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From: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>
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Date: Thu, 1 Jun 1995 00:26:26 +0200
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Subject: pfDCS in 2.0
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Status: O

Hello,

  I hope there'll be something analogous to pfGetDCSMat, but
returning a const* in 2.0..



From guest  Wed May 31 18:18:55 1995
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From: jrohlf@tubes (John Rohlf)
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Subject: Re: pfDCS in 2.0
To: guest (Fernando D. Mato Mira)
Date: Wed, 31 May 95 18:12:53 PDT
Cc: info-performer@sgi.sgi.com
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Status: O

> 
> Hello,
> 
>   I hope there'll be something analogous to pfGetDCSMat, but
> returning a const* in 2.0..
> 
> 
> 

Done.



From guest  Thu Jun  1 12:18:16 1995
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From: "`Bwana' Bob Buckley" <bbuckley@ctaeng.com>
Message-Id: <9506011009.ZM7469@getreal.mss.ctaeng.com>
Date: Thu, 1 Jun 1995 10:09:33 -0600
In-Reply-To: "Angus Dorbie" <angus@division.co.uk>
        "Re: Performer allocating texture mem" (May 31, 10:44am)
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	<9505311044.ZM11411@caliban.division.co.uk>
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> What mechanism does Performer use to allocate texture memory? We have RM5s
> and a flt database with a lot of textures, but after loading about 12 megs it
> freezes up.My theory is that the texture memory is getting fragmented (most
of
> our textures are really small, 16x16 or smaller) and that the loader is
> going into a loop looking for a large enough chunk of memory to fit that next
> texture. Is this plausible? If so what do I do about it?
>

Be aware also that detail textures are loaded into multiple texture memory
banks. Thus, they allocate at least four times the memory (twice for
mip-mapping and at least twice for memory banks). I know the RM4s have two
banks but I'm not sure as to the RM5s.


===========================================================================
'Bwana' Bob Buckley                               CTA, Inc.
Sr. Software Engineer                             5670 Greenwood Plaza Blvd
Visual Systems                                    Englewood, CO  80111
(303) 889-1207                                    (303) 889-1200
bbuckley@ctaeng.com                               (303) 889-1398 Fax
===========================================================================




From guest  Thu Jun  1 05:37:58 1995
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SUBSCRIBE l.maiaux@corys.fr

-- 
Lionel Maiaux


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From: "Keith Fry" <keithfry@vr2.engin.umich.edu>
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Date: Thu, 1 Jun 1995 17:12:22 -0400
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Is it possible to render to multiple GLX windows in a single pipe?
I can create two GLX windows, but am only able to render into one of
them.

---------------------------------------------------------------------
Keith Fry                       http: //www.engin.umich.edu/~keithfry
University of Michigan          email:       keithfry@engin.umich.edu
Virtual Reality Lab             work phone:            (313) 763-7798


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From: "AnitaKishore" <kishore@electrogig.com>
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Date: Thu, 1 Jun 1995 14:32:22 -0700
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Subject: SoSwitch node type in LoadIv
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Hello:

	Has anyone worked out a way of taking care of SoSwitch node
and all its children when converting a inventor database to performer?
The version of pfiv that I have has that portion commented. It only
adds the active child of SoSwitch to performer scene graph. It would be
great to get the working code for it.

thanks in advance

anita


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From: "Carlo L. Tiana" <carlo@vision.arc.nasa.gov>
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To: info-performer@sgi.sgi.com
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Status: O


I am trying to force my own pfColortable on a scene that I am rendering
using perfly, with no success (my minimal knowledge of Performer is de-
finitely a drawback here :-).

Does anyone have an example of how to do this? (I am basically trying to
map the 9 (known) RGB colors in my scene to 9 greys).

THanks for any help.
Carlo.



From guest  Fri Jun  2 08:09:14 1995
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Hi!

This is Dave Geis at MTL Systems, Inc. in Dayton, OH.  I attended the 
developer's forum and thought it was fantastic, and I would like to
get on you mailing list.  Thanks!

					Dave Geis
					dgeis@mtl.com
					MTL Systems, Inc.
					(513) 426-3111


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Date: Fri, 2 Jun 1995 10:26:06 -0400 (EDT)
From: "Robert D. King" <king@ait.nrl.navy.mil>
To: info-performer <info-performer>
Subject: Changing or modifying textures
Message-Id: <Pine.SOL.3.91.950602101743.22236A-100000@enterprise>
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We would like to dynamically change the textures on several objects in
one of our simulations.  

We've considered grabbing a pointer to the texture memory and manipulating
the texture directly.  We have also considered keeping a 'master' copy of
the texture, and re-applying the texture to the object every few frames
or so.

Would someone be kind enough to comment on these and, perhaps, discuss 
alternatives.


Thanks in advance,

Rob King


From guest  Fri Jun  2 08:54:43 1995
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From: Jeff Wallace <wallace@pike.cecer.army.mil>
Message-Id: <199506021552.KAA04587@pike.cecer.army.mil>
Subject: Line smoothing/antialiasing
To: info-performer
Date: Fri, 2 Jun 1995 10:49:45 -0500 (CDT)
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I recently ran a scene on an Onyx, 8X150MHz, 2 RE2s.

A net constructed with line primitives in Inventor rendered perfectly.

The same scene on an Onyx with 2X200MHz and one RE2 doesn't do a good job at
all.

I assume this is a hardware/software interaction.  Any specific ideas would
be appreciated.

Thanks,

Jeff


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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9506020937.ZM6426@lee.electrogig.com>
Date: Fri, 2 Jun 1995 09:37:55 -0700
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To: info-performer@sgi.sgi.com
Subject: SoSwitch node type in LoadIv
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Status: O

On Jun 1,  3:57pm, Jenny Zhao wrote:
> Subject: Re: SoSwitch node type in LoadIv
> On Jun 1,  2:32pm, AnitaKishore wrote:
> > Subject: SoSwitch node type in LoadIv
> > Hello:
> >
> > 	Has anyone worked out a way of taking care of SoSwitch node
> > and all its children when converting a inventor database to performer?
> > The version of pfiv that I have has that portion commented. It only
> > adds the active child of SoSwitch to performer scene graph. It would be
> > great to get the working code for it.


> The new Inventor loader handles SoSwitch node. You can ftp the loader from
> sgigate:/usr/people/ftp/pub/Performer/src
>
> good luck.
>

>-- End of excerpt from Jenny Zhao


Well, my version of pfiv is the one that Jenny has suggested. AND it doesn't
support conversion of all children of SoSwitch. It converts only the enabled
child of the switch. If anyone has further modified it to convert all the
children, would that person please pass on the code to me?

thanks
-anita

-----------------------------------------------------------------------------
Anita Kishore
kishore@electrogig.com
-----------------------------------------------------------------------------




From guest  Fri Jun  2 10:01:45 1995
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Date: Fri, 2 Jun 95 18:52:53 +0200
From: gce@syseca.fr (Cedric Gautier)
Message-Id: <9506021652.AA15118@anna>
To: info-performer@sgi.sgi.com
Subject: pfiv1.4 ...
Status: O


Hi ... Could we have a source only version of the  pfiv14.test.tar.Z as we
had with the  pfiv_src.1.3.tar.Z which is much lighter to load and handle ?

Thank's 

Cedric




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Subject: Inventor2.0 model gets botched in perfly
To: info-performer@sgi.sgi.com
Date: Fri, 2 Jun 1995 11:41:19 -0530 (IST)
From: Dinesh Thirumurthy <dinesh@chanakya.csa.iisc.ernet.in>
X-Mailer: ELM [version 2.4 PL21]
Content-Type: text
Content-Length: 478       
Message-Id:  <9506021141.aa02404@chanakya.csa.iisc.ernet.in>
Status: O

I am unable to load an Inventor 2.0 model using perfly. I am using
the latest Inventor Model Loading Routine (pfIv 1.3). As long as the 
model contains no textures, the wireframe of the object (as seen in 
Perfly) is okay. But once I add textures into the Inventor 2.0 model:-
	o Perfly reports that it has loaded the textures
	o The textures do not show up in Perfly.
	o The wireframe gets botched.


Can somebody help?

Thanking you in advance.

Sincerely,
Dinesh Thirumurthy


From guest  Fri Jun  2 10:51:20 1995
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From: "Nathaniel Bletter" <nat@od.sri.com>
Message-Id: <9506021045.ZM28879@od.sri.com>
Date: Fri, 2 Jun 1995 10:45:16 -0700
In-Reply-To: Dinesh Thirumurthy <dinesh@chanakya.csa.iisc.ernet.in>
        "Inventor2.0 model gets botched in perfly" (Jun  2, 11:41am)
References: <9506021141.aa02404@chanakya.csa.iisc.ernet.in>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Dinesh Thirumurthy <dinesh@chanakya.csa.iisc.ernet.in>,
        info-performer@sgi.sgi.com
Subject: Re: Inventor2.0 model gets botched in perfly
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jun 2, 11:41am, Dinesh Thirumurthy wrote:
> Subject: Inventor2.0 model gets botched in perfly
> I am unable to load an Inventor 2.0 model using perfly. I am using
> the latest Inventor Model Loading Routine (pfIv 1.3). As long as the
> model contains no textures, the wireframe of the object (as seen in
> Perfly) is okay. But once I add textures into the Inventor 2.0 model:-
> 	o Perfly reports that it has loaded the textures
> 	o The textures do not show up in Perfly.
> 	o The wireframe gets botched.

Are you running on a VGX? I've had trouble loading textured inventor models
ionto the Inventor 2.0 sceneviewer. They work fine in the Inventor 1.2
SceneViewer, and they also work fine in perfly, but it sounds like it might be
a similar problem.


-- 

Nat Bletter
SRI International
nat@od.sri.com
http://os.sri.com/people/nat/
(415) 859-4358


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From: "Nathaniel Bletter" <nat@od.sri.com>
Message-Id: <9506021049.ZM28887@od.sri.com>
Date: Fri, 2 Jun 1995 10:49:28 -0700
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To: info-performer@sgi.sgi.com
Subject: Performer 2.0 and OpenGL
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Will Performer 2.0 have the option to use either IrisGL or OpenGL? This is
important to us since we have VGX's, where OpenGL is INTERPRETED into IrisGL
and is therefore very slow, not what we use performer for.

Also, does anyone know if there are plans to make OpenGL "native" on VGX's
soon, or have we been abandoned as a product line? :(


-- 

Nat Bletter
SRI International
nat@od.sri.com
http://os.sri.com/people/nat/
(415) 859-4358


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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9506021149.ZM6681@lee.electrogig.com>
Date: Fri, 2 Jun 1995 11:49:14 -0700
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: pfSwitch node and pfSwitchVal
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

The way  pfSwitchVal function is been designed, is making us do unnecessary
processing in our development.

For example: while converting a SoSwitch node into pfSwitch node in loadIv,
taking care that all children of SoSwitch get converted into corresponding
performer nodes, It doesn't allow me to set the switch value (using
pfSwitchVal)
to anything >= 0, obviously because at that time the new pfSwitch doesn't have
any children. Its children get added during further traversals only. Due to
this limitation, I can't maintain the correspondence between the original
SoSwitch's whichChild value and the  new pfSwitch's switch value at the time
of node conversion! I have to maintain a list of this information for later
processing (after the entire conversion) when I need to once again search
(or maintain pointers) for all pfSwitch nodes and set their switch values to
the saved ones.

It would be nice if pfSwitchVal was designed so as to check for the bounds
on the switch value at the time of applying (using) it and not when it is
being set (ie: initialized). This would allow us to initialize the switch
value to a non-existant child which could later be added dynamically. Or
if not added, Performer could give runtime error OR core dump.

Thanks for your patience

-anita

-----------------------------------------------------------------------------
Anita Kishore
kishore@electrogig.com
-----------------------------------------------------------------------------


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Message-Id: <199506022250.PAA22019@surreal.asd.sgi.com>
To: "Nathaniel Bletter" <nat@od.sri.com>
Cc: info-performer@sgi.sgi.com
Subject: Re: Performer 2.0 and OpenGL 
In-Reply-To: Your message of "Fri, 02 Jun 95 10:49:28 PDT."
             <9506021049.ZM28887@od.sri.com> 
Date: Fri, 02 Jun 95 15:50:47 -0700
From: Jim Helman <jimh@surreal>
Status: O

Precisely to support the performance path on current and older
hardware, Performer 2.0 allows you to use either IrisGL or
OpenGL with the same Performer API.

rgds,

-jim helman

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




From guest  Fri Jun  2 20:12:13 1995
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To: "Robert D. King" <king@ait.nrl.navy.mil>
Cc: info-performer <info-performer>
Subject: Re: Changing or modifying textures 
In-Reply-To: Your message of "Fri, 02 Jun 95 10:26:06 EDT."
             <Pine.SOL.3.91.950602101743.22236A-100000@enterprise> 
Date: Fri, 02 Jun 95 20:06:48 -0700
From: Jim Helman <jimh@surreal>
Status: O

If all of your textures can reside in the texture memory of the
graphics subsystem, you should create a pfTexture for each, download
them (pfApplyTex) and then change which pfTexture the pfGeoState for
the object is pointing to.

If they won't all fit, then you need to page textures down to the
graphics pipe.  First, you can only do it rapidly for non-mipmapped
textures using a texture def'd with TX_FAST_DEFINE and subtexload.
You can subtexload into a Performer defined pfTexture by making GL
calls directly (in the DRAW process only).  pfGetGLHandle returns the
GL texture id.  With care, it's possible to run at a solid 60Hz and
page in 1-10meter/texel terrain imagery as CAD/Madrid has done.

Note that 2.0 has support for texture animations, and that OpenGL
improves the ability to page individiual levels of a mipmapped
texture.

rgds,

-jim helman

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


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Message-Id: <199506030525.WAA25246@surreal.asd.sgi.com>
To: "AnitaKishore" <kishore@electrogig.com>
Cc: info-performer@sgi.sgi.com
Subject: Re: pfSwitch node and pfSwitchVal 
In-Reply-To: Your message of "Fri, 02 Jun 95 11:49:14 PDT."
             <9506021149.ZM6681@lee.electrogig.com> 
Date: Fri, 02 Jun 95 22:25:21 -0700
From: Jim Helman <jimh@surreal>
Status: O

I've put out pfiv1.5.tar.Z which contains fixes for retaining all
SoSwitch children and setting the active child.  You can find it
in sgigate.sgi.com:/pub/Performer/src.

