry but
> without culling to my frustums. As an added complication I have a custom cull
> callback which needs to return PFTRAV_PRUNE from some graph nodes and cull
> pfLightSources below. This all works as expected appart from the frustum
> culling of lights.
> 
> I'm using Performer 1.2 with IRIX 5.2 on various platforms.
> 
> My question is:
> 
> Do I have to separate the pfLightSources from my geometry graph to avoid
> frustum pruning of lights (which means pfDCS duplication or matrix
> concatenation overheads) or have I overlooked something?
> 
> Thanks in advance,
> 
> Angus.
> 


	Currently a node does not know if it has a pfLightSource
below it so culling will prune before a pfLightSource is reached.
If you want to always reach the lightsource, give it an infinite
bounding voume:

	sph.radius = PF_HUGEVAL;
	pfNodeBSphere(lsource, &sph, PFN_STATIC_BOUND);

I'll make this clearer in the man page.

From guest  Tue Jan 24 11:18:24 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199501241905.LAA08336@tubes.asd.sgi.com>
Subject: Re: Colours versus Textures
To: guest (Martin Roth)
Date: Tue, 24 Jan 95 11:05:40 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9501112140.ZM19740@poseidon>; from "Martin Roth" at Jan 11, 95 9:40 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> 
> Hi,
> 
> I'd be very glad if anyone was able to explain the following misbehaviour.
> 
>     pfVec4 *colors;
> 
>     /* count is the number of triangles */
>     colors = (pfVec4 *)pfMalloc(3*count*sizeof(pfVec4), arena);
> 
>     ... filling colors array ...
> 
>     pfGSetAttr(geoSet, PFGS_COLOR4, PFGS_PER_VERTEX, colors, NULL);
> 
>    /* works fine, the geometry appears coloured */
> 
>     ... elsewhere ...
> 
>     void   **alist;
>     ushort **ilist;
> 
>     /* next statement crashes with a segmentation violation */
>     pfGetGSetAttrLists(geoSet, PFGS_COLOR4, alist, ilist);
> 
>     /* geoSet is sure to be a valid pointer (debugger told me), for
>       all those who don't believe it: It crashed even when putting
>       the statement sequence right below pfGSetAttr! */
> 
> I'd like to get the base address of the color array in 'alist'.


     void   *alist;
     ushort *ilist;
 
     /* next statement crashes with a segmentation violation */
     pfGetGSetAttrLists(geoSet, PFGS_COLOR4, &alist, &ilist);
 


> Because I found no way to globally override colour to white (I don't think it
> is possible, isn't it?!) I decided to first change the colour of all geometries
> to be textured to white and then set the local texture. This is a severe
> perfor-
> mance hit but it works. Now the user should be able to toggle texturing on
> and off. That means I should not completely lose the colour information. That's
> why I want to use pfGetGSetAttrLists to get the handle to the colour
> information
> in order to save it somewhere.


	Either pfColortable or pfHighlight should allow you to
override all colors to white. Try pfHighlight with PFHL_FILL mode.





From guest  Tue Jan 24 11:34:06 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199501241920.LAA08381@tubes.asd.sgi.com>
Subject: Re:  pfDelete
To: guest (Brian P Theodore)
Date: Tue, 24 Jan 95 11:20:04 PST
Cc: info-performer@sgi.sgi.com, rejeanc@cae.ca
In-Reply-To: <9501130113.AA09822@yukon.cs.ucdavis.edu>; from "Brian P Theodore" at Jan 12, 95 5:13 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> > I would like to know what's pfDelect using to free allocatd memory
> > for a given pfNode if a pfGSetDeletor callback is not specified ?
> > Does it uses pfFree or what?


	pfGSetDeletor is 1.0 only and has gone away in 1.2.
	pfDelete does use pfFree for libpr objects (geosets etc) after 
	confirming the reference count of the object to be <= 0. For 
	libpf objects like pfNodes, pfDelete calls an overloaded 
	operator delete().


> To the first question, I don't know!  But it does not use pfFree on
> the node itself.  If you try to use pfFree, you should get a Performer
> Warning that the node base address wasn't allocated using pfMalloc.
> 
> Good question though, I had a similar problem, which I have since
> worked around.  But if you import in a model object, and wish to
> make instances of that object (using pfClone), and later call
> pfDelete on the cloned instance, it will also remove (delete) the
> original object!  


	This should not be. Do you have a test case?


> I didn't get a warm and fuzzy feeling that memory
> allocated for the instance was being freed when just calling
> pfRemoveChild.  


	We never delete any memory unless you specifically request
	it with pfDelete so pfRemoveChild does not delete a child with
	no parents. This was a design decision which avoids mysterious
	side effects and makes deletion explicit which I feel is
	more intuitive.


> Another thing I tried to before calling pfDelete
> on the instance was to increase the reference count above 0, then
> return it to its original state after the call to pfDelete.... Only
> to find that the initial, incremented, and restored reference counts
> were -1, -1, and -1 respectively!


	pfNodes do not have reference counts per se. That is, they
	ignore pfRef() and its brethren - only libpr objects like
	pfGeoSets have reference counts. pfNodes are reference-counted
	by their parents. Thus if you wish to increment the
	reference count of a pfNode, simply add it to a pfGroup
	you have lying around for just this purpose.



From guest  Tue Jan 24 12:22:01 1995
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	 id MAA08519; Tue, 24 Jan 1995 12:04:19 -0800
From: jrohlf@tubes (John Rohlf)
Message-Id: <199501242004.MAA08519@tubes.asd.sgi.com>
Subject: Re: transparency
To: guest (Lance R. Marrou)
Date: Tue, 24 Jan 95 12:04:19 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <Pine.SGI.3.91.950120155657.1351B-100000@grail.vsl.ist.ucf.edu>; from "Lance R. Marrou" at Jan 20, 95 4:04 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> I get a different result from using this:
> 
>     pfGStateMode( exp_gstate, PFSTATE_TRANSPARENCY,
>                   PFTR_ON|PFTR_NO_OCCLUDE );
> 
> as opposed to:
> 
>   long exp_trans_state;
>   long PreDraw(pfTraverser *trav, void *data)
>   {
>     exp_trans_state = pfGetTransparency();
>     pfTransparency(PFTR_ON|PFTR_NO_OCCLUDE);
>     return PFTRAV_CONT;
>   }
> 
>   long PostDraw(pfTraverser *trav, void *data)
>   {
>     pfTransparency(exp_trans_state);
>     return PFTRAV_CONT;
>   }
> 
> The pre-draw and post-draw function callback technique provides
> the correct transparent geoset (of course the alpha values are
> set correctly).  However, setting the state mode works for
> allowing transparency, but it makes the geoset occlude other
> transparent geometry.  I have attempted just about every combination
> of state mode to get it to work the same, but no luck.  Obviously,
> I could just stick to the function callbacks, but I want to know
> why setting the state doesn't work.
> 
> I have images which show the results of both methods for those
> interested to see them.
> 
> ______________________________________________________________________________
>            /\    ______  /\____ ______ ______   E-mail: marrou@vsl.ist.ucf.edu
> Visual    / /   / _   / / __  // ____// ____/               VSL: (407)658-5073
> Systems  / /__ / /_/ / / / / // /___ / __/_  R. Marrou      Fax: (407)658-5059
> Lab     /____//____/\\/_/ /_//_____//_____/ http://www.vsl.ist.ucf.edu/~marrou
> "Reap the whirlwind."                      "We don't need no thought control."
> 
> 

	In 1.2, displacepolygon-type decaling uses zwritemask which
can have unfortunate collisions with transparency's use of
zwritemask. If you are using displacepolygon-type decaling then
you are encountering this bug and the workaround is to use
stencil-type decaling. If you are not using displacepolygon-type decaling 
then I would be interested in a test case if you can easily whip
one up.