SoSwitch children were being loaded...... but only with Performer
2.0.  To properly get a snapshot of inherited graphics state in
Inventor, SoSeparators need to be inserted between the SoSwitch and
every *inactive* child to prevent graphics state from leaking out.
This generates a SEGV inside Inventor when the traversal continues,
but seemingly only with Performer 1.2????.  This new version of the
loader moderates the aggressiveness of the workaround.

rgds,

-jim helman

jimh@surreal.asd.sgi.com
415/390-1151
1



From guest  Sun Jun  4 18:55:17 1995
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Date: Mon, 5 Jun 1995 11:45:02 +1000 (BEST)
From: Simon Bennett <simonb@wormald.com.au>
X-Sender: simonb@zippy
To: Jeff Wallace <wallace@pike.cecer.army.mil>
Cc: info-performer
Subject: Re: Line smoothing/antialiasing
In-Reply-To: <199506021552.KAA04587@pike.cecer.army.mil>
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Status: O

On Fri, 2 Jun 1995, Jeff Wallace wrote:

> I recently ran a scene on an Onyx, 8X150MHz, 2 RE2s.
> A net constructed with line primitives in Inventor rendered perfectly.
> The same scene on an Onyx with 2X200MHz and one RE2 doesn't do a good job at
> all.
> I assume this is a hardware/software interaction.  Any specific ideas would
> be appreciated.

Do you mean RE2's ?  As in separate pipes?  Or RM's?? (Raster Managers)  
per pipe?

If you're talking RM's.. then the Onyx with only one RM will not be able 
to multi-sample at a resolution of 1280x1024 - if you can drop the 
resolution to 960x680 then you'll be able to multi-sample again.  (You'll 
have to start and stop the GFX before you can multi-sample thou -- use 
setmon -x to keep the VOF in the EEPROM)

Performer trys to use multi-sampling on RE2 machines...  It doesn't seem to
work out whether or not your particular combination of VOF and RM's will
support multi-sampling (which is fair enough)...  If you want to use
linesmoothing on an RE2 or VTX it's my experience that you have to enable it
yourself. 

Hope that helped.

+--------------------------------------------------------------------------------+
    Simon Bennett       simonb@wormald.com.au
    Wormald Technology  Advanced Systems Engineering Ph: +61 2 981 0611 (x512)   

   Computer Terms: hardware - the part of a computer system that one can kick




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Date: Mon, 5 Jun 1995 14:10:22 +1000 (EST)
From: Robert Webb <robertw@wormald.COM.AU>
Subject: Performer view frame accurate?
To: Performer mailing list <info-performer@sgi.sgi.com>
Cc: Robert Webb <robertw@wormald.COM.AU>
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Status: O

Hi all,

I want an object to stay stationary with respect to the viewer.  Here is
what I tried:
    - Put the object under a DCS.
    - Each frame calculate the matrix for the new viewer
	position/orientation.
    - Call pfChanViewMat() with this matrix.
    - Call pfDCSMat() with this matrix.

So the view and object both use the same matrix.  This almost works.  I can
see part of the object within my view, but it jiggles around.  I printed out
the matrices used for the view and for the DCS each frame in a draw
call-back, and sure enough they are different!  Surely both the view
transform and the DCS transform are passed down the Performer pipeline (ie
they should be frame accurate), but it seems one of them is not.  If I run
in a single process then the matrices printed out are the same, but it still
appears to jiggle around!

Can anyone shed any light on what's going on?  Or how to keep an object
completely still with respect to a viewer?  I could just use a draw call-back
to load some constant matrix onto the stack, but I also want other viewers
to be able to see the object at the location of the first viewer.

Any ideas?

Rob.

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

Robert Webb.			robertw@wormald.com.au

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



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From: "Wm. Frank Dea" <wfdea@blue.weeg.uiowa.edu>
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Subject: Muliple screen rendering (preparation for hyperpipe())
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Status: O


	Has anyone been able to render identical scenes in separate windows
on separate screens (window 0 on screen 0 and window 1 on screen 1).  I have
tried setting up one pipe and one channel per window.  Window 0's
initialization function calls scrnselect(0) and window 1's init. func.  calls
scrnselect(1).  My program hangs on a pfDraw() call in the main loop of the
program.  It seems that the 2 screens are not synchronizing correctly.  
Any advice?


Thanks,


Frank
(wfdea@blue.weeg.uiowa.edu)





From guest  Wed Jun  7 00:44:17 1995
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From: Steve.Sales@Ambitron.demon.co.uk
Date: Mon,  5 Jun 95 22:52:16 PDT
Subject: stereo on Performer
To: info-performer@sgi.sgi.com
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Status: O

For attention of Rob Jenkins

Rob - you have obviously been very busy today, since I was 
unable to contact you.

Oldfield are very keen to get info on stereo with CrystalEyes 
on Performer.

You obviously did not get time to mail it through for this 
morning as you hoped. Do you think you can get it through for 
tomorrow, 7 June?

Regards

Denis





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Subject: Textures from 3ds files
Status: O

A while ago I have asked for help on 3ds files and got a reader function
(thanks, Riccardo). However, the function I got doesn't read the
texture information. Does anyone know how to get the texture
information from the 3D Studio files?

Thanks,
Igor

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Igor Pandzic                         ipandzic@cui.unige.ch
MIRALab
University of Geneva                 tel. +41/22/705 76 56
24, rue General-Dufour                           705 77 63
CH-1211 GENEVE 4
SWITZERLAND                          fax  +41/22/705 77 80
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


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From: Albert Herman <aherman@pike.cecer.army.mil>
Message-Id: <199506061822.NAA08973@pike.cecer.army.mil>
Subject: Flight file version problem
To: info-performer@sgi.sgi.com
Date: Tue, 6 Jun 1995 13:19:28 -0500 (CDT)
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Status: O

Hi,

I have a .flt file that I have used when running IRIX 4.* and have
recently decided to reuse it.  However, I now get the following error
when attemping to load it into perfly using IRIX 5.3 on an Oynx/RE2.

Performer Info (2): All 2 processors available on this machine.
========================================================================
Software Systems Flight Version 2.0 Loader for IRIS Performer 1.2 12/15/93
========================================================================

Loading file obj.flt
Performer Notice (2): 

Performer Notice (2):   <<<<<<<< Loading file obj.flt >>>>>>>

Performer Warning (2): LoadFlt() opcode 1087 "" not implemented in V13
Performer Warning (2): This file is probaby not a V13 file.  Bagging it.
Performer Fatal (2): LoadFlt() V13 loader attempting to load a "V12" file:
        obj.flt

The problem appears to be that version 13 of the loader does not implement
a feature that apparently was included in version 12 of the loader.

Any ideas on how to fix this problem?

Albert.


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From: "Carlo L. Tiana" <carlo@vision.arc.nasa.gov>
Message-Id: <199506061854.LAA00846@descartes.arc.nasa.gov>
To: aherman@pike.cecer.army.mil, info-performer@sgi.sgi.com
Subject: Re:  Flight file version problem
Status: O

I have a similar problem with V14 not wanting to load a V13 file, under
IRIX 6.0.1 on a PowerIndigo 2 Extreme.

In addition, on that same system, perfly dumps core with the following
error message:

ERROR #91  texdef2d: TX_MAGFILTER value 592 is invalid: ERR_USERERROR

I can replicate this by running perfly{.flt14} on the distributed
airbase.flt model.

Thanks for any help!
Carlo.



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Status: O



UNSUBSCRIBE 


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From: Marcus <giraffe.asd.sgi.com!sgi.sgi.com!uunet.uu.net!multigen!Marcus>
To: INFO PERFORMER <info-performer@sgi.sgi.com>
Date: Tue, 6 Jun 1995 20:15:10 PST
Subject: Re: Flight file version prob 
Status: O

        Reply to:   RE>Flight file version problem
>From: Albert Herman <aherman@pike.cecer.army.mil>
>Message-Id: <199506061822.NAA08973@pike.cecer.army.mil>
>Subject: Flight file version problem
>To: info-performer@sgi.com
>Date: Tue, 6 Jun 1995 13:19:28 -0500 (CDT)
>
>Hi,
>
>I have a .flt file that I have used when running IRIX 4.* and have
>recently decided to reuse it.  However, I now get the following error
>when attemping to load it into perfly using IRIX 5.3 on an Oynx/RE2.
>
>Performer Info (2): All 2 processors available on this machine.
>==========================================================
> Software Systems Flight Version 2.0 Loader for IRIS
> Performer 1.2 12/15/93
>==========================================================
>
>Loading file obj.flt
>Performer Notice (2): 
>
>Performer Notice (2):   <<<<<<<< Loading file obj.flt >>>>>>>
>
>Performer Warning (2): LoadFlt() opcode 1087 "" not implemented in V13
>Performer Warning (2): This file is probaby not a V13 file.  Bagging it.
>Performer Fatal (2): LoadFlt() V13 loader attempting to load a "V12" file:
>        obj.flt
>
>The problem appears to be that version 13 of the loader does not
>implement a feature that apparently was included in version 12
>of the loader.
>
>Any ideas on how to fix this problem?
>
>Albert.

Please contact MultiGen Technical Support and request a free loader
update:

MultiGen Technical Support
550 S. Winchester Blvd, Suite 500
San Jose, CA 95128
PH: 1-408-556-2600 FX: 1-408-261-4102
EMAIL: multigen!techsupport@uunet.UU.NET

The current revision of the loader is R14.1g for Performer 1.x
and it should read any version of Flight or OpenFlight better than
previous loaders.  The binary distribution is for IRIX 5.x only.
If you continue to have a problem, please contact me directly
and I'll help you solve.

Regards,
Marcus Barnes, Member Technical Staff
MultiGen Inc., 550  S. Winchester Blvd. Suite 500, San Jose CA, 95128
PH: 1-408-556-2654    FX: 1-408-261-4102
EMAIL: multigen!marcus@uunet.UU.NET




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From: Marcus <giraffe.asd.sgi.com!sgi.sgi.com!uunet.uu.net!multigen!Marcus>
To: INFO PERFORMER <info-performer@sgi.sgi.com>
Date: Tue, 6 Jun 1995 20:26:20 PST
Subject: Re: > Flight file version pr 
Status: O

        Reply to:   RE>> Flight file version problem
>Date: Tue, 6 Jun 1995 11:54:23 -0700
>From: "Carlo L. Tiana" <carlo@vision.arc.nasa.gov>
>Message-Id: <199506061854.LAA00846@descartes.arc.nasa.gov>
>To: aherman@pike.cecer.army.mil, info-performer@sgi.com
>Subject: Re:  Flight file version problem
>
>I have a similar problem with V14 not wanting to load a V13 file,
>under IRIX 6.0.1 on a PowerIndigo 2 Extreme.
>
>In addition, on that same system, perfly dumps core with the
>following error message:
>
>ERROR #91  texdef2d: TX_MAGFILTER value 592 is
> invalid: ERR_USERERROR

OpenFlight loaders are IRIS GL centric (until Performer 2.0).
It has apparently created a pfTexture with a modulate detail
mag. filter ... that your PowerIndigo 2 Extreme cannot handle.
You can work around this by changing to a supported mag. filter
such as bilinear.

>I can replicate this by running perfly{.flt14} on the distributed
>airbase.flt model.
>
>Thanks for any help!
>Carlo.

Regards,
Marcus Barnes, Member Technical Staff
MultiGen Inc., 550  S. Winchester Blvd. Suite 500, San Jose CA, 95128
PH: 1-408-556-2654    FX: 1-408-261-4102
EMAIL: multigen!marcus@uunet.UU.NET

Regards,
Marcus Barnes, Member Technical Staff
MultiGen Inc., 550  S. Winchester Blvd. Suite 500, San Jose CA, 95128
PH: 1-408-556-2654    FX: 1-408-261-4102
EMAIL: multigen!marcus@uunet.UU.NET




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From: Kuijper@fel.tno.nl (F. KUIJPER 446/3H06/2-5)
To: info-performer@sgi.sgi.com
Subject: Performance problems
Date: 07 Jun 95 10:02:13 EDT
Status: O

I'm having problems with getting good performance from my Performer 
based simulation application.
My application is rather complex: about 20 processes running in a process 
share group (including the Performer APP process). Concerning the overall
application performance, things are OK. One of the processes computes a dynamic 
model of a vehicle and it shows perfect real-time behaviour at a rate 
of 200 Hz.

Description of my visual design:
- Performer is run in APPCULL_DRAW
- APPCULL runs with a non-degrading prio at its own isolated CPU
- DRAW runs with a non-degrading prio at its own isolated CPU
- Graphics are drawn into a GLX window, using 8-bit multisampling
  (pfuGLXWinopen is used to open the window)

Description of the problem:
Running the application on a 8 CPU Onyx (IRIX 5.3, Performer 1.2) 
with RE2, 4RM, everything seems fine: 60 Hz most of the time. UNTIL 
you start to touch the system. Scrolling an X-Window on the system 
will essentially STOP the Performer application... Avarage frame rate 
drops below 10 Hz, even down to 1 Hz. Sometimes (when heavily 
scrolling an X-window e.g.) I see the visual process wait for half a 
second or more.

Question:
Is there anyone who has an idear where to look for the source of my 
performance troubles? What are the Performer processes waiting for???

Statistics problems too...
Getting up a statistics graph would help me. Unfortunately, I can't 
get the stats display up too. Initially, I used a GL window to draw. 
The stats worked OK then. Eversince I work with a GLX window, 
statistics display is a crashing action.

Looking forward for responses that make me happy again...


Frido Kuijper
TNO Physics and Electronics Laboratory
P.O. Box 96864, 2509 JG The Hague
The Netherlands
Phone +31 70 3264221
Fax   +31 70 3280961
email frig5@fel.tno.nl


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Subject: pfuPath
To: info-performer@sgi.sgi.com
Date: Wed, 7 Jun 1995 16:16:30 +0200 (MET DST)
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Ciao

Can anyone give a short explanation of the format of the 
path-files used by the pfuPath routines? 
(There is no man page for pfuPath.)


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 


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Date: Wed, 7 Jun 1995 11:01:19 -0400 (EDT)
From: "Lance R. Marrou" <marrou@vsl.ist.ucf.edu>
To: Martin Suter <suter@rsl.geogr.unizh.ch>
Cc: info-performer@sgi.sgi.com
Subject: Re: pfuPath
In-Reply-To: <9506071416.AA01042@esar6.unizh.ch>
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On Wed, 7 Jun 1995, Martin Suter wrote:

> Can anyone give a short explanation of the format of the 
> path-files used by the pfuPath routines? 
> (There is no man page for pfuPath.)

I looked in /usr/src/Performer/src/lib/libpfutil/path.c and it's something
like the following:

# comment
line x y z x y z
arc x y z radius angle1 angle2
fillet radius
speed desired rate
delay seconds
close

______________________________________________________________________________
           /\    ______  /\____ ______ ______   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: "Michael Jones" <mtj@babar>
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Date: Wed, 7 Jun 1995 09:07:48 -0700
In-Reply-To: "Lance R. Marrou" <marrou@vsl.ist.ucf.edu>
        "Re: pfuPath" (Jun  7, 11:01am)
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To: "Lance R. Marrou" <marrou@vsl.ist.ucf.edu>,
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On Jun 7, 11:01am, Lance R. Marrou wrote:
> Subject: Re: pfuPath
:On Wed, 7 Jun 1995, Martin Suter wrote:
:
:> Can anyone give a short explanation of the format of the
:> path-files used by the pfuPath routines?
:> (There is no man page for pfuPath.)
:
:I looked in /usr/src/Performer/src/lib/libpfutil/path.c and it's something
:like the following:
:
:# comment
:line x y z x y z
:arc x y z radius angle1 angle2
:fillet radius
:speed desired rate
:delay seconds
:close

It is pretty simple. Here are a few sample paths from the "performer
town" demo program. There is a blimp over the town in one version
of the demo, and that's what the blimp path is for:

::::::::::::::
blimp.path
::::::::::::::
# file: sky.path
# $Revision: $
# $Date: $

# This file is a path for use in perfly. For example:
#    perfly -A blimp.flt,blimp.path,Blimp 002_002.flt
#

speed -5 1000

line 2312 2407 100 2312 2307 100
fillet 90
line 2312 2307 100 2482 2292 100
fillet 90
line 2482 2292 100 2749 2192 100
fillet 90
line 2749 2192 100 2947 2587 100
fillet 90
line 2947 2587 100 2507 2928 100
fillet 90
line 2507 2928 100 2484 2710 100
fillet 90
line 2484 2710 100 2312 2507 100
fillet 50
line 2312 2507 100 2312 2407 100

close
::::::::::::::
city.path
::::::::::::::
# file: city.path
# $Revision: $
# $Date: $

# This file is a path for use in perfly. For example:
#    perfly -A esprit.flt,city.path,Lotus 002_002.flt
#

speed 31 1000

line 2548 2295 0 2589 2295 0
fillet 12
line 2589 2295 0 2589 2482 0
fillet 20
line 2589 2482 0 2604 2497 0
fillet 20
line 2604 2497 0 2604 2704 0
fillet 12
line 2604 2704 0 2296 2704 0
fillet 55
line 2296 2704 0 2296 2504 0
fillet 9
line 2296 2504 0 2195 2504 0
fillet 12
line 2195 2504 0 2195 2295 0
fillet 56
line 2195 2295 0 2548 2295 0

close
::::::::::::::
city2.path
::::::::::::::
# file: city.path
# $Revision: $
# $Date: $

# This file is a path for use in perfly. For example:
#    perfly -A esprit.flt,city.path,Lotus 002_002.flt
#

speed 13 1000

line 2548 2295 0 2589 2295 0
fillet 12
line 2589 2295 0 2589 2482 0
fillet 20
line 2589 2482 0 2604 2497 0
fillet 20
line 2604 2497 0 2604 2704 0
fillet 12
line 2604 2704 0 2296 2704 0
fillet 55
line 2296 2704 0 2296 2504 0
fillet 9
line 2296 2504 0 2195 2504 0
fillet 12
line 2195 2504 0 2195 2295 0
fillet 56
line 2195 2295 0 2548 2295 0

close

-- 

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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Date: Wed, 7 Jun 1995 12:21:32 -0400 (EDT)
From: Jim Parsons <parsons@vsl.ist.ucf.edu>
To: "Lance R. Marrou" <marrou@vsl.ist.ucf.edu>
Cc: Martin Suter <suter@rsl.geogr.unizh.ch>, info-performer@sgi.sgi.com
Subject: Re: pfuPath
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On Wed, 7 Jun 1995, Lance R. Marrou wrote:

> On Wed, 7 Jun 1995, Martin Suter wrote:
> 
> > Can anyone give a short explanation of the format of the 
> > path-files used by the pfuPath routines? 
> > (There is no man page for pfuPath.)
> 
> I looked in /usr/src/Performer/src/lib/libpfutil/path.c and it's something
> like the following:
> 
> # comment
> line x y z x y z
> arc x y z radius angle1 angle2
> fillet radius
> speed desired rate
> delay seconds
> close

BTW, the 'close' command is included at the end of a file only
when looping behavior is desired.

Jim Parsons
Visual Systems Lab
Institute for Simulation & Training
 



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From: "Ran Yakir" <rany@genie.bvr.co.il>
Message-Id: <9506071716.ZM3388@genie.bvr.co.il>
Date: Wed, 7 Jun 1995 17:16:51 +0000
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To: info-performer@sgi.sgi.com
Subject: Coordinate Transforms
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Status: O

Hi All,

I have to convert geographic coordinates (latitude & longitude) into RSO
coordinate system, which, I believe, is used in the far east. I heard that
there is some coordinate system called GRS (Grid Reference System) or MGRS
(Military same), that is identical to the RSO.

Does anybody know something about these coordinate systems ?

Thanks

Ran Yakir

-- 
 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | Graphics App. Chief Engineer
/ )_ (_(_) )   \/ (_(_/<_(_)(        | BVR Technologies Ltd.
              _/                     |   
-------------------------------------+--------------------------------
Phone :                              | E-mail : rany@bvr.co.il
  Work : 972-3-5715671               |
  Res. : 972-9-989974                |
Fax    : 972-3-5715668               |




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From: fair@iss.nus.sg (Kim Michael Fairchild)
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In-Reply-To: <9506071416.AA01042@esar6.unizh.ch> (suter@rsl.geogr.unizh.ch)
Subject: Re: pfuPath
Status: O


Hi,

I found that the path files were very difficult to work with and so I
wrote my own algorithm for path generation. 

Basically I use the mouse in flight or drive mode to define the
location where I want to be and then drive over the path again using
the mouse to determine the orientation. 

The paths are visualized as a series of line segments (whose length give
a good idea of the speed of movement) in different colours. 

Creating a "landmine" at the beginning of the path, causes the user to
follow the path. 

A toggle causes the landmines and paths to be pruned from the display
or not.

Example path:

path 1 514 0
time         x        y            z          h          p         y
230.410455 -62.396317 60385.882813 8.399189 121.638458 0.000094 0.000556
230.494023 -62.396317 60385.882813 8.399189 121.596146 0.000089 0.000528
230.579328 -62.396317 60385.882813 8.399189 121.553452 0.000084 0.000502
.....




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To whom it may concern,

	We are running performer on our Onyx, in which we are composing some
realtime software. We have been recommended your info performer service and
would like to sucscribe.

	yours sincerely

	Richard Ducker



Oldfield Music  	Tel: 01494 764 042   Fax: 01494 763 587



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Unsubscribe

-- 
E. G. Friedel
System Support Engineer
SGI Huntsville, AL
(205) 830-5400
egf@huntsville.sgi.com


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please ignore

-- 
________________________________________________________________
Rob Jenkins, Software Support Group, Silicon Graphics UK Ltd.       
1530 Arlington Business Park, Theale, Reading, UK, RG7 4SB. 
tel 01734 257736, fax 01734 257553, email robj@reading.sgi.com,



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Date: Thu, 8 Jun 95 10:50:07 -0700
From: terence@systech.hinet.net (Terence Ker)
Message-Id: <9506081750.AA07295@systech.hinet.net>
To: info-performer@sgi.sgi.com
Subject: Color table example
Status: O


    Could anyone provide me with an example of using the
color table in Performer. I need to emulate an IR scene
which, as I understand, should be a good candidate for
Performer color tabel.

    Thanks in advance!


     
                           
                                              -= Terence Ke =-

                                            Systems & Technology
                                            Taipei, Taiwan
                                e-mail: terence@systech.hinet.net





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Please unsubscribe



From guest  Thu Jun  8 13:58:39 1995
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Date: Thu, 8 Jun 1995 13:47:04 -0700
From: aschaffe (Allan Schaffer)
Message-Id: <199506082047.NAA09299@holodeck.asd.sgi.com>
To: info-performer@sgihub.corp.sgi.com
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Status: O


To unsubscribe, send mail to:

  info-performer-request@sgi.com
                 ^^^^^^^

The same address can be used for other administrative request as
well (change of address, etc).  Or you can mail directly to me.

Some info tidbits:  

  - We currently have 601 subscribers.

  - I've just put April & May info-performer archives on the FTP 
    site.  (ftp://sgigate.sgi.com/pub/Performer/monthly-archives)

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


From guest  Thu Jun  8 10:27:50 1995
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unsubscribe info-performer


From guest  Thu Jun  8 15:26:39 1995
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From: "Michael Jones" <mtj@babar>
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Date: Thu, 8 Jun 1995 15:13:51 -0700
In-Reply-To: fair@iss.nus.sg (Kim Michael Fairchild)
        "Re: pfuPath" (Jun  8,  2:12pm)
References: <9506080612.AA27568@iss.nus.sg>
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To: fair@iss.nus.sg (Kim Michael Fairchild), suter@rsl.geogr.unizh.ch
Subject: Re: pfuPath
Cc: info-performer@sgi.sgi.com
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On Jun 8,  2:12pm, Kim Michael Fairchild wrote:
> Subject: Re: pfuPath
:
:Hi,
:
:I found that the path files were very difficult to work with and so I
:wrote my own algorithm for path generation.

Sounds good to me. The pfuPath stuff is a bit of a hack that I did
over a weekend. It's one saving grace is that since it can compute
the arc of chosen radius that connects two line segments, all the
moves along the path are nice and smooth without "wiggle".

There is nothing "official" about the path following logic.

-- 

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  Thu Jun  8 18:33:13 1995
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To: info-performer@sgi.sgi.com
Subject: Performer Arenas
Date: Thu, 08 Jun 1995 18:24:29 PDT
From: Bill Moore <bmoore@world.nad.northrop.com>
Status: O

Hi,

I need to modify the scene graph from processes
that are not related (i.e. forked or sproced)
to the process that created the performer
arenas.  Is there any way to have these
non-related processes join the arenas? Or is it
possible to overload the pfNew's to allocate
out of a different arena?

Thanks
Bill Moore


From guest  Thu Jun  8 11:49:39 1995
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Date: Thu, 8 Jun 95 18:58:13 -0700
From: terence@systech.hinet.net (Terence Ker)
Message-Id: <9506090158.AA11737@systech.hinet.net>
To: info-performer@sgi.sgi.com
Subject: Colortable example
Status: O



    Could anyone provide me with an example of using the
color table in Performer. I need to emulate an IR scene
which, as I understand, should be a good candidate for
Performer color tabel.

    Thanks in advance!


     
                           
                                              -= Terence Ke =-

                                            Systems & Technology
                                            Taipei, Taiwan
                                e-mail: terence@systech.hinet.net





From guest  Fri Jun  9 02:38:45 1995
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Date: Fri, 9 Jun 95 18:37:46 JST
From: miki@mdc.ty.ihi.co.jp (Hideo MIKI)
Message-Id: <9506090937.AA21896@mdc.ty.ihi.co.jp>
To: info-performer
Subject: pfuSmoke
Status: O

 I have the following questions related to Performer application ( based 
on perfly ) I am developping. 

1. How can I generate smoke effects ?
	I want to generate smoke effects like Marconi-oil(buttonfly)demo. 

2. How shall I set datas ( ex. turbulence,dur,diss,,) ?
   What does it mean ?
   
rgds,
__________
Hideo Miki  


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From: "Darin C. Partridge" <darin@paradox.idec.sdl.usu.edu>
Message-Id: <9506090833.ZM25333@paradox.idec.sdl.usu.edu>
Date: Fri, 9 Jun 1995 08:33:04 -0600
X-Mailer: Z-Mail (3.1.0 22feb94 MediaMail)
To: bmoore@world.nad.northrop.com
Subject: Re: Performer Arenas
Cc: info-performer@sgi.sgi.com
Content-Type: text/plain; charset=us-ascii
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Status: O

Bill,

I recently had this problem.  I wanted to monitor and control the performer
application from an unrelated process.  I didn't want any performer code
in the unrelated process but as it turned out, I did use a performer call
or two.

I set up the arena in the unrelated process as follows:
****************************************************************************
usconfig(CONF_ATTACHADDR,0x7f000000); /* Thank you Jim Helman */
control_pool = pfNewDPool( sizeof(control_struct_t)+256, "viperfly" );
usconfig(CONF_ATTACHADDR,0x0);
shmem = pfDPoolAlloc( control_pool, sizeof(control_struct_t), 0 );
if( shmem == NULL )
  printf( "unable to init shared mem.\n" ), exit(1);
ctl = (control_struct_t*)shmem;
****************************************************************************
So pfNewDPool, and pfDPoolAlloc are the only performer calls in the unrelated
process.

I attached my performer application as follows:
****************************************************************************
ViewState->control_pool = pfAttachDPool( "viperfly" );
ViewState->shmem = pfDPoolFind( ViewState->control_pool, 0 );
ViewState->ctl = (control_struct_t*)ViewState->shmem;
****************************************************************************
So I made a small shared arena that my performer app has a pointer to
in its big common arena (ViewState is shared memory for my performer app).

Remember to use pfDPoolLock, and pfDPoolUnlock when modifying (not reading)
variables from your shared arena.  It works like a dream for me.

Darin

-- 
         _                                                          _
      __(_)__                                          ,,,       __(_)__ 
     (_______)                                        (o o)     (_______)
      |     |-------------------------------------oOO--(_)--OOo--|     |
      |     |  Darin C. Partridge                   _________    |     |
      |     |  Space Dynamics Laboratory (CSD)     |         |   |     |
      |     |  1695 North Research Parkway         | Gone    |   |     |
      |     |  Logan, UT  84321                    | Fishing |   |     |
      |     |                                      |_________|   |     |
      |     |  Voice: (801) 755-4348              ____________   |     |
      |     |    Fax: (801) 755-4366             /___________/   |     |
      |     |  Email: darin@sdl.usu.edu                          |     |
      |_____|----------------------------------------------------|_____|
      (_____)  (http://www.csd.sdl.usu.edu/darin_exec/homedoc)   (_____)
        (_)                                                        (_)



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Date: Fri, 09 Jun 1995 12:00:17 -0400
From: Tanner Lovelace <TLOVELAC@dcscorp.com>
To: info-performer@sgi.sgi.com
Subject:  Performer 2.0 - When?
Status: O

Greetings,

I had thought from various statements on the list that Performer 2.0 was
already in beta testing and that it would be released real soon now. 
Now I've just heard a rumor that it won't even be going to beta testing for
two months.  Is this totally off the wall, or what's happening here?

Tanner Lovelace
DCS Corporation
Alexandria, VA




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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9506090954.ZM11982@lee.electrogig.com>
Date: Fri, 9 Jun 1995 09:54:19 -0700
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To: info-performer@sgi.sgi.com
Subject: SoTransform node having "DCS" or "dcs" in its name 
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Good Morning:

	Has anyone noticed anything wrong with loadIv, when it is
processing a .iv file which contains an SoTransformation node whose
name has an explicit "DCS" or "dcs" substring in it? According to the
loadIv release notes, if we want a transformation node to remain (not
flattened out) we should put "DCS" or "dcs" in the node name. With this
type of naming, loadIv is supposed to insert a pfDCS node in its place
which later gets converted into pfSCS (I think) in the routine "optimizeTree"
of loadIv. Thus, we should see a pfSCS in the performer scene graph. But
it doesn't happen so.

Is this a bug in loadIv? Or am I doing something wrong? I have noticed this
for SoRotationXYZ whose name I gave as: "DEF testDCS RotationXYZ" inside a
.iv file. I wanted this RotationXYZ to be converted into a pfDCS.