From guest  Tue Jan 24 12:23:59 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199501242006.MAA08527@tubes.asd.sgi.com>
Subject: Re: transparency
To: guest (Angus Dorbie)
Date: Tue, 24 Jan 95 12:06:49 PST
Cc: marrou@vsl.ist.ucf.edu, info-performer@sgi.sgi.com
In-Reply-To: <9501230959.ZM6201@caliban.division.demon.co.uk>; from "Angus Dorbie" at Jan 23, 95 9:59 am
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> On Jan 20,  4:04pm, Lance R. Marrou wrote:
> > Subject: transparency
> > I get a different result from using this:
> >
> >     pfGStateMode( exp_gstate, PFSTATE_TRANSPARENCY,
> >                   PFTR_ON|PFTR_NO_OCCLUDE );
> >
> > as opposed to:
> >
> >   long exp_trans_state;
> >   long PreDraw(pfTraverser *trav, void *data)
> >   {
> >     exp_trans_state = pfGetTransparency();
> >     pfTransparency(PFTR_ON|PFTR_NO_OCCLUDE);
> >     return PFTRAV_CONT;
> >   }
> >
> >   long PostDraw(pfTraverser *trav, void *data)
> >   {
> >     pfTransparency(exp_trans_state);
> >     return PFTRAV_CONT;
> >   }
> >
> > The pre-draw and post-draw function callback technique provides
> > the correct transparent geoset (of course the alpha values are
> > set correctly).  However, setting the state mode works for
> > allowing transparency, but it makes the geoset occlude other
> > transparent geometry.  I have attempted just about every combination
> > of state mode to get it to work the same, but no luck.  Obviously,
> > I could just stick to the function callbacks, but I want to know
> > why setting the state doesn't work.
> >
> > I have images which show the results of both methods for those
> > interested to see them.
> >
> 
> >
> >-- End of excerpt from Lance R. Marrou
> 
> Hi Lance,
> 	your problem may be that when you set the geostate transparency on
> performer sorts associated geometry but when you simply add callbacks performer
> cannot know what youre doing in there and so doesn't sort. The apparent result
> is very different because of the drawing order, although geometry is still
> being drawn in exactly the same way.
> 


	This is true. When you use callbacks, sorting is disabled so
that transparent objects are not drawn last. However, NO_OCCLUDE should
still work I think.



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Date: Tue, 24 Jan 1995 13:30:27 -0800
From: Roy W Latham <rlatham@shell.portal.com>
Message-Id: <199501242130.NAA14230@jobe.shell.portal.com>
To: info-performer@sgi.sgi.com
Status: O


I am trying to modify the geomety (polygon vertices) of a pfGeoSet
object and have not found a solution for doing this yet.

I initially know of a several polygonal objects(say a pyramid and
cube) and I want to create 100 clones of the original objects, but
each having their geometry altered from the original model.  For
example, depending on a certain parameter, the height of one pyramid
might be higher than another cloned pyramid.  I have investigated the
following two solutions with no success:

1) I create the object in Performer by first creating a new
   pfGeoSet and setting the geometry of the object using:

   pfGSetAttr(gset, PFGS_COORD3, PFGS_PER_VERTEX, poly_list, NULL);

   where poly_list is a list of my geometry.  Next, I set this pfGeoSet
   to a new pfGeode.  I create a pfGeoState and pfMaterial for this 
   pfGeoSet and give color, etc.  This solution worked fine, except that
   when the object gets rendered, it is flat shaded.  It has no shading at
   all, just a solid color.  

   Any suggestions?????

2) I created master objects using i3dm and save the objects as sv format.
   When I use the sv loader, the objects are shaded correctly, but I
   cannot get access to their geometry.  In order to make each cloned
   oject with its own geometry, I don't use pfClone, because, as I
   understand it, pfClone doesn't copy the object geometry.  Therefore
   I use pfCopy for the objects pfGeoSet, pfGeoState, and pfMaterial.
   Once, the object has been completely copied, I querey the geometry
   list with:

   pfGetGSetAttrLists(gset, PFGS_COORDS3, (void**)poly_list, (ushort** i));

   The contents of poly_list is all zeros, not the geometry, yet when I
   querey the number of vertices and triangles in the pfGeoSet, the 
   correct values get returned, I just a cannot get the old geomtry.

   Any suggestions?????


Thanks for any help,

Brian Theodore




From guest  Tue Jan 24 14:57:06 1995
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Date: Tue, 24 Jan 1995 17:39:20 -0500 (EST)
From: "Lance R. Marrou" <marrou@vsl.ist.ucf.edu>
To: Roy W Latham <rlatham@shell.portal.com>
Cc: info-performer@sgi.sgi.com
Subject: Re: your mail
In-Reply-To: <199501242130.NAA14230@jobe.shell.portal.com>
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Status: O

On Tue, 24 Jan 1995, Roy W Latham wrote:

>    pfGeoSet and give color, etc.  This solution worked fine, except that
>    when the object gets rendered, it is flat shaded.  It has no shading at
>    all, just a solid color.  

This sounds more like the geometry is not lighted.  Make sure you have a
light source.  Also, though it should be the default, make sure the geostate
has PFSTATE_ENLIGHTING enabled.

>    pfGetGSetAttrLists(gset, PFGS_COORDS3, (void**)poly_list, (ushort** i));
> 
>    The contents of poly_list is all zeros, not the geometry, yet when I
>    querey the number of vertices and triangles in the pfGeoSet, the 
>    correct values get returned, I just a cannot get the old geomtry.

Not quite sure, but it seems (through the use of your type casting) that you
might have poly_list and i declared incorrectly.  If you do not have it as
below (or something similar), then I have no other suggestions:

  void *poly_list;
  ushort *i;

  pfGetGSetAttrLists(gset, PFGS_COORDS3, &poly_list, &i );

Remember, the coordinate and index lists already exist, you just want the
base pointers to the arrays.  I suppose another problem could be what
process you are querying the geoset in.

______________________________________________________________________________
           /\    ______  /\____ ______ ______   E-mail: marrou@vsl.ist.ucf.edu
Visual    / /   / _   / / __  // ____// ____/               VSL: (407)658-5073
Systems  / /__ / /_/ / / / / // /___ / __/_  R. Marrou      Fax: (407)658-5059
Lab     /____//____/\\/_/ /_//_____//_____/ http://www.vsl.ist.ucf.edu/~marrou
"Reap the whirlwind."                      "We don't need no thought control."



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To: performer <info-performer@sgi.sgi.com>
Cc: "Michael J. Smith" <smith@vsl.ist.ucf.edu>
Subject: Re: C++ compiler -- does it work?
Date: Tue, 24 Jan 95 14:42:03 -0800
From: Jim Helman <jimh@surreal>
Status: O


>  Ok, I know this may be somewhat unrelated to the main focus of this 
>  group, but when I compiled some code under 5.3, I got a cool little 
>  segment fault.  I managed to write a small program that produces this 
>  fault and it boils down to a static variable inside a method call.
>
>  Is this not supported by the C++ language?  Here's the code

Congratulations, you found a bug in ld.  I
forwarded your report to the appropriate person,
who has just fixed it, although I'm not sure when
the next version of the OS will be released.

A easy workaround is to create a dummy static instance
of the class outside of the routine.

rgds,

-jim helman

jimh@surreal.asd.sgi.com
415/390-1151



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To: fred@vsl.ist.ucf.edu (ALFREDO)
Cc: info-performer@sgi.sgi.com
Subject: Re: intersection..... 
In-Reply-To: Your message of "Wed, 18 Jan 95 12:23:13 EST."
             <9501181723.AA22324@indy.vsl.ist.ucf.edu> 
Date: Tue, 24 Jan 95 15:57:16 -0800
From: Jim Helman <jimh@surreal>
Status: O

>  I have exactly the same intersection definition, but one uses :
>  PFTRAV_IS_PRIM|PFTRAV_IS_CULL_BACK for the mode, and the other one
>  PFTRAV_IS_GEODE|PFTRAV_IS_CULL_BACK. When I do a query about the
>  transformation matrix (pfQueryHit(hits[0][0], PFQHIT_XFORM,
>  xform)), I actually get it when intersecting at the primitive
>  level, but I don't at the geode level -> any idea?

A bug.  For bounding sphere intersections (PFTRAV_IS_GEODE), the
transformation wasn't being copied into the final pfHit structure
after return from the discriminator.  I just fixed it for 2.0.  A
workaround is to use a discriminator callback and manually set the
PFHIT_XFORM bit in the flags field of the pfHit structure, i.e.
in the discriminator callback:

	#if (PF_MAJOR_VERSION == 1)
	int
	mydiscrim(pfHit *hit)
	{
	     ((long *)hit)[4] |= PFHIT_XFORM;
	     return PFTRAV_CONT;
	}
	#endif

Be sure to #ifdef the code because bad things will happen
when if you try this with 2.0.

-jim
	



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	id AA02446; Wed, 25 Jan 1995 10:09:37 +0100
Date: Wed, 25 Jan 1995 10:09:37 +0100
From: hela@ppvku.ericsson.se (Henrik Ladholm)
Message-Id: <9501250909.AA02446@einks2.ericsson.se>
To: info-performer@sgi.sgi.com
Subject: RE: c++ compiler
X-Sun-Charset: US-ASCII
Content-Length: 234
Status: O

works with Borland C++ 4.5 also, but
the compiler is always right, even when it
is wrong.

Regards Henrik Ladholm

------------------------------------
You can't paint the Mona Lisa on chickenwire
------------------------------------


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Date: Wed, 25 Jan 1995 12:08:23 -0500 (EST)
From: Evan John Gridley <ejg1@cornell.edu>
Subject: Methods for generating shadows in vissims
To: info-performer@sgi.sgi.com
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Status: O


   Greetings to all.  We're trying to add shadows to our vissim of
(generally) aircraft departures/arrivals at various airports. 
Unfortunately, most shadowing methods seem to be written in a general
form, for the app/system developer, and require treatment of the draw
process at the per-pixel level.  Performer, while it provides many
advantages, seems to hide from us much of the process we want to reengineer
to compute shadows; Performer pre- and post-node callbacks only provide
us with per-node control over the rendering process, making life difficult.