Can someone shed some light on it?
BTW: I am using pfiv1.5

thanks
-anita

---------------------------------------------------------------------------
Anita Kishore
kishore@electrogig.com
---------------------------------------------------------------------------


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From: "David H. Whittington" <dhw3314@aw101.iasl.ca.boeing.com>
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Subject: DTED/Landsat Data Source
To: info-performer@sgi.sgi.com
Date: Fri, 9 Jun 1995 10:00:06 -0700 (PDT)
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Status: O

To all Performer users of terrain/texture:

	I came across a possible source of worldwide DTED and correlated
high res (10m) Landsat texture data from a unusual source called
Weathernews. They currently supply fly through renderings(generated with
an ONYX frame-by-frame) to TV News Stations with superimposed 3D
clouds. I have talked to Robert Lindgren there about providing the
DTED data and the corresponding natural colored LANDSAT data - already
geo corrected (registered). You might want to talk to him about their
capabilities and ask for the video demo tape so you can see what they do.

	Weathernews Inc.
	333 W. El Camino Real, Suite 270
	Sunnyvale, CA 94087
	408-522-8350
	bobl@wni.com

	Second topic - check out Flight Unlimited, a new PC Flight Sim
for terrain/texture rendering on a PC. A very good job in my estimation
even though it really requires a Pentium 90/8mb ram and a good video card.
The texture resolution appears to be in the 10 foot region and extends
for maybe 10-20 miles before being reflected to provide an "infinite"
gaming area. I would challenge our own group to develop a ".flt" file
that matches up!


  .=========================================================================.
 / David H. Whittington       | Voice: (206) 662-4610 (work)                 \
|  Boeing Commercial Airplane |                                               |
|  P.O. Box 3707, M/S 19-MH   | Internet: dhw3314@aw101.iasl.ca.boeing.com    |
 \ Seattle, WA  98124-2207    | #include "/boeing/sw/std_disclaimer.h"       /
  `========================================================================='



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From: "Javier Castellar" <javier@sixty>
Message-Id: <9506091151.ZM28576@sixty.asd.sgi.com>
Date: Fri, 9 Jun 1995 11:51:36 -0700
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To: info-performer@sgi.sgi.com
Subject: Re: Performance problems
Cc: Kuijper@fel.tno.nl
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Status: O

	The main reason of your problems is related on the graphics context
switch which is being suffered by the graphics pipe when you go into X.
	The DRAW in performer is GL and graphics activity from X is going to
create this graphics context. No matter if you are running the GL on a top non
degrading priority, no matter if you fork/sproc you Xwindows activity on other
CPU, keep in mind that X AND GL_DRAW ARE SHARING A COMMON GFX RESOURCE. This
resource support nicely different graphics contexts (GL, X, msampling in some
windows, rgb, color map ... etc) but the changes between them have some cost.
The problem here IS NOT THE COST OF THE GFX CONTEXT SWITCHING, the problem is
HOW MUCH TIMES DO YOU PERFORM this switching. If the Xwindows process priority
is low it will go into gfx context with too much granularity (drawing a shadow
of an Xbutton will produce several switchings (per a couple of Xlines or
Xpixels), then the small overhead of X to GL gfx context switch is going to be
multiplied by 10 or more ...
	Choices (A or B ...):
A) Devote the gfx pipe to the Performer DRAW (if your application needs some
Xinteraction this is not for you, maybe you can use a gial box or a button box
using the serial port)

B) ok , you need also X io. Syncronize with semaphores Xlib calls and the start
and begining of pfDraw.
	PreDraw:
		stopXplease  [only the X GRAPHICS activity]
	pfDraw()
	PostDraw:
		startXplease
It should decrease the number of gfx context changes.

C) ok, you need also X io but you do not know how to syncronize.
	PreDraw:
			...GrabServer(display)  (it is an X call but a cannot
remember the complete name)
	pfDraw()
	PostDraw:
			...UnGrabServer(display)
It is not going to work in multipipe since the xwm is only one.

-Javier










-- 
*************************************************************************
* Javier Castellar Arribas     * Email:              javier@asd.sgi.com *                 
*                              * Vmail:            		 3-1589 *            
* Member of Technical Staff    * Phone:                  (415)-390-1589 *
* Advanced Graphics	       * Fax:                    (415)-964-8671 *     
* Advanced Systems Division    * MailStop:                       8U-800 *
************************************************************************* 
* Silicon Graphics Inc.                                                 *
* 2011 N. Shoreline Boulevard,                                          *                        
* Mountain View, California 94043-1386, USA                             *
*************************************************************************



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X-Nvlenv-01Date-Posted:  9-Jun-1995 16:31:06 -0400; at fel3.fel.tno.nl
From: Kuijper@fel.tno.nl (F. KUIJPER 446/3H06/2-5)
To: info-performer@sgi.sgi.com
Subject: Re: Performance problems
Date: 09 Jun 95 16:31:01 EDT
Status: O


> On Jun 7, 10:02am, F. KUIJPER 446/3H06/2-5 wrote:
> > Subject: Performance problems
> > I'm having problems with getting good performance from my Performer
> > based simulation application.
> > [ ... ]
> > Running the application on a 8 CPU Onyx (IRIX 5.3, Performer 1.2)
> > with RE2, 4RM, everything seems fine: 60 Hz most of the time. UNTIL
> > you start to touch the system. Scrolling an X-Window on the system
> > will essentially STOP the Performer application... Avarage frame rate
> > drops below 10 Hz, even down to 1 Hz. Sometimes (when heavily
> > scrolling an X-window e.g.) I see the visual process wait for half a
> > second or more.
> 
> Perhaps you should try running this app as UID "root". Does the same
> problem then occurr? This is one way to avoid the usual degradation of
> CPU scheduling priority, caused by IRIX. (eg: man nice).
> 

Thanks for your response. Yes, I do run as root. The processes are real-time processes, so the 
nice level does not apply.

Anybody else an idear?



Frido Kuijper
TNO Physics and Electronics Laboratory
P.O. Box 96864, 2509 JG The Hague
The Netherlands
Phone +31 70 3264221
Fax   +31 70 3280961
email frig5@fel.tno.nl

 


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From: "Sharon Clay (Fischler)" <src@rose>
Message-Id: <9506091436.ZM1360@rose.asd.sgi.com>
Date: Fri, 9 Jun 1995 14:36:37 -0700
In-Reply-To: Kuijper@fel.tno.nl (F. KUIJPER 446/3H06/2-5)
        "Performance problems" (Jun  7, 10:02am)
References: <9506070801.AA27045@fel.tno.nl>
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To: Kuijper@fel.tno.nl (F. KUIJPER 446/3H06/2-5), info-performer@sgi.sgi.com
Subject: Re: Performance problems
Mime-Version: 1.0
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Status: O



+>---- On Jun 7, 10:02am, F. KUIJPER 446/3H06/2-5 wrote:
> Subject: Performance problems
->I'm having problems with getting good performance from my Performer 
->based simulation application.
->My application is rather complex: about 20 processes running in a process 
->share group (including the Performer APP process). Concerning the overall
->application performance, things are OK. One of the processes computes a dynamic 
->model of a vehicle and it shows perfect real-time behaviour at a rate 
->of 200 Hz.
->
->Description of my visual design:
->- Performer is run in APPCULL_DRAW
->- APPCULL runs with a non-degrading prio at its own isolated CPU
->- DRAW runs with a non-degrading prio at its own isolated CPU
->- Graphics are drawn into a GLX window, using 8-bit multisampling
->  (pfuGLXWinopen is used to open the window)
->
->Description of the problem:
->Running the application on a 8 CPU Onyx (IRIX 5.3, Performer 1.2) 
->with RE2, 4RM, everything seems fine: 60 Hz most of the time. UNTIL 
->you start to touch the system. Scrolling an X-Window on the system 
->will essentially STOP the Performer application... Avarage frame rate 
->drops below 10 Hz, even down to 1 Hz. Sometimes (when heavily 
->scrolling an X-window e.g.) I see the visual process wait for half a 
->second or more.

Drawing in X on the same graphics pipe as your real-time
will disrupt the system - which is what happens when you
scroll your windows.  The graphics pipe is thrashing between
X and our performder drawing.  Even so though, the above sounds
obviously extreme (1 Hz ???).

Is the performer application using X or IRIS GL input handling ?
There can be performance problems with IRIS GL input handling
when your mouse is outside the window.  If it is X input handling,
then that should not be running in the draw process but in an
asynchrounous process.

->Question:
->Is there anyone who has an idear where to look for the source of my 
->performance troubles? What are the Performer processes waiting for???
->
->Statistics problems too...
->Getting up a statistics graph would help me. Unfortunately, I can't 
->get the stats display up too. Initially, I used a GL window to draw. 
->The stats worked OK then. Eversince I work with a GLX window, 
->statistics display is a crashing action.

This surprises me.  Please give me more information.
You are running Performer 1.2 MR?
>From what process are you calling pfDrawChanStats().
Does the crash happen is Performer is not MP.
What kind of crash? Core dump? Can you send me a stack trace?
A small example program would be great! :-)

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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: "Tom Payne" <tom@gemtech.com>
Message-Id: <9506091602.ZM7163@falcon.gemtech.com>
Date: Fri, 9 Jun 1995 16:02:16 -0700
In-Reply-To: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
        "Re: DTED/Landsat Data Source" (Jun  9,  7:32pm)
References: <199506091700.AA24508@aw533.info-performer@sgi.sgi.com> 
	<9506091933.ZM2070@comarts.es>
X-Mailer: Z-Mail (3.1.0 22feb94 MediaMail)
To: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Subject: Re: DTED/Landsat Data Source
Cc: info-performer@sgi.sgi.com
Content-Type: text/plain; charset=us-ascii
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Status: O

On Jun 9,  7:32pm, Nacho Sanz-Pastor. Computer Arts + Developments wrote:
> Subject: Re: DTED/Landsat Data Source
>
>
> On Jun 9, 10:00am, David H. Whittington wrote:

>
>  Anyway, if you visit Mtn View anytime soon, please check out our 60hz real
> time texture paging 1 and 10m per texel applications showing there. We are
> still ahead.  Thank God ...
>
Some day we'll be able to publicly show you our 250 nm^2 satellite textured
3-channel flight sim running at 120Hz on a 4 CPU RE2...but you need OpenGVS
from Gemini instead of Performer.

(Sorry...I know this is the Performer mailing list, but I couldn't help myself)

Tom Payne
Director of Marketing
Gemini Technology

-- 
Tom Payne                                        tom@gemtech.com
Gemini Technology                                 1-800-827-1980



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From: "Javier Castellar" <javier@sixty>
Message-Id: <9506091802.ZM29606@sixty.asd.sgi.com>
Date: Fri, 9 Jun 1995 18:02:28 -0700
In-Reply-To: "Tom Payne" <tom@gemtech.com>
        "Re: DTED/Landsat Data Source" (Jun  9,  4:02pm)
References: <199506091700.AA24508@aw533.info-performer@sgi.sgi.com> 
	<9506091933.ZM2070@comarts.es> 
	<9506091602.ZM7163@falcon.gemtech.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Tom Payne" <tom@gemtech.com>,
        "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Subject: RERe: DTED/Landsat Data Source
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

>>  Anyway, if you visit Mtn View anytime soon, please check out our 60hz real
>> time texture paging 1 and 10m per texel applications showing there. We are
>> still ahead.  Thank God ...
>>
>Some day we'll be able to publicly show you our 250 nm^2 satellite textured
>3-channel flight sim running at 120Hz on a 4 CPU RE2...but you need OpenGVS
>from Gemini instead of Performer.
>
>(Sorry...I know this is the Performer mailing list, but I couldn't help
myself)
>
>Tom Payne
>Director of Marketing
>Gemini Technology

You did mentioned the size of this terrain but you did not say the terrain
resolution as well as the texture resolution neither the plane speed. Also you
mentioned 3-channel 120Hz video mode that as far as i know does not exist on a
single pipe machine. If you are using a MCO option you CAN NOT get 3 channel in
stereo (assuming that 120Hz means stereo). Maybe do you need a 3 pipe RE2
machine ?

Explaining that you have a 250 nm^2 (does it means 15.8x15.8 nm^2 terrain?)
terrain does not mean anything without talking about the geometry and texture
resolution of the terrain. In any case the CA&D people is talking about a
terrain which is over the size of the hardware texture memory resolution (no
matter if RM4 or RM5).

In the examples that the CA&D guys mentioned they are talking about a flight
simulator working at 60Hz rock solid while paging. The paging is necessary
because the following calculus: The texture resolution in his demostration was
10m per texel and even 1m when data is available . It means that for areas of
250x250 nm^2 it will be around 40,000x40,000 rgb texture for 10m with some
insets of 1m in some areas.
Assuming that you are talking about the same resolution and SIZE (if not, it is
not the same level of flight simulation)  it means that you will manage about
3.1 GB of texture memory in the 10m case with some insets of about 150MB per
airport or area of interest (1m/texel) assuming 250x250 nm instead of 15.8x15.8
nm (=250nm^2). In the examples that we have here we are flying over all the bay
area at 10m texel and 1m texel, it is around 0.5GB of texture in real time at
supersonic speed. (we have not more because we could not get more data)

In the CA&D flight simulation (pure Performer+GL API program) they can manage
this level of resolution (non limited area at 1m texel 10m geometry and
10m/texel and 100m/vertex for the overall database). If you are talking about
the same kind of simulator WITHOUT using performer i would like to see it.

If you talk about one program which can manage 250x250 nm^2 at 10m/texel
100m/vertex with insets of 1m/texel 10m/vertex running at 60Hz 1kx0.7k channels
... you are talking about IRIS Performer instead of OpenGVS.

(Sorry...but this is the Performer mailing list, and i shouldn't help myself)

-Javier


-- 
*************************************************************************
* Javier Castellar Arribas     * Email:              javier@asd.sgi.com *                 
*                              * Vmail:            		 3-1589 *            
* Member of Technical Staff    * Phone:                  (415)-390-1589 *
* Advanced Graphics	       * Fax:                    (415)-964-8671 *     
* Advanced Systems Division    * MailStop:                       8U-800 *
************************************************************************* 
* Silicon Graphics Inc.                                                 *
* 2011 N. Shoreline Boulevard,                                          *                        
* Mountain View, California 94043-1386, USA                             *
*************************************************************************



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From: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Message-Id: <9506091933.ZM2070@comarts.es>
Date: Fri, 9 Jun 1995 19:32:59 -0700
In-Reply-To: "David H. Whittington" <dhw3314@aw101.iasl.ca.boeing.com>
        "DTED/Landsat Data Source" (Jun  9, 10:00am)
References: <199506091700.AA24508@aw533.info-performer@sgi.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "David H. Whittington" <dhw3314@aw101.iasl.ca.boeing.com>,
        info-performer@sgi.sgi.com
Subject: Re: DTED/Landsat Data Source
Mime-Version: 1.0
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On Jun 9, 10:00am, David H. Whittington wrote:
>       Second topic - check out Flight Unlimited, a new PC Flight Sim
>
>-- End of excerpt from David H. Whittington


 We confirm that the quality and frame rate of Flight Unlimited is close to
outstanding. Everyone should take a look at it and think.