   An approach we are considering, as we are only concerned with
shadowing the actual aircraft for depth-cueing information and buildings
are pretty static and serve as a background more than anything else, is to
find the aircraft's location on the ground, projected from the light
source (infinite, in our case, but it changes over time), and placing some
sort of semi-transparent (textured) polygon there.  We'd prefer this
method since it prevents us from having to render the scene twice or do
some such calculation, and we are not interested in having 100% accurate
shadows.  However, we weren't exactly sure how the logistics would work
out on keeping the polygon decaled to the correct ground polygons, etc.
and if it was even feasible.

   Well, apologies for not being brief with this, but I haven't seen
anyone discussing this topic on the mailing list since I joined (3 months
ago) and was wondering if anyone had tried it or had any good ideas.
Also, any discussion of relative performance issues of any (more classic,
maybe) shadow methods on a RE would be interesting and useful.

   Thanks a lot.

-Evan                         (Evan Gridley, ejg1@cornell.edu, egridley@
                                      @maestro.mitre.org)
------------------------------------------------------------------------
                                        The MITRE Corporation, Mclean VA



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From: halliday@BanffCentre.AB.CA (Sean Halliday)
Message-Id: <199501251924.MAA10051@grizzly.BanffCentre.AB.CA>
Subject: Re: Methods for generating shadows in vissims
To: ejg1@cornell.edu (Evan John Gridley)
Date: Wed, 25 Jan 1995 12:24:20 -0700 (MST)
Cc: info-performer@sgi.sgi.com
In-Reply-To: <Pine.3.07-CIT.9501251223.K9793-b100000@travelers.mail.cornell.edu> from "Evan John Gridley" at Jan 25, 95 12:08:23 pm
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> 
> 
>    Greetings to all.  We're trying to add shadows to our vissim of
> (generally) aircraft departures/arrivals at various airports. 
> Unfortunately, most shadowing methods seem to be written in a general
> form, for the app/system developer, and require treatment of the draw
> process at the per-pixel level.  Performer, while it provides many
> advantages, seems to hide from us much of the process we want to reengineer
> to compute shadows; Performer pre- and post-node callbacks only provide
> us with per-node control over the rendering process, making life difficult.
> 
>    An approach we are considering, as we are only concerned with
> shadowing the actual aircraft for depth-cueing information and buildings
> are pretty static and serve as a background more than anything else, is to
> find the aircraft's location on the ground, projected from the light
> source (infinite, in our case, but it changes over time), and placing some
> sort of semi-transparent (textured) polygon there.  We'd prefer this
> method since it prevents us from having to render the scene twice or do
> some such calculation, and we are not interested in having 100% accurate
> shadows.  However, we weren't exactly sure how the logistics would work
> out on keeping the polygon decaled to the correct ground polygons, etc.
> and if it was even feasible.
> 
>    Well, apologies for not being brief with this, but I haven't seen
> anyone discussing this topic on the mailing list since I joined (3 months
> ago) and was wondering if anyone had tried it or had any good ideas.
> Also, any discussion of relative performance issues of any (more classic,
> maybe) shadow methods on a RE would be interesting and useful.
> 
>    Thanks a lot.
> 
> -Evan                         (Evan Gridley, ejg1@cornell.edu, egridley@
>                                       @maestro.mitre.org)
> ------------------------------------------------------------------------
>                                         The MITRE Corporation, Mclean VA
> 
> 
	Hmm,  I haven't tried this, but here's an idea.  

1) Make the shadow polygon into a mesh (the finer it is the better it will look
going over uneven terrain, but will be more expensive to calculate.)

2) Assuming Y+ is towards the Sky, calculate the Y cooridinate of each vertex 
of the shadow polygon by intersection tests between the ground and aircraft, 
along the line between light and aircraft.

3) Draw the shadow polygon.  You may have to turn of zbuffering because the
shadow will coincide with the ground.

	These are just some thoughts.  I sounds similar to the Projected Texture
Demo.  (Does anyone know if it was done this way?)


-- 

Sean Halliday                                   
Computer Graphics Software Developer           
New Media Research, Banff Centre for the Arts. 
halliday@BanffCentre.AB.CA                    


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From: Angus Dorbie <angus@division.demon.co.uk>
Message-Id: <9501252035.ZM7963@caliban.division.demon.co.uk>
Date: Wed, 25 Jan 1995 20:35:42 +0000
In-Reply-To: Evan John Gridley <ejg1@cornell.edu>
        "Methods for generating shadows in vissims" (Jan 25, 12:08pm)
References: <Pine.3.07-CIT.9501251223.K9793-b100000@travelers.mail.cornell.edu>
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To: Evan John Gridley <ejg1@cornell.edu>
Subject: Re: Methods for generating shadows in vissims
Cc: info-performer
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Status: O

Hi Evan, there are lots of methods for producing the sort of cheap shadow you
seem to require. I'll describe one which addresses your concerns about the
correct decaling of complex shadows intersecting with a complex ground plane,
including terrain, buildings and other aircraft. It uses stencil buffer
techniques described in an old issue of IRIS Universe from many moons ago. I
have since lost the issue and forgotten the authors name & bibliography
(sorry).

o  The technique involves generating a 2D shape in the stencil buffer
   which corresponds to the intersection of the shadow with the ground
   geometry then writing some shadow colour exclusively to this region.
   Similar but more complex multi-pass techniques exist but they are
   probably to costly for most vis sim.

o  Firstly you require some stencil planes as part of your framebuffer
   configuration. This is only possible with some graphics options.

   The third argument in mssize() will give you stencil planes on REs and
   the call stensize() with other options. I think performer configures
   with stencil planes in pfInitGfx().

   If your shadow shape is convex you will need a single stencil plane
   if it's concave you will need more than one. How many depends on how
   many overlaps the plane extrusion will generate when drawn but 2
   bitplanes should do for a single aircraft.

o  The generation of the 2D intersection shape is performed after the
   rendering of the entire scene to the framebuffer. This leaves the
   depth in the zbuffer.
   You can draw the aircrafts shadow geometry to the stencil buffer
   while performing a zbuffer check against the scene geometry. This
   works because you can draw the planes shadow geometry backfacing
   (culling frontfacing polys) with a stencil increment operation, then
   draw the planes shadow geometry frontfacing (culling backfacing polys)
   with a stencil decrement operation. The net effect is that you are
   left with non-zero values in the stencil buffer where there are
   shadows.

   The shadow geometry can be a vertical extrusion of the aircraft
   positioned through the ground, make sure that it extends through the
   entire geometry you want to intersect with. You can keep this geometry
   quite short to limit the number of pixels you have to write but you
   then have to place a top on the extrusion.
   Better results can be obtained by extruding the shadow through the
   light vector for the sun, and/or calculating the correct aircraft
   outline (not always that simple).

   In your pre draw for the backface shadow you should call:

   stencil(TRUE, 0, SF_ALWAYS, 0x00, ST_KEEP, ST_KEEP, ST_INCR);
   zwritemask(0x00000000);
   RGBwritemask(0x00, 0x00, 0x00);

   and in your post draw call:

   stencil(FALSE, 0, SF_ALWAYS, 0x00, ST_KEEP, ST_KEEP, ST_INCR);
   zwritemask(0xFFFFFFFF);
   RGBwritemask(0xFF, 0xFF, 0xFF);

   For your front face pre draw  you need to call:

   stencil(TRUE, 0, SF_ALWAYS, 0x00, ST_KEEP, ST_KEEP, ST_DECR);
   zwritemask(0x00000000);
   RGBwritemask(0x00, 0x00, 0x00);

   and in your post draw call:

   stencil(FALSE, 0, SF_ALWAYS, 0x00, ST_KEEP, ST_KEEP, ST_DECR);
   zwritemask(0xFFFFFFFF);
   RGBwritemask(0xFF, 0xFF, 0xFF);

   These mode changes may conflict with some performer voo-doo but
   hopefully not under most circumstances.

o  You then need to draw a shadow to the stencil area you've just created.
   A simple way is to draw the frontfacing shadow geometry again but keep
   it transparent and don't disable writes to the colourbuffer. This will
   work with screendoor transparency but may cause problems when blending
   with concave outlines. When blending, only convex geometry which
   covers the entire shadow should be used for this stage.

   The shadow geometry should be suitably coloured and requires pre draw:

   stencil(TRUE, 0, SF_GREATER, 0xFF, ST_KEEP, ST_KEEP, ST_ZERO);
   zwritemask(0x00000000);

   and post draw:

   stencil(FALSE, 0, SF_GREATER, 0xFF, ST_KEEP, ST_KEEP, ST_ZERO);
   zwritemask(0xFFFFFFFF);

o  The ST_ZERO argument above should save you having to perform an sclear(0)
   every frame but I've never tried this. You should still clear the stencil
   planes first time in.

Have fun and good luck. Sorry if there are any mistakes in the stencil calls.

-- 
 Angus Dorbie                Division Ltd,
 Software Engineer           19 Apex Court,
 Tel: (01454)615554          Woodlands,
 Fax: (01454)615532          Bristol BS12 4JT,
 angus@division.demon.co.uk  UK



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To: info-performer@sgi.sgi.com
Subject: Transparent textures
Date: Wed, 25 Jan 95 18:00:49 -0500
From: Len Granowetter <lengrano@mak.mak.com>
Status: O


Hi, 

We have been having a bit of confusion lately about textures that
contain alpha.

We recently obtained a MultiGen .flt database of a cloud polygon
(well, actually two back-to-back polygons with cloud textures).  The
cloud texture is an rgba texture.  Certain areas are completely
transparent, certain areas are completely opaque, and most areas have
alpha values somewhere in between.

When we used the cloud database with our application (the MaK DIS
Stealth, which is based on perfly) on a reality engine at the I/ITSEC
show, the clouds looked great.  We brought the database back here, and
tried to run it on our VGXT, and now all areas of the clouds look
either completely transparent or completely opaque.  (This is true in
perfly as well.)

We went and added the following line at initalization time:

pfTransparency(PFTR_ON);

and things looked much better, but not great.  Specifically, near the
edges of the clouds, the alpha value gradually goes to zero, making it
hard to tell exactly where the cloud ends and the zero-alpha area
begins.  This is the way it appeared on the reality engine, and this
is the way it appears on the VGXT under MultiGen.  However, in
Performer on the VGXT, the cloud has a much sharper edge.  

Several questions:

1) If PFTR_OFF is the default pfTransparency value, then why did
transparencies work fine on the reality engine without explicitly
setting the mode to PFTR_ON?  Is the default different on different
machines?  

One thought is that the clouds' pfGeoSet has its transparency state
set to PFTR_ON.  But then it would have worked on the VGXT too.
Another thought is that the clouds' transparency state is
PFTR_MS_ALPHA, which does not work on a VGXT.  But then it wouldn't
work on the VGXT even if the global state was PFTR_ON, which it does.
Is blindly setting the global state to PFTR_ON a bad idea, i.e. is it
a better idea to just set the clouds' state to PFTR_ON?

2) Why do we get sharper cloud edges (as described above) on the VGXT?
Someone suggested that the VGXT is capable of only 16, rather than 256
levels of alpha.  Is this true?  

Any help with any of these questions would be greatly appreciated.
Feel free to write or call me for more information about the problems.

			-Len Granowetter
----
           |\  /| . . |  /          Len Granowetter
           | \/ |  _  | (           MaK Technologies         
           |    | /-\ |  \          (617) 876-8085 Ext. 121       
       T E C H N O L O G I E S      lengrano@mak.com 




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From: "Darin C. Partridge" <darin@paradox.idec.sdl.usu.edu>
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Date: Wed, 25 Jan 1995 17:12:13 -0700
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Subject: pfLightSource
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Status: O

I've been trying to get a spot light to work in a modified perfly, the
code goes like this:

light = pfNewLSource( );
pfLightPos( light, x, y, z, w );
pfLightColor( light, r, g, b );
pfSpotLightDir( light, dx, dy, dz );
pfSpotLightCone( light, 1.0f, ang );
pfAddChild( node, light );

but no spotlight (I'm sure x,y,z,dx,dy,dz are correct).
when I add pfLightAmbient( light, r, g, b ); their
is ambient light all around but I can't seem to get
a spot light to work.

Thanks for any help,
Darin
(darin@chaos.idec.sdl.usu.edu)



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From: jrohlf@tubes (John Rohlf)
Message-Id: <199501260143.RAA18645@tubes.asd.sgi.com>
Subject: Re: pfLightSource
To: guest (Darin C. Partridge)
Date: Wed, 25 Jan 95 17:43:22 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9501251712.ZM9852@paradox.idec.sdl.usu.edu>; from "Darin C. Partridge" at Jan 25, 95 5:12 pm
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Status: O

> 
> I've been trying to get a spot light to work in a modified perfly, the
> code goes like this:
> 
> light = pfNewLSource( );
> pfLightPos( light, x, y, z, w );
> pfLightColor( light, r, g, b );
> pfSpotLightDir( light, dx, dy, dz );
> pfSpotLightCone( light, 1.0f, ang );
> pfAddChild( node, light );
> 
> but no spotlight (I'm sure x,y,z,dx,dy,dz are correct).
> when I add pfLightAmbient( light, r, g, b ); their
> is ambient light all around but I can't seem to get
> a spot light to work.
> 
> Thanks for any help,
> Darin
> (darin@chaos.idec.sdl.usu.edu)
> 
> 

	Make sure that w is 1.0 since spotlights require that the light
be local.



From guest  Wed Jan 25 20:15:58 1995
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From: "Eric S. Hirschorn" <erich@pike.cecer.army.mil>
Message-Id: <199501260334.VAA03536@pike.cecer.army.mil>
Subject: IGEStoIV utility
To: info-performer@sgi.sgi.com
Date: Wed, 25 Jan 1995 21:29:09 -0600 (CST)
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Hi,

I'm interested in getting an IGES format file into Performer via an
intermediate Inventor format stage, as discussed in info-performer
recently.

Our SGI's have the Open Inventor Execution Environment (which comes by
default), but not the Open Inventor Development Kit (which is a
separate product).  I see no sign of an IGEStoIV converter on the
disk.  Is this because we need the Development Kit, or does the
converter come with the Execution Environment?

If the converter comes with the Execution Environment, I'd appreciate
it if someone could supply some additional info such as its name and
location.

Thanks,
Eric Hirschorn


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From: Angus Dorbie <angus@division.demon.co.uk>
Message-Id: <9501261057.ZM8442@caliban.division.demon.co.uk>
Date: Thu, 26 Jan 1995 10:57:21 +0000
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To: Evan John Gridley <ejg1@cornell.edu>
Subject: Shadow geometry, fecedness
Cc: info-performer
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Status: O

In the shadow technique I described in my previous email I said you should draw
the shadow extrusion backface with an increment and then the frontface with a
decrement. This depends on the orientation of the faces but is wrong from an
intuitive point of view. You should actually draw the front face with an
increment and then the backface with a decrement. This means that you can apply
the shadow by subsequently drawing the front facing extrusion (at least I got
that part right).

If you want a better but more general description of the technique see:
"Computer Graphics: Principles and Practice", second edition, by
Foley, vanDam, Feiner & Hughes, section 16.4.3 'Shadow Volumes'

Regards,

-- 
 Angus Dorbie                Division Ltd,
 Software Engineer           19 Apex Court,
 Tel: (01454)615554          Woodlands,
 Fax: (01454)615532          Bristol BS12 4JT,
 angus@division.demon.co.uk  UK



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Subject: Distributed applications and Performer
To: Performer SIG <info-performer@sgi.sgi.com>
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Hello,

Does anyone have pointers, hints or source on how to implement distributed 
applications using Perfomer?
Thank you very much in advance!

Andre





*****************************************************************************
Andre Hinkenjann			   Email: Andre.Hinkenjann@iao.fhg.de
Fraunhofer-IAO                             Tel: (+49)711/970-2136
Nobelstr. 12c, 70569 Stuttgart, GERMANY    Fax: (+49)711/970-2299		
*****************************************************************************




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Subject: Re: Distributed applications and Performer
To: anh@calvin.ergo.iao.fhg.de (Andre Hinkenjann)
Date: Thu, 26 Jan 1995 06:38:07 -0600 (CST)
Cc: info-performer@sgi.sgi.com
In-Reply-To: <Pine.3.89.9501261204.A635-0100000@calvin.ergo.iao.fhg.de> from "Andre Hinkenjann" at Jan 26, 95 12:28:52 pm
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> Does anyone have pointers, hints or source on how to implement distributed 
> applications using Perfomer?
> Thank you very much in advance!
> 

I need a little clarification on this:  Are you talking about several
host systems running Performer, or are you asking about something
like a typical configuration where there are several (possibly
heterogeneous) systems performing computations and the system running
Performer is merely rendering the state data?