 Anyway, if you visit Mtn View anytime soon, please check out our 60hz real
time texture paging 1 and 10m per texel applications showing there. We are
still ahead.  Thank God ...

-- 
-----------------------------------------------------	     mb$$m 
Nacho Sanz-Pastor					    b$"  $"$""$$b,
Email: nacho@comarts.es					   |$P  $P Pm  `$Pb	
------------------------------------------------------	    $|  $   P,  `|P,
Computer Arts & Developments	Phone: ++ 34 1 3572751	    "$  P    P   `b$	
Anita Vindel,10 		       ++ 34 1 3572752	      "PPPP   |  ,P
Madrid 28023 SPAIN		Fax  : ++ 34 1 3070339	           $bmm1" 
--------------------------------------------------------------------------------
           Computer Arts & Developments Visual Simulation Group
 An asteroid has crashed on Earth, and the Dinosaurs are close to being extinct
--------------------------------------------------------------------------------



From guest  Fri Jun  9 21:10:16 1995
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Date: Fri, 9 Jun 1995 21:06:19 -0700
Message-Id: <199506100406.VAA13701@ix4.ix.netcom.com>
From: blastarr@ix.netcom.com (Kent Miller)
Subject: Fwd: Performer 2.0 - When?
To: info-performer@sgi.sgi.com
Status: O

>I had thought from various statements on the list that Performer 2.0 was
>already in beta testing and that it would be released real soon now. 
>Now I've just heard a rumor that it won't even be going to beta testing for
>two months.  Is this totally off the wall, or what's happening here?

Adding more fuel to the rumor-fire:

My accomplice told me that Performer 3.0 (yes THREE) was due for release around 
November of this year, and we should consider skipping the 2.0 release in favor 
of 3.0. Of course I knew he was blowing smoke, but what if there's something to 
this...







From guest  Sat Jun 10 11:18:32 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199506101813.LAA17975@tubes.asd.sgi.com>
Subject: Re: Performer view frame accurate?
To: guest (Robert Webb)
Date: Sat, 10 Jun 95 11:13:27 PDT
Cc: info-performer@sgi.sgi.com, robertw@wormald.COM.AU
In-Reply-To: <Pine.3.89.9506051300.A2147-0100000@krusty>; from "Robert Webb" at Jun 5, 95 2:10 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> Hi all,
> 
> I want an object to stay stationary with respect to the viewer.  Here is
> what I tried:
>     - Put the object under a DCS.
>     - Each frame calculate the matrix for the new viewer
> 	position/orientation.
>     - Call pfChanViewMat() with this matrix.
>     - Call pfDCSMat() with this matrix.
> 
> So the view and object both use the same matrix.  This almost works.  I can
> see part of the object within my view, but it jiggles around.  I printed out
> the matrices used for the view and for the DCS each frame in a draw
> call-back, and sure enough they are different!  Surely both the view
> transform and the DCS transform are passed down the Performer pipeline (ie
> they should be frame accurate), but it seems one of them is not.  If I run
> in a single process then the matrices printed out are the same, but it still
> appears to jiggle around!
> 
> Can anyone shed any light on what's going on?  Or how to keep an object
> completely still with respect to a viewer?  I could just use a draw call-back
> to load some constant matrix onto the stack, but I also want other viewers
> to be able to see the object at the location of the first viewer.
> 
> Any ideas?
> 
> Rob.
> 
> ------------------------------------------------------------------------------
> 
> Robert Webb.			robertw@wormald.com.au
> 
> ------------------------------------------------------------------------------
> 

	Perhaps you have some form of collision detection enabled which
collides with the object and deflects the viewpoint. I am certain both
DCS and pfChannel view matrix are propagated properly down
the pipeline - your printout in the DRAW is misleading because 
the matrix for the DCS is that of the APP's copy which is 1 or 2 frames
in the future. This is a strange side effect of Performer's multiprocessing
but we deem it livable because it saves lots of memory and processing
time. 

	The fact that you get jitters in single process leads me to believe
that something other than multiprocessing wackiness is the problem.




From guest  Sat Jun 10 11:21:04 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199506101816.LAA17983@tubes.asd.sgi.com>
Subject: Re: pfSwitch node and pfSwitchVal
To: guest (AnitaKishore)
Date: Sat, 10 Jun 95 11:16:38 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9506021149.ZM6681@lee.electrogig.com>; from "AnitaKishore" at Jun 2, 95 11:49 am
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> The way  pfSwitchVal function is been designed, is making us do unnecessary
> processing in our development.
> 
> For example: while converting a SoSwitch node into pfSwitch node in loadIv,
> taking care that all children of SoSwitch get converted into corresponding
> performer nodes, It doesn't allow me to set the switch value (using
> pfSwitchVal)
> to anything >= 0, obviously because at that time the new pfSwitch doesn't have
> any children. Its children get added during further traversals only. Due to
> this limitation, I can't maintain the correspondence between the original
> SoSwitch's whichChild value and the  new pfSwitch's switch value at the time
> of node conversion! I have to maintain a list of this information for later
> processing (after the entire conversion) when I need to once again search
> (or maintain pointers) for all pfSwitch nodes and set their switch values to
> the saved ones.
> 
> It would be nice if pfSwitchVal was designed so as to check for the bounds
> on the switch value at the time of applying (using) it and not when it is
> being set (ie: initialized). This would allow us to initialize the switch
> value to a non-existant child which could later be added dynamically. Or
> if not added, Performer could give runtime error OR core dump.
> 

	We agree that the 1.2 pfSwitchVal behavior is bogus - it
has already been fixed as you suggest for the next release.



From guest  Sat Jun 10 12:03:28 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199506101858.LAA18088@tubes.asd.sgi.com>
Subject: Re: pfUserData woes
To: guest (Scott A. Friedman)
Date: Sat, 10 Jun 95 11:58:49 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9505301615.ZM16473@goff>; from "Scott A. Friedman" at May 30, 95 4:15 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> 
> Hello,
> 
> This is either a Performer or MultiGen Loader question so this seemed to be the
> best place to post this.  This question has to do with pfUserData and any
> potential gotchas it may present.  I have an application that sets pfUserData
> of various Groups and Objects from within a loader callback.  The pointers
> passed to pfUserData are not pfMalloc'ed and are not from any shared arena.
>  Problem is when I run MP the application dies inside the loader.  When I force
> run my application in single process mode everything works fine.  The program
> quits - no core dump - no message - NOTHING.  I figured things were going
> astray in my callback but no that's not the problem either (I think).  The
> application quits outside of my callback and in the loader somewhere.  Now,
> when I remove the pfUserData call in my callback and run in MP mode everything
> works fine.  My feeling is there is something building up before it dies(?).
>  Man pages on pfUserData are pretty straightforward - nothing special there.
>  The data is only accessed from the APP process so it shouldn't have to come
> from an arena (right?)
> 
> Question:
> 
> Is there something not obvious I should watch for when using pfUserData in MP
> mode?
> 
> <MultiGen> Is there some loader weirdness I should take into consideration?
> 
> 
> Any thoughts, suggestions or experiences are welcome.
> 
> Scott
> 
> 
> -- 
> Scott A. Friedman		UCLA Department of Architecture + Urban Design		
> Lecturer			     Department of Computer Science
> 
> 

	Can you try with pfMalloc'ed user data?



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From: jrohlf@tubes (John Rohlf)
Message-Id: <199506101915.MAA18128@tubes.asd.sgi.com>
Subject: Re: LOD calculations
To: guest (Renee Maheshwari)
Date: Sat, 10 Jun 95 12:15:23 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <Pine.3.89.9505181651.A23933-0100000@gold.tc.umn.edu>; from "Renee Maheshwari" at May 18, 95 4:38 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> 
> 
> I am wondering how channel size affects how Performer calculates LOD range
> for a predefined object with LOD ranges. I have the following information:
> 
> >Inside Performer for LOD switching,
> >
> >	true range = (defined range) * (Lod Scale) * (Global Lod Scale)
> >
> >	defined range is assumed to be for 1280x1024 at 45 Degree FOV
> >
> >	Lod Scale is a multiplier calculated from channel size & actual FOV
> 	  /\
> Lod Scale || is what I have my question on...
> 
> >	Global Lod Scale is a global value per channel that is applied to all 
> >	LOD's
> 
> The part below is the part I'm wondering about, which determines the 
> Lod Scale---what are horz and vert on the 
> right hand side of this equation??? Are they field of view? I'm assuming that
> xs and ys are the x and y channel size, but I may be wrong on that too.  
> Also, is this horz and vert defined recursively, or is that some typo?

	horiz, vert are originally the FOVs and xs,ys are the channel's 
	viewport pixel sizes. 

> 
> >	/* this came from the Performer Team and is how a channel size */
> >	/* affects the Lod Calculation */
> >        horz = (xs * 0.5f) / pfTan(horz * 0.5f);
> >        vert = (ys * 0.5f) / pfTan(vert * 0.5f);
> >
> >        max = PF_MAX2(horz, vert);
> 
> What is TAN_MPI8?????
> 

tan(pi/8) or,

#define TAN_MPI8	.414213562




From guest  Sat Jun 10 12:27:15 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199506101922.MAA18144@tubes.asd.sgi.com>
Subject: Re: Light & Material's interaction!
To: guest (Torres Mario 678-3280 AMSRL-BE-M)
Date: Sat, 10 Jun 95 12:22:33 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9505182105.AA17214@mercury.arl.mil>; from "Torres Mario 678-3280 AMSRL-BE-M" at May 18, 95 3:05 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> 
>   I am currently working on quantifying the interaction of Ambient and 
> Diffuse light and material properties to try and relate them to some 
> physically correct models that we have.  In a perfly hack I've set up a 
> 4 face pyramid with each face having a different color: red, green, blue 
> and white.  I've also setup sliders to change the Materials ambient and 
> diffuse colors and a toggle to switch between various Material Color 
> Modes.  
> 
>   The CONFUSING behavior: When I set the pfMtlColorMode to DIFFUSE and 
> then vary the Mtl DIFFUSE color I see no apparent effect on the colors of 
> my pyramid.  HOWEVER, if I change the material AMBIENT color (with the 
> PFMTL_CMODE_DIFFUSE), the pyramid's color are affected and change with 
> changing of ambient color.   Is this behavior normal? correct?  Does it 
> make sense that if the MaterialColorMode is PFMTL_CMODE_DIFFUSE the 
> AMBIENT material colors are active?  
> 
> The same behavior is shown when I use the PFMTL_CMODE_AMBIENT. That is 
> the pyramids colors are changed by changing the diffuse material colors 
> and not the ambient material colors (as I would expect it). 
> 
> Another, goody:  When I change to this PFMTL_CMODE_DIFFUSE mode from 
> another mode (like PFMTL_CMODE_AMBIENT) the WHITE face of the pyramid 
> turns BLACK. (Is there a force of opposites at work here? ;)
> 
> 
>  I have many more questions which I can't find answers to, but I will 
> restrain...  I have read all the Performer documentation and only a 
> couple of many possible ColorModes are briefly mentioned there.  GL 
> documentation was not of much help either.  I did read the OpenGL Ch 6 on 
> Lighting, however, are all the definitions contained therein valid for 
> Performer?  It seems to me that OpenGL is capable of much more than 
> Performer is, in terms of lighting, shadows, etc.  Can I depend on the 
> lighting and material mathematical definitions given in the OpenGL 
> literature and considered them to be same for Performer?
> 


	When the pfMtlColorMode is other than PFMTL_CMODE_COLOR,
then pfGeoSet colors will define the indicated material color,
e.g. when using PFMTL_CMODE_DIFFUSE, the diffuse color is specified
the pfGeoSet while the ambient, specular, and emissive colors
are specified by the pfMaterial. If you are not using pfGeoSets,
then in this case the diffuse color is specified by the 
current GL color, e.g. - c4f() or cpack().






From guest  Sat Jun 10 13:58:39 1995
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From: aschaffe (Allan Schaffer)
Message-Id: <9506101346.ZM18152@holodeck.asd.sgi.com>
Date: Sat, 10 Jun 1995 13:46:15 -0700
In-Reply-To: blastarr@ix.netcom.com (Kent Miller)
        "Fwd: Performer 2.0 - When?" (Jun  9,  9:06pm)
References: <199506100406.VAA13701@ix4.ix.netcom.com>
X-Mailer: Z-Mail-SGI (3.2S.1 10apr95 MediaMail)
To: blastarr@ix.netcom.com (Kent Miller), info-performer@sgihub.corp.sgi.com
Subject: Re: Fwd: Performer 2.0 - When?
Mime-Version: 1.0
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Status: O

> I had thought from various statements on the list that Performer 2.0
> was already in beta testing and that it would be released real soon
> now.  Now I've just heard a rumor that it won't even be going to beta
> testing for two months.  Is this totally off the wall, or what's
> happening here?

Hard to tell what I should or shouldn't say, so take this with a
grain of salt and the knowledge that _all_ SGI release date
predictions are somewhat fickle & highly subject to change:

We're currently in the final phase of alpha testing.  Several major
pieces of 2.0's much-publicized new featureset are _just_ being
completed.

Beta will begin at the end of the month (June).  To my knowledge, we
have more than enough beta testers, but Michael can follow up if that
is incorrect.  Assuming the beta runs smoothly, we will spend the
month of July tying up loose ends, writing documentation, and so on.
That would mean a release in the first part of August.

Again, please apply appropriate disclaimers.

| Adding more fuel to the rumor-fire:
| 
| My accomplice told me that Performer 3.0 (yes THREE) was due for
| release around November of this year, and we should consider skipping
| the 2.0 release in favor of 3.0. Of course I knew he was blowing
| smoke, but what if there's something to this...

Actually that was the plan, long ago -- back when 2.0 was expected to
release in March of this year.  There is a revised plan for the 3.0
release date but it's not been publicized yet.

As for skipping 2.0 in favor of 3.0, it would probably be to your
advantage to begin porting your application to OpenGL as soon as the
2.0 interface becomes available.  

Allan

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


From guest  Sat Jun 10 07:22:56 1995
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From: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Message-Id: <9506101550.ZM2848@comarts.es>
Date: Sat, 10 Jun 1995 15:50:16 -0700
In-Reply-To: "Tom Payne" <tom@gemtech.com>
        "Re: DTED/Landsat Data Source" (Jun  9,  4:02pm)
References: <199506091700.AA24508@aw533.info-performer@sgi.sgi.com> 
	<9506091933.ZM2070@comarts.es> 
	<9506091602.ZM7163@falcon.gemtech.com>
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To: info-performer@sgi.sgi.com
Subject: Re: + DTED/Landsat Data Source
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Status: O

On Jun 9,  4:02pm, Tom Payne wrote:
> Some day we'll be able to publicly show you our 250 nm^2 satellite textured
> 3-channel flight sim running at 120Hz on a 4 CPU RE2...but you need OpenGVS
> from Gemini instead of Performer.
>
> (Sorry...I know this is the Performer mailing list, but I couldn't help
myself)
>-- End of excerpt from Tom Payne



  I would like to point out two more things:


   First, we assume this is an Iris Performer forum devoted to help us all make
better use of the SGI systems as full featured IGs. Of course, when I say that
we all should look to Flight Unlimited and think, I mean that maybe we - the
developers - are missing something when a guy with a Pentium can afford to
challenge our RE2s. Which are excellent IGs.

   Michael, John, Jim, Sharon, Chris and Gennie are making an excellent work in
turning a workstation into a top of the line IG, but we just can't expect them
to do all the work as we just sit and relax, and pretend to load a hundred
thousand polygon unpartitioned .flt file in perfly and run it at 60hz. We also
have a lot of work to do in software and database design, and should reward
their efforts from time to time with apps that make them say 'Wow, how did they
do that ! '.

   Our challenges should come out of the SGI forum, not from a $75 PC game (
which is excellent, btw ).



   And second, with this spirit in mind invited everyone interested to see our
geospecific texture paging demos. That have been shown at ITEC this past April,
in the Developer's Forum and at the Mtn View Vis Sim Lab for some months.

 We don't pretend to be better than any other developer or anything, we just
show what we have and we'd be happy if someone has something faster or better,
since this is what fuels improvements, and this is what the spirit of this
forum should be. Sharing information to make us all write better apps in our
SGIs.

  Of course we too have other stuff we cannot show, but since that work is
classified, even our marketing people would not dare to talk about it in a
public forum with at least 601 in it, and where at least some of them are not
Performer based, not fully commited to the SGI platform and porting to other
IGs, such as the REAL 3D box from Martin.

  We just want people to read the subtexload man page ( how many still left
that hasn't yet ? ) and try to write stuff that makes the PC look like a
GameBoy.

  But never doubt that Gemini will bring us soon new Visions of Reality.




-- 
-----------------------------------------------------	     mb$$m 
Nacho Sanz-Pastor					    b$"  $"$""$$b,            
Email: nacho@comarts.es					   |$P  $P Pm  `$Pb	
------------------------------------------------------	    $|  $   P,  `|P,
Computer Arts & Developments	Phone: ++ 34 1 3572751	    "$  P    P   `b$	
Anita Vindel,10 		       ++ 34 1 3572752	      "PPPP   |  ,P
Madrid 28023 SPAIN		Fax  : ++ 34 1 3070339	           $bmm1" 
--------------------------------------------------------------------------------
           Computer Arts & Developments Visual Simulation Group
 An asteroid has crashed on Earth, and the Dinosaurs are close to being extinct
--------------------------------------------------------------------------------



From guest  Sun Jun 11 09:30:28 1995
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From: "Dennis Pierce" <dpierce@dolphin.orlando.sgi.com>
Message-Id: <9506111225.ZM18580@dolphin.orlando.sgi.com>
Date: Sun, 11 Jun 1995 12:25:34 -0400
In-Reply-To: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
        "Re: + DTED/Landsat Data Source" (Jun 10, 15:50)
References: <199506091700.AA24508@aw533.info-performer@sgi.sgi.com> 
	<9506091933.ZM2070@comarts.es> 
	<9506091602.ZM7163@falcon.gemtech.com> 
	<9506101550.ZM2848@comarts.es>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>,
        info-performer@sgi.sgi.com
Subject: Re: + DTED/Landsat Data Source
Cc: dpierce@sgi.sgi.com
Mime-Version: 1.0
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Status: O

On Jun 10, 15:50, Nacho Sanz-Pastor. Computer Arts + Developments wrote:
> Subject: Re: + DTED/Landsat Data Source
> On Jun 9,  4:02pm, Tom Payne wrote:
> > Some day we'll be able to publicly show you our 250 nm^2 satellite textured
> > 3-channel flight sim running at 120Hz on a 4 CPU RE2...but you need OpenGVS
> > from Gemini instead of Performer.
> >
> > (Sorry...I know this is the Performer mailing list, but I couldn't help
> myself)
> >-- End of excerpt from Tom Payne
>

go folks go!
why 120Hz, though?  stereo is that number, but that's just the video
rate and, not necessarily, the simulation visual frame rate
>
>   I would like to point out two more things:
>
>    First, we assume this is an Iris Performer forum devoted to help us all
make
> better use of the SGI systems as full featured IGs. Of course, when I say
that
> we all should look to Flight Unlimited and think, I mean that maybe we - the
> developers - are missing something when a guy with a Pentium can afford to
> challenge our RE2s. Which are excellent IGs.

don't forget that the original SGI "flight" program (first? written by
Gary Tiroli and rewritten/maintained by Rob Mace) ran on the IRIS 1000
which was capable of xforming 5K polys or so per second, and to this day,
folks still marvel at the "fun" of the original (flat) version, and gasp at
the beauty of the gouraud version

so, I should hope that Pentium-based developers can at least emulate
something first developed 12 years ago and amended regularly - remember,
even God admitted that man can do anything given sufficient time

ok, now let's add 18 channels out of one box (Paradigm/Magic Edge),
direct addressing of 3TB of disk space, direct (not indexed) addressing
of 16GB memory, gaggles of I/O (HiPPI, etc) (though the PC does
interface to everything and more than SGI's machines, just not as fast),
an amazing user interface in IndigoMagic (I know there is a great deal
of design and implementation beauty in Windows and NT, but I really dislike
the part where the "beauty" meets my fingers, ie, the look and feel),
emerging (and for the 90's) support tools in DeveloperMagic, and, of
course, some really cool (and evolving!) software from the IRIS
Performer gnomes
>
>    Michael, John, Jim, Sharon, Chris and Gennie are making an excellent work
in
> turning a workstation into a top of the line IG, but we just can't expect
them
> to do all the work as we just sit and relax, and pretend to load a hundred
> thousand polygon unpartitioned .flt file in perfly and run it at 60hz. We
also
> have a lot of work to do in software and database design, and should reward
> their efforts from time to time with apps that make them say 'Wow, how did
they
> do that ! '.

many, many kudos to the IRIS Performer group!  but don't forget that
Craig Phillips brought the original (and dying) VisKit from the grave
to the RE1 in 5 months with the die-hard and dedicated help of the
tenacious and resourceful Michael, John, Jim and Sharon

and with Craig's transitioning to Paradigm to kick butt once again in
developing some excellent software, this left the Performer folks to
fix bugs and grow the product from a fledgling scene management and
fast rendering package to the truly robust and exceptionally valued
product that 2.0 promises
>
>    Our challenges should come out of the SGI forum, not from a $75 PC game (
> which is excellent, btw ).
>
one hard part is that the machines are so powerful and expensive, it is
difficult to identify (and sell) the correct commercial fit - but, when
that fit is found, the results are striking - Aladdin uses morphing
LOD control for each character! (no LOD pops there folks!) - and Magic
Edge provides 18 games with one machine

for those who are free to play in the $75 arena, first, write some game
software and sell it to the SGI community!  I, for one, would be more
that happy to support some really cool games for SGI machines in the
$50 range - second, Project Reality is coming and, though I don't know
just what to expect from the chip set or Nintendo's incorporation of
the architecture, I do know enough to expect SGI engineering to continue
with the revolutionary advance of graphics technology, and to announce
with confidence that "something wonderful is about to happen"
>
>   But never doubt that Gemini will bring us soon new Visions of Reality.
>
as I said before, go folks, go!
when I get creamed by DEC or Sun or HP or IBM in workstation sales, it
only serves to make me try harder, learn more, and climb higher against
the wind - so, I, for one, welcome new techniques and ideas - and when
the 16 geocell 120Hz demo is shown, I, for one, will be at the head of
the line to find out how, but, more importantly, how long
>-- End of excerpt from Nacho Sanz-Pastor. Computer Arts + Developments




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From: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Message-Id: <9506111943.ZM3900@comarts.es>
Date: Sun, 11 Jun 1995 19:43:08 -0700
In-Reply-To: "Dennis Pierce" <dpierce@dolphin.orlando.sgi.com>
        "Re: + DTED/Landsat Data Source" (Jun 11, 12:25pm)
References: <199506091700.AA24508@aw533.info-performer@sgi.sgi.com> 
	<9506091933.ZM2070@comarts.es> 
	<9506091602.ZM7163@falcon.gemtech.com> 
	<9506101550.ZM2848@comarts.es> 
	<9506111225.ZM18580@dolphin.orlando.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Dennis Pierce" <dpierce@dolphin.orlando.sgi.com>,
        info-performer@sgi.sgi.com
Subject: Re: + DTED/Landsat Data Source
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jun 11, 12:25pm, Dennis Pierce wrote:
> many, many kudos to the IRIS Performer group!  but don't forget that
> Craig Phillips brought the original (and dying) VisKit from the grave
> to the RE1 in 5 months with the die-hard and dedicated help of the
> tenacious and resourceful Michael, John, Jim and Sharon
>-- End of excerpt from Dennis Pierce




Absolutely right, and also I left Allan Schaffer out of the list.

Sorry, Allan, I type faster than I think :)

-- 
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Computer Arts & Developments	Phone: ++ 34 1 3572751	    "$  P    P   `b$
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From guest  Sun Jun 11 22:38:20 1995
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To: "AnitaKishore" <kishore@electrogig.com>
Cc: info-performer@sgi.sgi.com
Subject: Re: SoTransform node having "DCS" or "dcs" in its name 
In-Reply-To: Your message of "Fri, 09 Jun 95 09:54:19 PDT."
             <9506090954.ZM11982@lee.electrogig.com> 
Date: Sun, 11 Jun 95 22:35:53 -0700
From: Jim Helman <jimh@surreal>
Status: O

Version 1.5 of LoadIv has a bug in that it only converts a
transform to a DCS when an SoGroup or SoShape that inherits that
transform has "dcs" or "DCS" in its name.  There's also another
potential problem in the inheritance of transforms when you are
only converting *some* of the SoTransforms into pfDCSes and other
subsequent geometry expects to inherit the transform.

I've put out a new version of the Inventor loader that also has
some support for SoRotor, SoShuttle and SoPendulum.  However,
tread lightly before relying on it.  Not only where these changes
substantial, but I went further and also synced it back up with
our current Performer 2.0 development version.

	ftp://sgigate.sgi.com/pub/Performer/pfiv1.6.tar.Z

rgds,

-jim helman

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



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From: "Javier Castellar" <javier@sixty>
Message-Id: <9506121033.ZM1720@sixty.asd.sgi.com>
Date: Mon, 12 Jun 1995 10:33:38 -0700
In-Reply-To: blastarr@ix.netcom.com (Kent Miller)
        "Fwd: Performer 2.0 - When?" (Jun  9,  9:06pm)
References: <199506100406.VAA13701@ix4.ix.netcom.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: blastarr@ix.netcom.com (Kent Miller), info-performer@sgi.sgi.com
Subject: Re: Fwd: Performer 2.0 - When?
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Status: O


>>I had thought from various statements on the list that Performer 2.0 was
>>already in beta testing and that it would be released real soon now.
>>Now I've just heard a rumor that it won't even be going to beta testing for
>>two months.  Is this totally off the wall, or what's happening here?
>
>Adding more fuel to the rumor-fire:
>
>My accomplice told me that Performer 3.0 (yes THREE) was due for release
around
>November of this year, and we should consider skipping the 2.0 release in
favor
>of 3.0. Of course I knew he was blowing smoke, but what if there's something
to
>this...

Performer 2.0 is the next release. Off course it will be 3.0, 4.0 ... but in
any case skipping a release is NOT a good idea since sometimes the people who
develope it use to have in mind the best path to avoid problems to his users in
future versions.

Fortunatelly version numbers doesn't mean only bug fixing.

-Javier

-- 
*************************************************************************
* Javier Castellar Arribas     * Email:              javier@asd.sgi.com *                 
*                              * Vmail:            		 3-1589 *            
* Member of Technical Staff    * Phone:                  (415)-390-1589 *
* Advanced Graphics	       * Fax:                    (415)-964-8671 *     
* Advanced Systems Division    * MailStop:                       8U-800 *
************************************************************************* 
* Silicon Graphics Inc.                                                 *
* 2011 N. Shoreline Boulevard,                                          *                        
* Mountain View, California 94043-1386, USA                             *
*************************************************************************



From guest  Mon Jun 12 14:16:00 1995
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From: "Darin C. Partridge" <darin@paradox.idec.sdl.usu.edu>
Message-Id: <9506121507.ZM28345@paradox.idec.sdl.usu.edu>
Date: Mon, 12 Jun 1995 15:07:22 -0600
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Subject: pfSmoke
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Status: O

I've looked libpfutil source code and have successfully included fire
and smoke into my application....but I was wondering what I have to
set so the fire and smoke doesn't look so square and blocky when
the viewpoint is close to the fire/smoke.  It look's really good
from far away but close up it's not as impressive.

Do I need different textures or should I tweek the pfuSmoke settings
(less/more dense, etc.) in order to have the smoke look less blocky
when close up.

Thanks for any help.

-- 
         _                                                          _
      __(_)__                                          ,,,       __(_)__ 
     (_______)                                        (o o)     (_______)
      |     |-------------------------------------oOO--(_)--OOo--|     |
      |     |  Darin C. Partridge                   _________    |     |
      |     |  Space Dynamics Laboratory (CSD)     |         |   |     |
      |     |  1695 North Research Parkway         | Gone    |   |     |
      |     |  Logan, UT  84321                    | Fishing |   |     |
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      |_____|----------------------------------------------------|_____|
      (_____)  (http://www.csd.sdl.usu.edu/darin_exec/homedoc)   (_____)
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From: "VRCIM Laboratory" <vrcim@vr.mme.wsu.edu>
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Date: Mon, 12 Jun 1995 18:41:01 -0700
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Please unsubscribe the following id from the mailing list

vrcim@vr.mme.wsu.edu

-- 
Virtual Reality and Computer-Integrated Manufacturing Laboratory
Department of Mechanical and Material Engineering
Washington State University
Phone : 509-335-7293
Email : vrcim@vr.mme.wsu.edu


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From: Marcus <giraffe.asd.sgi.com!sgi.sgi.com!uunet.uu.net!multigen!Marcus>
To: INFO PERFORMER <info-performer@sgi.sgi.com>
Date: Mon, 12 Jun 1995 18:27:09 PST
Subject: Re: pfUserData woes 
Status: O

        Reply to:   RE>pfUserData woes
>From: "Scott A. Friedman" <scott@gsaup.ucla.edu>
>Message-Id: <9505301615.ZM16473@goff>
>Date: Tue, 30 May 1995 16:15:13 -0700
>To: info-performer@sgi.com
>Subject: pfUserData woes
>
>Hello,
>
This is either a Performer or MultiGen Loader question so this
>seemed to be the best place to post this.  This question has to
>do with pfUserData and any potential gotchas it may present.
>I have an application that sets pfUserData of various Groups and
>Objects from within a loader callback.  The pointers passed to
>pfUserData are not pfMalloc'ed and are not from any shared arena.
>Problem is when I run MP the application dies inside the loader.