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From: "Michael Jones" <mtj@babar>
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Date: Thu, 26 Jan 1995 07:32:24 -0800
In-Reply-To: "Eric S. Hirschorn" <erich@pike.cecer.army.mil>
        "IGEStoIV utility" (Jan 25,  9:29pm)
References: <199501260334.VAA03536@pike.cecer.army.mil>
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To: "Eric S. Hirschorn" <erich@pike.cecer.army.mil>,
        info-performer@sgi.sgi.com
Subject: Re: IGEStoIV utility
Cc: danam@esd.sgi.com
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On Jan 25,  9:29pm, Eric S. Hirschorn wrote:
> Subject: IGEStoIV utility
:Hi,
:
:I'm interested in getting an IGES format file into Performer via an
:intermediate Inventor format stage, as discussed in info-performer
:recently.
:
:Our SGI's have the Open Inventor Execution Environment (which comes by
:default), but not the Open Inventor Development Kit (which is a
:separate product).  I see no sign of an IGEStoIV converter on the
:disk.  Is this because we need the Development Kit, or does the
:converter come with the Execution Environment?
:
:If the converter comes with the Execution Environment, I'd appreciate
:it if someone could supply some additional info such as its name and
:location.

My understanding is that the converters are in the beta-test stage
at this point and were not released with the current version of IRIS
Inventor. I suggest that you contact Dan Ambrosi of the Inventor
project for up-to-date information. Address: danam@esd.sgi.com

They have a number of BLAH->IV translators in the works. Dan will
have full details on these as well.

-- 

Be seeing you,      Phone:415.390.1455  Fax:415.965.2658 M/S:8U-590
Michael T. Jones    Silicon Graphics, Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311



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From: millard@hawkeye.newport.sgi.com (Ed Millard)
Message-Id: <199501261811.KAA02143@hawkeye.newport.sgi.com>
Subject: Re: Distributed applications and Performer
To: anh@calvin.ergo.iao.fhg.de (Andre Hinkenjann)
Date: Thu, 26 Jan 1995 10:11:37 -0800 (PST)
Cc: info-performer@sgi.sgi.com
In-Reply-To: <Pine.3.89.9501261204.A635-0100000@calvin.ergo.iao.fhg.de> from "Andre Hinkenjann" at Jan 26, 95 12:28:52 pm
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> 
> Hello,
> 
> Does anyone have pointers, hints or source on how to implement distributed 
> applications using Perfomer?
> Thank you very much in advance!
> 

If you are looking for something like DIS(Distributed Interactive Simulation)
there is an interesting student project at the Naval Postgraduate School.
Its a large simulation demo, with source and several databases and
uses Performer:

        ftp://taurus.cs.nps.navy.mil/pub/NPSNET_MOSAIC/npsnet_mosaic.html

A brief description from their web page:

==============================================================================

The Naval Postgraduate School Networked Vehicle Simulator IV (NPSNET-IV) is
a low-cost, student written, real-time networked vehicle simulator that runs
on commercial, off-the-shelf workstations (the Silicon Graphics IRIS family
of computers). NPSNET-IV has been developed at the Naval Postgraduate School's
(NPS) Department of Computer Science in the Graphics and Video Laboratory. It
utilizes Simulation Network (SIMNET) databases and SIMNET and Distributed
Interactive Simulation (DIS) networking formats. The DIS networking format
is flexible enough to allow multiple players to game over the Defense
Simulation Internet (DSI-Net) or local area networks. The availability
of NPSNET-IV lowers the entry costs of researchers wanting to work with
SIMNET, DIS and follow-on systems. The NPSNET software is written entirely
by the department's MS and Ph.D. candidates. The diversity of their interests
accounts for the broad range of research areas within the project.

Current NPSNET research efforts include: real-time scene management,
physically-based modeling, dynamic terrain, autonomous forces and
expert systems, human-computer interfaces, stereo computer graphics,
head-mounted display integration, DIS integration and development,
constructive combat model integration, terrain database evaluation,
hypermedia integration (Hyper-NPSNET), large-scale networked virtual
environments (greater than 1,000 player worlds), urban terrain,
distributed ship walkthrough, virtual sand table development,
meteorological and atmospheric effects, instrumented test range
integration, and underwater virtual world development and integration.

=============================================================================
Ed Millard                       |  18201 Von Karman Avenue
Silicon Graphics Inc.            |  Suite 100
Developer's Support Group        |  Irvine, CA 92715
millard@sgi.com                  |  (714) 756-5975
=============================================================================


From guest  Thu Jan 26 12:51:38 1995
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To: Andre Hinkenjann <anh@calvin.ergo.iao.fhg.de>
Cc: info-performer@sgi.sgi.com
Subject: Re: Distributed applications and Performer 
In-Reply-To: Your message of "Thu, 26 Jan 95 12:28:52 +0100."
             <Pine.3.89.9501261204.A635-0100000@calvin.ergo.iao.fhg.de> 
Date: Thu, 26 Jan 95 15:21:44 -0500
From: Len Granowetter <lengrano@mak.mak.com>
Status: O


In message <Pine.3.89.9501261204.A635-0100000@calvin.ergo.iao.fhg.de> you write
:
>Hello,
>
>Does anyone have pointers, hints or source on how to implement distributed 
>applications using Perfomer?
>Thank you very much in advance!

There's been some confusion as to whether you mean a Performer based
application running over several machines, or a Performer-based
application participating in a distributed simulation.  Assuming you
mean the latter, we at MaK Technologies might be able to help.

MaK sells a variety of software to aid in the development and
demonstration of networked virtual environments, specifically those in
which participating applications communicate using the DIS
(Distributed Interactive Simulation) protocol.

Our VR-Link DIS Networking Toolkit implements the DIS Protocol, and
serves as an interface between your application code and a DIS
exercise.  Our Stealth application uses VR-Link to obtain information
from the DIS network about the states of all of the entities in the
exercise, and uses Performer to interactively provide a visual
representation of the virtual environment.

The Stealth's source code, which is distributed along with the
application (it is based on SGI's perfly example), may also be used as
a starting point for developing other Performer-and-VR-Link-based
applications.

			-Len Granowetter
------
           |\  /| . . |  /          Len Granowetter
           | \/ |  _  | (           MaK Technologies         
           |    | /-\ |  \          (617) 876-8085 Ext. 121       
       T E C H N O L O G I E S      lengrano@mak.com 



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From: Krzysztof Dudkiewicz <doodeck@uoo.univ.szczecin.pl>
Subject: Bidirectional parallel port in SGI machines
To: info-performer@sgi.sgi.com
Date: Fri, 27 Jan 95 9:07:20 MET
Mailer: Elm [revision: 70.85]
Status: O

Hello all,

I have the following problem related to Performer application I am
currently developing. I would like to use bidirectional data transfer
over parallel interface of SGI machines.

1. Is there any kind of support (I mean manual pages, header files, 
   sample code etc.) relating to using bidirectional parallel port
   capabilities of SGI workstations ?

2. Has anyone ever seen any references to technical details of bidirectional
   Centronics in general.

Thanks for your time,
Chris.


From guest  Fri Jan 27 01:34:48 1995
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Date: Fri, 27 Jan 1995 09:46:27 +0100
From: camiciot@aguirre (Riccardo Camiciottoli)
Message-Id: <9501270846.AA01538@elrond.ing.unifi.it>
To: info-performer@sgi.sgi.com
Subject: Images data base
X-Sun-Charset: US-ASCII
Content-Length: 609
Status: O

Hello,

does anyone know if it exists a site where I can find a serie of pictures
usable as shapes in a virtual environement built with Performer?
I'd be interested in simplified picture of men, houses, trees and whatever 
might compose a virtual world. Obviously those pictures should be
in a Performer loadable format.

Thanks in advance.

Ciao.
 
Riccardo.


--------------------------------------
        Riccardo Camiciottoli
      Universita'  di  Firenze
       Facolta' di Ingegneria
Dipartimento di Sistemi e Informatica

email:  camiciot@aguirre.ing.unifi.it
--------------------------------------



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From: norbert@shark.paris.sgi.com (Norbert BIANCHIN)
Message-Id: <9501271139.ZM7981@shark.paris.sgi.com>
Date: Fri, 27 Jan 1995 11:39:53 +0100
In-Reply-To: camiciot@aguirre (Riccardo Camiciottoli)
        "Images data base" (Jan 27,  9:46am)
References: <9501270846.AA01538@elrond.ing.unifi.it>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: camiciot@aguirre.paris.sgi.com (Riccardo Camiciottoli),
        info-performer@sgi.sgi.com
Subject: Re: Images data base
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi Riccardo.

What's about performer_friends ...

Norbert.


On Jan 27,  9:46am, Riccardo Camiciottoli wrote:
> Subject: Images data base
> Hello,
>
> does anyone know if it exists a site where I can find a serie of pictures
> usable as shapes in a virtual environement built with Performer?
> I'd be interested in simplified picture of men, houses, trees and whatever
> might compose a virtual world. Obviously those pictures should be
> in a Performer loadable format.
>
> Thanks in advance.
>
> Ciao.
>
> Riccardo.
>
>
> --------------------------------------
>         Riccardo Camiciottoli
>       Universita'  di  Firenze
>        Facolta' di Ingegneria
> Dipartimento di Sistemi e Informatica
>
> email:  camiciot@aguirre.ing.unifi.it
> --------------------------------------
>
>
>-- End of excerpt from Riccardo Camiciottoli




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From: norbert@shark.paris.sgi.com (Norbert BIANCHIN)
Message-Id: <9501271253.ZM8364@shark.paris.sgi.com>
Date: Fri, 27 Jan 1995 12:53:10 +0100
In-Reply-To: camiciot@aguirre (Riccardo Camiciottoli)
        "Re: Images data base" (Jan 27, 12:29pm)
References: <9501271129.AA01451@gollum.ing.unifi.it>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: camiciot@aguirre.ing.unifi.it
Subject: Re: Images data base
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi Riccardo,

Sorry,

If you have performer 1.2 you can install subsystem performer_friends
wihich contains :

      performer_friends.sw.arpa     Friends of IRIS Performer:
                                     ARPA World
       performer_friends.sw.avalon   Friends of IRIS Performer:
                                     Avalon FTP Site
       performer_friends.sw.cad      Friends of IRIS Performer:
                                     Computer Arts & Dev
       performer_friends.sw.coryphaeus Friends of IRIS Performer:
                                     Coryphaeus
       performer_friends.sw.i3dm     Friends of IRIS Performer:
                                   Crystal Visions of Reality
       performer_friends.sw.cvr      Friends of IRIS Performer:
                                     I3DM Modeler
       performer_friends.sw.lightscape Friends of IRIS Performer:
                                     Lightscape Radiosity
       performer_friends.sw.models   Friends of IRIS Performer:
                                     Various Models
       performer_friends.sw.multigen Friends of IRIS Performer:
                                     Multigen Models
       performer_friends.sw.oort     Friends of IRIS Performer:
                                     Oort Game
       performer_friends.sw.paradigm Friends of IRIS Performer:
                                     Paradigm Simulation
       performer_friends.sw.site     Friends of IRIS Performer:
                                     Building Site
       performer_friends.sw.town     Friends of IRIS Performer:
                                     Town Database
       performer_friends.sw.viewpoint Friends of IRIS Performer:
                                     Viewpoint Models
       performer_friends.sw.wavefront Friends of IRIS Performer:
                                     Wavefront Models

So a lot of data base, examples, .....


Good luck
Norbert

On Jan 27, 12:29pm, Riccardo Camiciottoli wrote:
> Subject: Re: Images data base
>
> Dear Norbert,
>
> Could you be more....  explicit!
>
> Thank you for your time.
>
> Riccardo
>
> P.S. If you want you can reply in french.
>
> --------------------------------------
>         Riccardo Camiciottoli
>       Universita'  di  Firenze
>        Facolta' di Ingegneria
> Dipartimento di Sistemi e Informatica
>
> email:  camiciot@aguirre.ing.unifi.it
> --------------------------------------
>-- End of excerpt from Riccardo Camiciottoli




From guest  Fri Jan 27 08:22:13 1995
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From: "Rosaria Di Fiore Milan Italy" <iside@difiore.milan.sgi.com>
Message-Id: <9501271647.ZM3175@difiore.milan.sgi.com>
Date: Fri, 27 Jan 1995 16:47:02 +0100
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To: info-performer@sgi.sgi.com
Subject: picking and graphic windows
Content-Type: text/plain; charset=us-ascii
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Status: O

Hello folks,
Do you know if it's possible to invoke one or more small graphic windows (
containing plain 2D, or text, or a small 3D perspective view) by a picking
operation avoiding to use a new pipe, channel and overlay planes. I did'nt find
any example source code in Netscape....
Ciao Ciao





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To: Krzysztof Dudkiewicz <doodeck@uoo.univ.szczecin.pl>
Cc: info-performer@sgi.sgi.com
Subject: Re: Bidirectional parallel port in SGI machines 
In-Reply-To: Your message of "Fri, 27 Jan 95 09:07:20 +0700."
             <199501270812.AAA27707@sgi.sgi.com> 
Date: Fri, 27 Jan 95 17:44:26 -0800
From: Jim Helman <jimh@surreal>
Status: O

>From Dave Olson:

> All Indigo, Indigo2, and Indy.  The *hardware* is capable of
> it, in theory, for IP19 and IP21, but the driver doesn't support it.

Dave also says that better parallel hardware will be available for
future machines.

rgds,

-jim helman

jimh@surreal.asd.sgi.com
415/390-1151



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Date: Sat, 28 Jan 1995 12:21:01 +0100
From: camiciot@aguirre (Riccardo Camiciottoli)
Message-Id: <9501281121.AA20462@ozon180.ing.unifi.it>
To: info-performer@sgi.sgi.com
Subject: 3D glasses output port on INDY
X-Sun-Charset: US-ASCII
Content-Length: 981
Status: O

Hi everybody,

I've a trouble about the 3D glasses output port on my INDY. 

The 3D glasses output port of INDY is on the rear panel, at your left.
This is the the pin layout:

                       __---__          1 - Signal ground
                      /       \         
                     /    2    \        2 - TTL Stereo Sync 
                    /           \           high level = left eye
                   (  1       3  )          low  level = right eye
                    \     .     /   
                     \         /        3 - +12 Volts DC
                      ---___---      

Does anyone know which is the maximum output current supplied by the
pin #3 (+12 Volts DC)?

Thanks in advance.

Ciao.

Riccardo.

--------------------------------------
        Riccardo Camiciottoli
      Universita'  di  Firenze
       Facolta' di Ingegneria
Dipartimento di Sistemi e Informatica

email:  camiciot@aguirre.ing.unifi.it
--------------------------------------



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To: info-performer@sgi.sgi.com
Subject: ....2sgo Converter wanted
Cc: szabo@ifi.unizh.ch
Date: Sat, 28 Jan 1995 13:42:33 +0100
From: Kornel Szabo <szabo@ifi.unizh.ch>
Sender: szabo@ifi.unizh.ch
Status: O

Hi,

is there any (hopefully PD) converter from anyFormat to sgo format available.
I did not notice any on Silicon Surf, nor on (ftp) sgigate.sgi.com.
Preferable converters are:

	wf2sgo
	stl2sgo
	dxf2sgo


Thanks in advance
Kornel


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To: Kornel Szabo <szabo@ifi.unizh.ch>
Cc: info-performer@sgi.sgi.com
Subject: Re: ....2sgo Converter wanted 
In-Reply-To: Your message of "Sat, 28 Jan 95 13:42:33 +0100."
             <199501281242.EAA12182@sgi.sgi.com> 
Date: Sat, 28 Jan 95 14:57:35 -0800
From: Jim Helman <jimh@surreal>
Status: O

Not that I know of.  But it's a rather simple format, so coding up a
write sgo traversal of the Performer scene graph shouldn't be too
difficult.  Then anything you could load into Performer could be
written out as sgo.

rgds,

-jim helman

jimh@surreal.asd.sgi.com
415/390-1151



From guest  Sat Jan 28 15:33:27 1995
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To: "Rosaria Di Fiore Milan Italy" <iside@difiore.milan.sgi.com>
Cc: info-performer@sgi.sgi.com
Subject: Re: picking and graphic windows 
In-Reply-To: Your message of "Fri, 27 Jan 95 16:47:02 +0100."
             <9501271647.ZM3175@difiore.milan.sgi.com> 
Date: Sat, 28 Jan 95 15:06:15 -0800
From: Jim Helman <jimh@surreal>
Status: O

If you only need to draw some annotation into a Performer window,
placing GL calls into the post-draw callback is a reasonable approach.

If you want your picking action to create a new Performer 3D view in
some portion of the same window, you could keep a channel around for
that purpose and only activate it when you want the extra view.

If you need to have a new top-level window (e.g. winopen), there are
some restrictions because Performer 1.2 does not allow you to create
new Performer-driven windows after start up because the notion of a
window is tied to a pfPipe.  This is fixed in 2.0 which allows
creation of additional windows on a pfPipe.  In 1.2, your only option
would be to create an additional pfPipe, but only display it when you
need the extra window.

rgds,

-jim helman

jimh@surreal.asd.sgi.com
415/390-1151



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From: "Eric S. Hirschorn" <erich@pike.cecer.army.mil>
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Subject: LoadIv Problems
To: info-performer@sgi.sgi.com
Date: Sat, 28 Jan 1995 17:35:28 -0600 (CST)
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Content-Type: text
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Status: O

Hi,

We're trying to load an Inventor 2.0 file into Performer 1.2 (into
perfly) without luck.  We're using the new pfiv12 programs.  Performer
just hangs on the green "Welcome to IRIS Performer" screen.

The Inventor file was created more or less successfully from an IGES
format file (generated from AutoCad) using IgesToIv, which we could
verify by loading the .iv file into the "ivview" utility.