Can you send me a traceback?  Which version of the loader?

<snip>

>
>Question:

<snip>

><MultiGen> Is there some loader weirdness I should take into
>consideration?

If you have not disabled PFFLT_CLEANNODE processing in the
loader, it is almost certainly deleting extraneous nodes from
the scene graph.  If you are attaching user data to said nodes
and/or saving pointers to them that may be part of the problem.

It sounds like an MP problem wrt memory access but without
more hard information ... it's hard to diagnose.

Regards,
Marcus Barnes, Member Technical Staff
MultiGen Inc., 555  S. Winchester Blvd. Suite 500, San Jose CA, 95128
PH: 1-408-556-2654    FX: 1-408-261-4102
EMAIL: multigen!marcus@uunet.UU.NET




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Date: Tue, 13 Jun 1995 14:47:03 +1000 (EST)
From: Robert Webb <robertw@wormald.COM.AU>
Subject: Re: Performer view frame accurate?
To: Performer mailing list <info-performer@sgi.sgi.com>
Cc: Robert Webb <robertw@wormald.COM.AU>
In-Reply-To: <199506101813.LAA17975@tubes.asd.sgi.com>
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Status: O

On Sat, 10 Jun 1995, John Rohlf wrote:

> > I want an object to stay stationary with respect to the viewer.  Here is
> > what I tried:
> >     - Put the object under a DCS.
> >     - Each frame calculate the matrix for the new viewer
> > 	position/orientation.
> >     - Call pfChanViewMat() with this matrix.
> >     - Call pfDCSMat() with this matrix.
> > 
> > So the view and object both use the same matrix.  This almost works.  I can
> > see part of the object within my view, but it jiggles around.  I printed out
> > the matrices used for the view and for the DCS each frame in a draw
> > call-back, and sure enough they are different!  Surely both the view
> > transform and the DCS transform are passed down the Performer pipeline (ie
> > they should be frame accurate), but it seems one of them is not.  If I run
> > in a single process then the matrices printed out are the same, but it still
> > appears to jiggle around!
> > 
> > Can anyone shed any light on what's going on?  Or how to keep an object
> > completely still with respect to a viewer?  I could just use a draw call-back
> > to load some constant matrix onto the stack, but I also want other viewers
> > to be able to see the object at the location of the first viewer.
> 
> 	Perhaps you have some form of collision detection enabled which
> collides with the object and deflects the viewpoint.

I'm afraid I don't understand this sentence at all.

> I am certain both DCS and pfChannel view matrix are propagated properly
> down the pipeline - your printout in the DRAW is misleading because the
> matrix for the DCS is that of the APP's copy which is 1 or 2 frames in the
> future. This is a strange side effect of Performer's multiprocessing but
> we deem it livable because it saves lots of memory and processing time. 
> 
> 	The fact that you get jitters in single process leads me to believe
> that something other than multiprocessing wackiness is the problem.

Well, it's time to eat humble pie.  I have discovered that the jiggling was
due to rounding error!  The coordinates of our viewing position and the
objects in our scene are up around the 100000 mark, but floating point
numbers only have about 6 or 7 significant digits.  Somewhere down the line
this caused the viewing position to jump around with respect to the scene,
although nothing in the scene jumped around with respect to anything else in
the scene.

Hmm, don't know how we're going to fix this, but at least now we know what
the problem is.

Rob.

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

Robert Webb.			robertw@wormald.com.au

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



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Date: Tue, 13 Jun 1995 07:00:08 -0400
In-Reply-To: Robert Webb <robertw@wormald.COM.AU>
        "Re: Performer view frame accurate?" (Jun 13,  2:47pm)
References: <Pine.3.89.9506131455.A8042-0100000@krusty>
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> Well, it's time to eat humble pie.  I have discovered that the jiggling was
> due to rounding error!  The coordinates of our viewing position and the
> objects in our scene are up around the 100000 mark, but floating point
> numbers only have about 6 or 7 significant digits.  ......

I have the same problem, but in a non-performer, standard GL App we have
written. To solve the problem, we had to translate the coordinate system
to the camera(eye) position in double precision manually for all objects prior
to using the graphics engine translate,rotate,draw,etc. commands. SGI could
easily solve this by making their graphics pipe be a 64bit architecture to
match up with their 64 bit R4xxx CPU's.




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From: "James Korotney" <jkorotne@pms605.pms.ford.com>
Message-Id: <9506131015.ZM28084@pms605.pms.ford.com>
Date: Tue, 13 Jun 1995 10:15:30 -0400
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To: info-performer@rose
Subject: Triangulations of complex polygons?
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Status: O


Hi:

Does performer (or GL) triangulate complex polygons automatically?

And does it do it in hardware?  I was under the impression that GL
triangulates higher order polygons in hardware automatically for
optimization of the rastorization.  This may be a GL question, but I
am assuming this group will have some answers.

If I have a polygon (consider it a true planar polygon) of 25 vertices,
would it be better to triangulate the polygon and use that, or to use
the higher order polygon?  Consider that if I triangulate, each triangle
is a separate entity...no vertex sharing or triangle strips, or anything
like that.  Or what about no optimization like strips, but the triangles
can be in a shared vertex mesh (indexed, whatever).  Whith this scenario,
and an answer to the above question, what is the better way to go speed wise?

thanks for any input,
James Korotney

-- 
----------------------------------------------------------------------------
                              James J. Korotney
                              Sterling Software
                                  ___ 
 Ford Motor Company              /  _|_        jkorotne@pms605.pms.ford.com
 bldg. 5, room 1122             /|  |_|  0=           
 20000 Rotunda Dr.              ||     \\=\            Ford: (313) 323-1075
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From: "Javier Castellar" <javier@sixty>
Message-Id: <9506132009.ZM3788@sixty.asd.sgi.com>
Date: Tue, 13 Jun 1995 20:09:24 -0700
In-Reply-To: "Lou Batayte" <lbatayt%r2d2@relay.nswc.navy.mil>
        "Re: Performer view frame accurate?" (Jun 13,  7:00am)
References: <Pine.3.89.9506131455.A8042-0100000@krusty> 
	<9506130700.ZM17685@r2d2.nswc.navy.mil>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Lou Batayte" <lbatayt%r2d2@relay.nswc.navy.mil>,
        Robert Webb <robertw@wormald.COM.AU>
Subject: Re: Performer view frame accurate?
Cc: info-performer@sgi.sgi.com
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Status: O

>> Well, it's time to eat humble pie.  I have discovered that the jiggling was
>> due to rounding error!  The coordinates of our viewing position and the
>> objects in our scene are up around the 100000 mark, but floating point
>> numbers only have about 6 or 7 significant digits.  ......
>
>I have the same problem, but in a non-performer, standard GL App we have
>written. To solve the problem, we had to translate the coordinate system
>to the camera(eye) position in double precision manually for all objects prior
>to using the graphics engine translate,rotate,draw,etc. commands. SGI could
>easily solve this by making their graphics pipe be a 64bit architecture to
>match up with their 64 bit R4xxx CPU's.

And then we would be dealing with bandwidth problems.

-Javier

-- 
*************************************************************************
* Javier Castellar Arribas     * Email:              javier@asd.sgi.com *                 
*                              * Vmail:            		 3-1589 *            
* Member of Technical Staff    * Phone:                  (415)-390-1589 *
* Advanced Graphics	       * Fax:                    (415)-964-8671 *     
* Advanced Systems Division    * MailStop:                       8U-800 *
************************************************************************* 
* Silicon Graphics Inc.                                                 *
* 2011 N. Shoreline Boulevard,                                          *                        
* Mountain View, California 94043-1386, USA                             *
*************************************************************************



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From: "Javier Castellar" <javier@sixty>
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Date: Tue, 13 Jun 1995 20:11:38 -0700
In-Reply-To: "Lou Batayte" <lbatayt%r2d2@relay.nswc.navy.mil>
        "Re: Performer view frame accurate?" (Jun 13,  7:00am)
References: <Pine.3.89.9506131455.A8042-0100000@krusty> 
	<9506130700.ZM17685@r2d2.nswc.navy.mil>
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To: "Lou Batayte" <lbatayt%r2d2@relay.nswc.navy.mil>,
        Robert Webb <robertw@wormald.COM.AU>
Subject: Re: Performer view frame accurate?
Cc: info-performer@sgi.sgi.com
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>> Well, it's time to eat humble pie.  I have discovered that the jiggling was
>> due to rounding error!  The coordinates of our viewing position and the
>> objects in our scene are up around the 100000 mark, but floating point
>> numbers only have about 6 or 7 significant digits.  ......
>
>I have the same problem, but in a non-performer, standard GL App we have
>written. To solve the problem, we had to translate the coordinate system
>to the camera(eye) position in double precision manually for all objects prior
>to using the graphics engine translate,rotate,draw,etc. commands. SGI could
>easily solve this by making their graphics pipe be a 64bit architecture to
>match up with their 64 bit R4xxx CPU's.

And then we would be dealing with bandwidth problems.

-Javier

-- 
*************************************************************************
* Javier Castellar Arribas     * Email:              javier@asd.sgi.com *                 
*                              * Vmail:            		 3-1589 *            
* Member of Technical Staff    * Phone:                  (415)-390-1589 *
* Advanced Graphics	       * Fax:                    (415)-964-8671 *     
* Advanced Systems Division    * MailStop:                       8U-800 *
************************************************************************* 
* Silicon Graphics Inc.                                                 *
* 2011 N. Shoreline Boulevard,                                          *                        
* Mountain View, California 94043-1386, USA                             *
*************************************************************************



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Date: Wed, 14 Jun 1995 15:02:48 +1000 (EST)
From: Robert Webb <robertw@wormald.COM.AU>
Subject: Performer and (gulp) projected textures?
To: Performer mailing list <info-performer@sgi.sgi.com>
Cc: Robert Webb <robertw@wormald.COM.AU>
Message-Id: <Pine.3.89.9506141353.B20503-0100000@krusty>
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Status: O

Howdy brave-folk,

I am not quite doing projected textures, but a similar kind of thing that
requires multiple calls to pfDraw.  Has anyone out there ever used projected
textures or similar with Performer?  Due to the unique nature of this sort
of thing, I have the following problems:

    - Luminous polygons and lightpoints don't glow.
    - Transparency is lost.
    - The sky can no longer be drawn.
    - Can't use diffuse lighting.

What I want is to light up a small area of the database with a moving light.
I don't want to just use a spotlight because the beam must have a certain
shape (specified by a texture), and the big polygons in the database would
have to be retesselated in real-time somehow.  I am making the assumption
for the moment that the ground being lit up is flat.

I am trying to do this sort of thing:

    - Clear the screen to a constant colour representing the ambient light.
    - Clear the zbuffer.
    - Draw a textured polygon that represents the light landing on the
	ground (without affecting the zbuffer).
    - wmpack(0x0), so that pfDraw will only update the zbuffer, not the
	color buffer.
    - Turn off transparency and override it, so that Performer won't call
	blendfunction without our knowledge.
    - Call pfDraw, which will only affect the zbuffer.
    - wmpack(0xffffffff), pfDraw will really draw next time.
    - zfunction(ZF_EQUAL), so each pixel gets done only once.
    - blendfunction(BF_DC, BF_ZERO), so that the old pixel value will be
	used as the lighting for the new pixel value.
    - Call pfDraw again.

Now I have the scene lit by an ambient light and with a small patch that is
lit up brightly on the ground, but with the problems I mentioned before.  To
expand on these problems:

    - Luminous polygons/lightpoints: These would need to be drawn after
	everything else, with the blendfunction put back to normal, but
	since pfDraw just draws everything I don't know how to do this.
    - Transparency: I will probably have to live without this.
    - Sky can no longer be drawn: I need to clear the screen to the color of
	the ambient light at the start, so I can't use the sky.  I assume
	pfClearChan uses zfunction(ZF_ALWAYS).  If I could prevent this then
	I could render the sky polygons after drawing everything else, but I
	don't see how to.
    - Can't use diffuse lighting: again I will probably have to live with
	this.

Anyone got any suggestions?  Is there any example code of using Performer
with projected textures or the like?  Any help would be appreciated.

Thanks, and sorry for the long message,
Rob.

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

Robert Webb.			robertw@wormald.com.au

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


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From: "Sharon Clay (Fischler)" <src@rose>
Message-Id: <9506140258.ZM8947@rose.asd.sgi.com>
Date: Wed, 14 Jun 1995 02:58:33 -0700
In-Reply-To: Kuijper@fel.tno.nl (F. KUIJPER 446/3H06/2-5)
        "Re: Re: Performance problems" (Jun 14,  9:58am)
References: <9506140801.AA06067@fel.tno.nl>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Kuijper@fel.tno.nl (F. KUIJPER 446/3H06/2-5), info-performer@sgi.sgi.com
Subject: Re: Performance problems
Mime-Version: 1.0
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+>---- On Jun 14,  9:58am, F. KUIJPER 446/3H06/2-5 wrote:
> Subject: Re: Re: Performance problems
->Hi there,
->
->Thanks (Steve Baker, Javier Castellar Arribas, Sharon Rose Clay) for 
->your responses to my problems. Here are the results of my further 
->investigation.
->
->----> Performance
->
->I know see the problem of the graphics hardware context switching. As 
->I understand it, the best way to handle this is just not to have the 
->graphics pipe do two things at the same time. I will run my 
->X-interface on a remote machine (something I do normally anyway, 
->since I want a full screen visual display).
->
->Javier suggests to synchronise the X interface and the visual 
->simulation by using 'stopXplease' and 'startXplease'. Is this some 
->existing function, or do you mean to create a set of 
->application-specific semaphores?

If you are going to have X drawing to the same graphics pipeline as
your performer display, then you should keep the two from colliding
with your own internal flags or semaphores.  There are X calls to do this
but they are quite heavy-handed and also have a lot of additional latency
because they must go through the X server.
If you are using X for just input management, then you don't need to 
worry about graphics pipeline collision with the draw.  
You should have the input management running in an asynchronous process
from the app and the draw and running on a non-real-time CPU (not the
same CPU as the draw).

->
->----> Statistics display
->
->Here is some more information on my statistics display problems.
->
->I use Performer 1.2 (I dont know want the MR stands for, but in the 
->release notes of our Performer installation the product version code 
->is said to be SC4-PERF-1.2).
->
->If I understand well, the easiest way to put up a statistics display 
->is just call pfDrawChanStats(). If I do this, without modifying 
->statistics class/mode enable settings, or channel statistics draw 
->modes, the system crashes with a core dump. DBX tells me:
->
-

I too would like to know is causing your stats problem!  
Thank you for the stack trace, but 
unfortunately, it doesn't seem to yield any more clues.
Did you say you only had trouble when using GLX?  That is also 
odd.  Any chance you can dump your stats code into 
pguide/libpfutil/progs/utilui.c and see if you can make that dump core?
That program lets you choose GL/GLX with a command-line option.

src.