The output we get from Performer is:

***** Start of Performer output *****
Performer Info: All 1 processors available on this machine.
Performer Info (9): LoadIv() Loading Inventor file "P.iv"....
Performer Info (9): LoadIv() Converting Inventor scene graph...
Performer Warning (9): pfdAddLines() Degenerate line has 0 vertices
Performer Warning (9): pfdAddLines() Degenerate line has 0 vertices
Performer Warning (9): pfdAddLines() Degenerate line has 0 vertices
Performer Warning (9): pfdAddLines() Degenerate line has 0 vertices
Performer Warning (9): pfdAddLines() Degenerate line has 0 vertices
Performer Info (9): LoadIv() Optimizing Performer scene graph...
Performer Info (9): LoadIv() "P.iv" complete.
LoadIv:
  file name           = P.iv
  triangles           =     6120
  lines               =     1055
  points              =        0
  total primitives    =     7175
  loading time        =       28.659 sec
  loading rate        =      250.361 prims/sec
Performer Info (9): Beginning collision setup.
Performer Info (9): End collision setup.
Performer Info (9): No Databases loaded.
Performer Warning (9): No VClock.  Assuming 60Hz video rate
Performer Info (9): Initialized 1 Pipe(s)
***** End of Performer output *****

>From the output it's obvious that the loader program thinks everything
is fine, but something nasty has been put into the Performer scene
database.

We're not sure how to proceed from here.  Any suggestions?

Eric Hirschorn
USACERL
Champaign, Illinois
T: (217) 352-6511 x6363


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From: Amy Marr <stereo@well.sf.ca.us>
Message-Id: <199501290800.AAA05149@well.sf.ca.us>
To: camiciot@aguirre, info-performer@sgi.sgi.com
Subject: Re:  3D glasses output port on INDY
Status: O

The emitter max current is no more that 50mA.


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Date: Mon, 30 Jan 1995 09:33:44 +0000
In-Reply-To: Kornel Szabo <szabo@ifi.unizh.ch>
        "....2sgo Converter wanted" (Jan 28,  1:42pm)
References: <199501281242.EAA12182@sgi.sgi.com>
X-Mailer: Z-Mail-SGI (3.0S.1026 26oct93 MediaMail)
To: Kornel Szabo <szabo@ifi.unizh.ch>
Subject: Re: ....2sgo Converter wanted
Cc: info-performer@sgi.sgi.com
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I have sent you a dxf.to.sgo in another Mail

I am copying this to info-performer@sgi.sgi.com for info only

dxf.to.sgo was off an AutoCad demo CD I think

ANgus




From guest  Mon Jan 30 13:17:56 1995
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SUBSCRIBE


From guest  Mon Jan 30 18:03:50 1995
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From: satish@chaos.idec.sdl.usu.edu (Satish K. Annapuneddy)
Message-Id: <9501310145.AA08069@chaos.idec.sdl.usu.edu>
Subject: pfuxformerLimits()
To: info-performer@sgi.sgi.com
Date: Mon, 30 Jan 1995 18:45:38 -0700 (MST)
Cc: satish@chaos.idec.sdl.usu.edu (Satish K. Annapuneddy)
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Hi,

I am new to performer and I am trying to figure out a few things.
Specifically, I was looking at perfly and the DRIVE mode. In perfly.c,
in the function xformerMode(), for the DRIVE motion model, the limits
are setup using the code:

 /* Limit to ~60mph, 90 degrees/sec pan, .125G acceleration */
        pfuXformerLimits(ViewState->xformer, 30.0f, 90.0f, 1.25f, NULL);

and height above the ground as:

  /* Follow 2 meters above ground */
        if (collideMode == PF_ON)
            pfuXformerCollision(ViewState->xformer, PFUCOLLIDE_GROUND, 2.0f,
                ViewState->scene);
        else
            pfuXformerCollision(ViewState->xformer, PFUCOLLIDE_GROUND, 0.0f,
                NULL);

        /* Collide with objects in scene */
        if (collideMode == PF_ON)
            pfuXformerCollision(ViewState->xformer, PFUCOLLIDE_OBJECT,
                2.0f*ViewState->near, ViewState->scene);
        else
            pfuXformerCollision(ViewState->xformer, PFUCOLLIDE_OBJECT, 0.0f,
                NULL);

        pfuXformerCoord(ViewState->xformer, &ViewState->viewCoord);

Q:
Does that mean that these functions use mph and meters as units for speed
and distance? The man page does not say so.




From guest  Mon Jan 30 19:44:00 1995
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Date: Mon, 30 Jan 1995 19:19:18 -0800 (PST)
From: Michael Macedonia <macedoni@cs.nps.navy.mil>
To: info-performer@sgi.sgi.com
Subject: Computing Intersection/collision
In-Reply-To: <9501310145.AA08069@chaos.idec.sdl.usu.edu>
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Is there a good way using Performer to compute an intersection point 
between a moving target and an object like a missle wich has a particular 
speed? (you need to provide the missle with a direction.) If not, any 
ideas how?

Thanks,

- Mike

Mike Macedonia | macedonia@cs.nps.navy.mil
MAJ, USA       | CS Dept, Naval Postgraduate School,
               | Monterey, CA 93943
               | PH:(408) 656-2903  FAX:(408) 656-2814
------------------------------------------------------------



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From: "Ran Yakir" <rany@amcor.bvr.co.il>
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Date: Tue, 31 Jan 1995 08:46:35 +0000
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Subject: Indexed GeoSets
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Status: O

Hi Everyone !

I asuume there is a performance penalty for using index lists in Geosets. I
further assume that I have to use index list if I want to enjoy using
pfColortables.

1. Did someone measure the performance difference between indexed and direct
   Geosets ?

2. Is there an additional performance penalty for using pfColortable ?

3. When using color index list for pfColortable, you must make all the other
   components of the Geoset (normals, vertices, texcoords) indexed too.
   Why ?


Thanks


Ran
-- 
 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | Graphics App. Chief Engineer
/ )_ (_(_) )   \/ (_(_/<_(_)(        | BVR Technologies Ltd.
              _/                     |   
-------------------------------------+--------------------------------
Phone :                              | E-mail : rany@bvr.co.il
  Work : 972-3-5715671               |
  Res. : 972-3-6995364               |
Fax    : 972-3-5715668               |





From guest  Tue Jan 31 04:03:16 1995
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From: Krzysztof Dudkiewicz <doodeck@uoo.univ.szczecin.pl>
Subject: Bidirectional parallel port once again
To: jimh@surreal (Jim Helman)
Date: Tue, 31 Jan 95 10:04:23 MET
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199501280144.RAA26253@surreal.asd.sgi.com>; from "Jim Helman" at Jan 27, 95 5:44 pm
Mailer: Elm [revision: 70.85]
Status: O

> 
> >From Dave Olson:
> 
> > All Indigo, Indigo2, and Indy.  The *hardware* is capable of
> > it, in theory, for IP19 and IP21, but the driver doesn't support it.
> 
> Dave also says that better parallel hardware will be available for
> future machines.
> 
> rgds,
> 
> -jim helman
> 

Jim,
	Thank you very much for your swift reply. I would be very grateful
if you pass to Dave these two more questions:

1. Does driver for ONYX machines support bidirectional parallel ?
   Technical Report "Symmetric Multiprocessing Systems" says:
   The POWERchannel-2 contains a DMA-driven parallel port capable of
   operating printers or performing high-speed data transfer to or *from*
   external equipment at rates up to 300 KB per second.

2. Below are fragments of manual page for scanner(1). This utility is supposed
   to scan images and transfer resulting data over (among others) parallel
   port. How does it work ? It seems to use parallel device driver /dev/plp.

. . . . . . . . . . .

NAME
     scanner - scan color images

. . . . . . . . . . .

DESCRIPTION
     scanner reads images from the Sharp FX-450 Color image scanner (and
     compatible scanners) connected to the VME GPIB card from National
     Instruments, the Ricoh IS-11 gray-scale and FS-1 color SCSI scanners, and
     the Ricoh IS-11 scanner connected to the 4D/30, 4D/35, or 4D/RPC
     *bidirectional* Centronics port.

. . . . . . . . . . .

     The -t option can currently be one of gpib, scsi, or *parallel*.  If none
     is given, the program attempts to use the hardware inventory mechanism to
     determine which type of scanner is present. The parallel type is only
     valid for the IRIS 4D/30, 4D/35, and 4D/RPC, which has a *bidirectional*
     Centronics interface.

     The -d option specifies which device to use.  If not given, it defaults
     to /dev/dev7 for gpib, and to the scsi scanner with the lowest id for
     scsi (typically /dev/scsi/sc0d7l0).  If the system is an IRIS 4D/30,
     4D/35, or 4D/RPC, the device will also default to the builtin *parallel*
     interface.

. . . . . . . . . . .

     /dev/plp is the *parallel* device for the IRIS 4D/30, 4D/35, and 4D/RPC.

. . . . . . . . . . .

Thanks for your time.
Chris.


From guest  Tue Jan 31 12:12:38 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199501311948.LAA02112@tubes.asd.sgi.com>
Subject: Re: Indexed GeoSets
To: guest (Ran Yakir)
Date: Tue, 31 Jan 95 11:48:16 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9501310846.ZM26175@amcor.bvr.co.il>; from "Ran Yakir" at Jan 31, 95 8:46 am
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> Hi Everyone !
> 
> I asuume there is a performance penalty for using index lists in Geosets. I
> further assume that I have to use index list if I want to enjoy using
> pfColortables.
> 
> 1. Did someone measure the performance difference between indexed and direct
>    Geosets ?

	
	Indexing reduces performance on the CPU side. If you are graphics
	limited (on a low-end machine or transform or fill-limited) then
	indexing is free. The best bet is to benchmark your application
	but my guess is that indexing won't be too much slower.

> 
> 2. Is there an additional performance penalty for using pfColortable ?

	No.

> 
> 3. When using color index list for pfColortable, you must make all the other
>    components of the Geoset (normals, vertices, texcoords) indexed too.
>    Why ?

	
	Your geosets do not have to be indexed to use pfColortables. 
	Just think of the pfColortable color array as replacing your
	geoset color array. 

	If you do want to index colors then it is true that all other
	geoset attributes must be indexed. This is simply an artifact
	of our geoset rendering routine unrolling - we don't want to
	provide routines for every possible combination of indexed/non-indexed
	so we can avoid code bloat. Note that this restriction may go away
	in future releases.



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From: jrohlf@tubes (John Rohlf)
Message-Id: <199501311949.LAA02120@tubes.asd.sgi.com>
Subject: Re: pfSequence
To: guest (deepa)
Date: Tue, 31 Jan 95 11:49:29 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9501312304.AA01229@tcsernet.tcs.ernet.in>; from "deepa" at Jan 31, 95 11:04 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> Hi,
> 
> Is there anybody who has used pfSequence successfully?
> This is the first time I am trying to use it and I just
> cannot get my geometry displayed.
> 
> My code runs like this:
> 
> geode1 = pfNewGeode();
> geode2 = pfNewGeode();
> geode3 = pfNewGeode();
> 
> pfAddGSet(geode1, gset1);
> pfAddGSet(geode2, gset2);
> pfAddGSet(geode3, gset3);
> 
> frame_seq = pfNewSeq();
> pfAddChild(frame_seq, geode1);
> pfAddChild(frame_seq, geode2);
> pfAddChild(frame_seq, geode3);
> 
> pfSeqTime(frame_seq, -1, 5.0);
> 
> pfAddChild(root, frame_seq);
> 
> --------------------------------------
> 
> Can anyone help and point out  what is wrong?
> 
> I am using Performer 1.2
> 
> 
> Deepa
> Tata Consultancy Services
> Bombay, India
> 
> e-mail: deepa@tcsernet.tcs.ernet.in
> 
> 

You must start your pfSequence with pfSeqMode(frame_seq, PFSEQ_START);



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From: "Satish K. Annapureddy" <satish@raptor.pipe.sdl.USU.edu>
Message-Id: <9501311443.ZM26849@raptor.pipe.sdl.usu.edu>
Date: Tue, 31 Jan 1995 14:43:39 -0700
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To: info-performer@sgi.sgi.com
Subject: Collision 
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Status: O

I've been trying to get pfuXformerCollide (in perfly) behave rationally.
Does this function have anything to do with normals of the intersected
geometry?  Sometimes it seems like I can get through the geometry if
the normals are pointed away.

What would be the best function for me to use if I want to find collisions
with objects in the direction of the heading.  Distances would be helpful
as well.  I love to see code segments!

Thanks in advance,

Satish
(satish@chaos.idec.sdl.usu.edu)



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From: jrohlf@tubes (John Rohlf)
Message-Id: <199501312241.OAA02508@tubes.asd.sgi.com>
Subject: Re: Indexed GeoSets
To: rany@amcor.bvr.co.il (Ran Yakir)
Date: Tue, 31 Jan 95 14:41:24 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9501312243.ZM9421@amcor.bvr.co.il>; from "Ran Yakir" at Jan 31, 95 10:43 pm
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Status: O

> 
> 
> 
> > >
> > > 3. When using color index list for pfColortable, you must make all the
> other
> > >    components of the Geoset (normals, vertices, texcoords) indexed too.
> > >    Why ?
> >
> >
> > 	Your geosets do not have to be indexed to use pfColortables.
> > 	Just think of the pfColortable color array as replacing your
> > 	geoset color array.
> >
> 
> I don't think I quite understand that. If I do something like that then my
> first vertex will be colored with pfColortable entry # 0, my second vertex will
> be colored with the color from entry # 1 and so on. There is no drawing logic
> behind it (or so it seems ...).
> Am I missing something ?


	I didn't mean to imply that nonindexed pfColortables were
	universally useful - just that you do not have to have indexed
	pfGeoSets to use them.



From guest  Tue Jan 31 13:08:48 1995
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From: "Ran Yakir" <rany@amcor.bvr.co.il>
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Date: Tue, 31 Jan 1995 22:43:42 +0000
In-Reply-To: jrohlf@tubes.asd.sgi.com (John Rohlf)
        "Re: Indexed GeoSets" (Jan 31, 11:48am)
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> >
> > 3. When using color index list for pfColortable, you must make all the
other
> >    components of the Geoset (normals, vertices, texcoords) indexed too.
> >    Why ?
>
>
> 	Your geosets do not have to be indexed to use pfColortables.
> 	Just think of the pfColortable color array as replacing your
> 	geoset color array.
>

I don't think I quite understand that. If I do something like that then my
first vertex will be colored with pfColortable entry # 0, my second vertex will
be colored with the color from entry # 1 and so on. There is no drawing logic
behind it (or so it seems ...).
Am I missing something ?

Ran


-- 
 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | Graphics App. Chief Engineer
/ )_ (_(_) )   \/ (_(_/<_(_)(        | BVR Technologies Ltd.
              _/                     |   
-------------------------------------+--------------------------------
Phone :                              | E-mail : rany@bvr.co.il
  Work : 972-3-5715671               |
  Res. : 972-3-6995364               |
Fax    : 972-3-5715668               |





From guest  Tue Jan 31 04:50:06 1995
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Message-Id: <9501312304.AA01229@tcsernet.tcs.ernet.in>
Subject: pfSequence
To: info-performer@sgi.sgi.com
Date: Tue, 31 Jan 1995 23:04:35 -0500 (EST)
From: "deepa" <deepa@tcsernet.tcs.ernet.in>
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Status: O

Hi,

Is there anybody who has used pfSequence successfully?
This is the first time I am trying to use it and I just
cannot get my geometry displayed.

My code runs like this:

geode1 = pfNewGeode();
geode2 = pfNewGeode();
geode3 = pfNewGeode();

pfAddGSet(geode1, gset1);
pfAddGSet(geode2, gset2);
pfAddGSet(geode3, gset3);

frame_seq = pfNewSeq();
pfAddChild(frame_seq, geode1);
pfAddChild(frame_seq, geode2);
pfAddChild(frame_seq, geode3);

pfSeqTime(frame_seq, -1, 5.0);

pfAddChild(root, frame_seq);

--------------------------------------

Can anyone help and point out  what is wrong?

I am using Performer 1.2


Deepa
Tata Consultancy Services
Bombay, India

e-mail: deepa@tcsernet.tcs.ernet.in



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Date: Wed, 10 Jan 96 17:03:45 -0500
From: ricci@ninja.nrl.navy.mil (Anthony Ricci)
Message-Id: <9601102203.AA13261@ninja.nrl.navy.mil>
To: info-performer@sgi.sgi.com
Subject: performer, GLX, and UIM/X
Status: RO

I would like to know if anyone has a "clean" (one that is easy to follow)
example program on how to mix performer, the GLX widget, and Motif based
applications developed from UIM/X.  I keep on getting a "bad window size:
-1 x -1" error.

Thanks,
Tony Ricci




From guest  Thu Jan 12 11:23:32 1995
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Date: Fri, 12 Jan 96 14:32:13 -0500
From: ricci@ninja.nrl.navy.mil (Anthony Ricci)
Message-Id: <9601121932.AA16656@ninja.nrl.navy.mil>
To: info-performer@sgi.sgi.com
Subject: Performer and GLX
Status: O

	I was looking at Wade Olsen's example program on how to mix Performer
and the GLX widget and several questions come to mind: (1) if you have more
than 1 pipe (ie more than 1 GLX widget), how would it be handled using his
"openGLXconnection" routine; (2) if you were to use your own "getsize" and
"getorigin" routines as he did to improve X performance, how would you again
determine which particular GLX widget is involved if you have more than 1.

Thanks in advance!

Tony Ricci