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



From guest  Wed Jun 14 06:21:06 1995
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From: "Bernard Leclerc" <bleclerc@cats.cae.ca>
Message-Id: <9506140914.ZM7598@cats.cae.ca>
Date: Wed, 14 Jun 1995 09:14:04 -0400
In-Reply-To: "Ran Yakir" <rany@genie.bvr.co.il>
        "Coordinate Transforms" (Jun  7,  5:16pm)
References: <9506071716.ZM3388@genie.bvr.co.il>
X-Mailer: Z-Mail (3.1.0 22feb94 MediaMail)
To: "Ran Yakir" <rany@genie.bvr.co.il>
Subject: Re: Coordinate Transforms
Cc: info-performer@sgi.sgi.com (Performer Mailing List)
Content-Type: text/plain; charset=us-ascii
Mime-Version: 1.0
Status: O

On Jun 7,  5:16pm, Ran Yakir wrote:

> I have to convert geographic coordinates (latitude & longitude) into RSO
> coordinate system, which, I believe, is used in the far east. I heard that
> there is some coordinate system called GRS (Grid Reference System) or MGRS
> (Military same), that is identical to the RSO.
>
> Does anybody know something about these coordinate systems ?
>

Last year, we had to produce a function to display a UTM grid on top of a map.
It turned out a UTM grid is actually a MGRS grid (UTM being the projection
only). In doing this grid, we used the following manual:

	The Defense Mapping Agency Technical Manual 8358.1
	Datums, Ellipsoids, Grids, and Grid Reference Systems

This document is dated 20 September 1990. It can be ordered by writing to

	Defense Mapping Agency
	Plans and Requirements Directorate
	8613 Lee Highway
	Fairfax, VA 22031-2137
	USA

Hope this will help you...

--
      ___/      |        ___/	Bernard Leclerc		e-mail: bleclerc@cae.ca
     /        / |       /	Systems Engineer	voice: +1 514 341 2000
    /        /  |      __/	CAE Electronics Ltd.		extension 2275
   /        /   |     /		8585 Cote De Liesse	fax:   +1 514 340 5496
  /        ____ |    /		P.O. Box 1800
_____/   _/    _|  _____/	Saint-Laurent, Quebec, Canada, H4L-4X4




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X-Nvlenv-01Date-Posted: 14-Jun-1995  9:59:02 -0400; at fel3.fel.tno.nl
From: Kuijper@fel.tno.nl (F. KUIJPER 446/3H06/2-5)
To: info-performer@sgi.sgi.com
Subject: Re: Re: Performance problems
Date: 14 Jun 95 09:58:50 EDT
Status: O

Hi there,

Thanks (Steve Baker, Javier Castellar Arribas, Sharon Rose Clay) for 
your responses to my problems. Here are the results of my further 
investigation.


----> Performance

I know see the problem of the graphics hardware context switching. As 
I understand it, the best way to handle this is just not to have the 
graphics pipe do two things at the same time. I will run my 
X-interface on a remote machine (something I do normally anyway, 
since I want a full screen visual display).

Javier suggests to synchronise the X interface and the visual 
simulation by using 'stopXplease' and 'startXplease'. Is this some 
existing function, or do you mean to create a set of 
application-specific semaphores?


----> Statistics display

Here is some more information on my statistics display problems.

I use Performer 1.2 (I dont know want the MR stands for, but in the 
release notes of our Performer installation the product version code 
is said to be SC4-PERF-1.2).

If I understand well, the easiest way to put up a statistics display 
is just call pfDrawChanStats(). If I do this, without modifying 
statistics class/mode enable settings, or channel statistics draw 
modes, the system crashes with a core dump. DBX tells me:

>  0 pfFrameStats::drawChannel(pfChannel*)(0x1864d310, 0x1864cfa0, 
0x0, 0x0) ["../../../lib/libpf/pfStats.C":2161, 0x5ffce108]
   1 
pfChannel::updateDrawStats(pfChannel*,double,double,double)(0x1864cfa0, 0x18645500, 0x3f800000, 0xa) ["../../../lib/libpf/pfChannel.C":1503, 0x5ff8f86c]
   2 mpDraw(void)(0x2, 0x7bfcb8a0, 0x3f800000, 0xa) 
["../../../lib/libpf/pfProcess.C":2244, 0x5ffbf9a0]
   3 pfConfig(0x2, 0x7bfcb8a0, 0x3f800000, 0xa) 
["../../../lib/libpf/pfProcess.C":964, 0x5ffbafdc]
   4 InitProcesses() 
["/usr/people/esaast/stw/frig5/src/StwOi/StwOiCvi/StwOiCvi_Performer.c":347, 0x4d59fc]
   5 StwOiCvi_PerformerConfig() 
["/usr/people/esaast/stw/frig5/src/StwOi/StwOiCvi/StwOiCvi_Performer.c":170, 0x4d54c0]
   6 Initialise() 
["/usr/people/esaast/stw/frig5/src/StwOi/StwOiCvi/StwOiCvi_Control.c":225, 0x4c73bc]
   7 StwOiCvi_Control(arg = 0x100c5d10, stack_size = 1000000) 
["/usr/people/esaast/stw/frig5/src/StwOi/StwOiCvi/StwOiCvi_Control.c":102, 0x4c706c]
   8 _sprocsp() ["sproc.s":180, 0x754f1c]


I call pfDrawChanStats() in the post-draw part of the DRAW process, 
however the crashing occurs in all cases (also in APPCULLDRAW, also 
in APPCULL_DRAW with the pfDrawChanStats() called in APP).

I use some code to provide different statistics display modes:

NONE: don't display statistics
RATE: just display framerate
GRAPH: display framerate and APP/CULL/DRAW frame times graph
ALL: show rate, graph, #primitives (not implemented in the code shown 
below)

Every time the statistics display mode changes, I call 
SetChannelStatsCollection() and SetChannelStatsDrawMode(). See code 
below.

The current behaviour of these functions (see source code below) is:

- NONE: works OK
- RATE: works OK (although I don't understand why PFTIMES_HIST is to 
be enabled), shows 30.0/30.0
- GRAPH: shows 30.0/30.0, no graph...

I found great difficulty in setting up the stats collection and draw 
mode. Many times, the system crased (same core dump as shown above).


Well, I think thats about enough information the world wants to 
see...

I hope someone finds a clue for me!

Thanks, greetings.

Frido Kuijper
TNO Physics and Electronics Laboratory
The Hague
The Netherlands
phone: +31 70 3264221
fax: +31 70 3280961
email: frig5@fel.tno.nl

=================================================
Sourcecode:

/* 
-------------------------------------------------------------------------
   FUNCTION    : SetChannelStatsCollection
   PARAMETERS  : chan = Channel pointer
   READ        : StwOiCvi_state
   WRITE       : -
   READ/WRITE  : -
   RETURN      : -
   DESCRIPTION : This function enables/disables the required 
statistics
                 collection for the specified channel. The mode 
required
                 collection dependents upon the draw.statistics 
attribute
		 for the display the channel is part of.
   
------------------------------------------------------------------------- */

static void SetChannelStatsCollection (pfChannel *chan)
{
    StwOiCvi_CHANNEL_T *channel;
    StwOiCvi_DISPLAY_T *display;
    pfFrameStats       *stats;

    channel = StwOiCvi_FindChannelState (chan);
    display = channel->display;

    stats = pfGetChanFStats (chan);

    switch (display->draw.statistics)
    {
        case StwOiCvi_STATS_OFF:
	    /*
	     * turn of all
	     */
	    pfStatsClass (stats,
			  PFSTATS_ALL,
			  PFSTATS_OFF);
	    break;

        case StwOiCvi_STATS_RATE:
	    /*
	     * want frame rate
	     */
	    pfStatsClass (stats,
			  PFFSTATS_ENPFTIMES,
			  PFSTATS_SET);

	    /*
	     * I would expect that setting 'PFTIMES_BASIC' only
	     * would be sufficient to get framerate statistics.
	     * In this case however, I only get ???/30.0...
	     * PFTIMES_HIST must be set also, to get framerate!?
	     */
	    pfStatsClassMode (stats,
			      PFFSTATS_PFTIMES,
			      PFFSTATS_PFTIMES_BASIC |
			      PFFSTATS_PFTIMES_HIST,
			      PFSTATS_SET);
	    break;

        case StwOiCvi_STATS_GRAPH:
	    /*
	     * want frame rate and process times graph
	     */
	    pfStatsClass (stats,
			  PFFSTATS_ENPFTIMES,
			  PFSTATS_SET);

	    pfStatsClassMode (stats,
			      PFFSTATS_PFTIMES,
			      PFFSTATS_PFTIMES_BASIC |
			      PFFSTATS_PFTIMES_HIST,
			      PFSTATS_SET);
	    break;

        case StwOiCvi_STATS_ALL:
	    /*
	     * to be done: want frame rate, graph, #primitives, etc.
	     */
	    break;
    }
}

/* 
-------------------------------------------------------------------------
   FUNCTION    : SetChannelStatsDrawMode
   PARAMETERS  : chan = Channel pointer
   READ        : StwOiCvi_state
   WRITE       : -
   READ/WRITE  : -
   RETURN      : -
   DESCRIPTION : This functions sets the appropriate statistics draw 
mode
                 for the specified channel. The mode dependents upon
                 the draw.statistics attribute for the display the
                 channel is part of.
   
------------------------------------------------------------------------- */

static void SetChannelStatsDrawMode (pfChannel *chan)
{
    StwOiCvi_CHANNEL_T *channel;
    StwOiCvi_DISPLAY_T *display;

    channel = StwOiCvi_FindChannelState (chan);
    display = channel->display;

    switch (display->draw.statistics)
    {
        case StwOiCvi_STATS_OFF:
	    pfChanStatsMode (chan,
			     PFCSTATS_DRAW,
			     PFSTATS_OFF);
	    break;

        case StwOiCvi_STATS_RATE:
	    pfChanStatsMode (chan,
			     PFCSTATS_DRAW,
			     PFFSTATS_PFTIMES_BASIC);
	    break;

        case StwOiCvi_STATS_GRAPH:
	    pfChanStatsMode (chan,
			     PFCSTATS_DRAW,
			     PFFSTATS_PFTIMES_BASIC |
			     PFFSTATS_PFTIMES_HIST);
	    break;

        case StwOiCvi_STATS_ALL:
	    /*
	     * to be done
	     */
	    break;
    }
}


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From: "Bernard Leclerc" <bleclerc@cats.cae.ca>
Message-Id: <9506141000.ZM7954@cats.cae.ca>
Date: Wed, 14 Jun 1995 10:00:25 -0400
In-Reply-To: "Ran Yakir" <rany@genie.bvr.co.il>
        "Coordinate Transforms" (Jun  7,  5:16pm)
References: <9506071716.ZM3388@genie.bvr.co.il>
X-Mailer: Z-Mail (3.1.0 22feb94 MediaMail)
To: "Ran Yakir" <rany@genie.bvr.co.il>
Subject: Re: Coordinate Transforms
Cc: info-performer@sgi.sgi.com (Performer Mailing List)
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On Jun 7,  5:16pm, Ran Yakir wrote:

> I have to convert geographic coordinates (latitude & longitude) into RSO
> coordinate system, which, I believe, is used in the far east. I heard that
> there is some coordinate system called GRS (Grid Reference System) or MGRS
> (Military same), that is identical to the RSO.
>
> Does anybody know something about these coordinate systems ?

Ran, I forgot to mention another reference that might be usefull for converting
a lat/long coordinate to a given XY representation.

	Map Projections Used by the U.S. Geological Survey
	Geological Survey Bulletin 1532, Second Edition
	Washington, 1982

--
      ___/      |        ___/	Bernard Leclerc		e-mail: bleclerc@cae.ca
     /        / |       /	Systems Engineer	voice: +1 514 341 2000
    /        /  |      __/	CAE Electronics Ltd.		extension 2275
   /        /   |     /		8585 Cote De Liesse	fax:   +1 514 340 5496
  /        ____ |    /		P.O. Box 1800
_____/   _/    _|  _____/	Saint-Laurent, Quebec, Canada, H4L-4X4




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From: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Message-Id: <9506141036.ZM12311@comarts.es>
Date: Wed, 14 Jun 1995 10:36:05 -0700
In-Reply-To: Robert Webb <robertw@wormald.COM.AU>
        "Performer and (gulp) projected textures?" (Jun 14,  3:02pm)
References: <Pine.3.89.9506141353.B20503-0100000@krusty>
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To: Robert Webb <robertw@wormald.COM.AU>
Subject: Re: Performer and (gulp) projected textures?
Cc: info-performer@sgi.sgi.com
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Status: O


  Rob,


  At first sight sounds like you are not resetting some drawing modes after the
last pass to their normal values. You'll probably also want to multipass only
the polygons likely to need the projected texture applied. This would let you
avoid the fading of lightpoints and all that.

  Anything you change in the Pre or Post draw, even if you make a Push/Pop
State, needs to be reset back to it's value. Even the color you paint at has to
be reset to full color and alpha white ( don't ask me why ).

  We have tried projected texture with no problems, but I don't have a short
example I can send you.

  For that I know, Carl Korobkin wrote the original gl proj tex demo, Michael
Jones and John Rohlf wrote the Performer shadowed Orchidea-hat-stick-chair and
also Javier Castellar has been working on the subject lately.

  They should be able to provide you with more help.

   Rgds,

-- 
-----------------------------------------------------	     mb$$m 
Nacho Sanz-Pastor					    b$"  $"$""$$b,
Email: nacho@comarts.es					   |$P  $P Pm  `$Pb
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Date: Wed, 14 Jun 1995 15:18:25 -0400 (EDT)
From: "Lance R. Marrou" <marrou@vsl.ist.ucf.edu>
To: Performer List <info-performer@sgi.sgi.com>
Cc: "Performer 2.0 Beta" <performer-beta@crusty>
Subject: shadows
Message-Id: <Pine.SGI.3.91.950614150535.20570A-100000@crusader.vsl.ist.ucf.edu>
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Status: O

Inspired by the recent mail on shadows, my colleague and I attempted an
implementation in IRIS Performer.  Unfortunately, we are getting some bizarre
results.  The implementation is based upon the well-known shadow volume
technique which was coded in GL in a past _IRIS Universe_ issue.

First, it works in Performer 2.0a, but with a little twist (read hack).  The
final shading is done with this:

  stencil(TRUE, MY_STENCIL_ZERO, SF_NOTEQUAL, 0xff,ST_KEEP,ST_KEEP,ST_REPLACE);

instead of:

  stencil(TRUE, MY_STENCIL_ZERO, SF_GREATER, 0xff,ST_KEEP,ST_KEEP,ST_REPLACE);

I am using an Indigo2 Extreme, and only 1 stencil bit plane is allocated (from
the Z-buffer, I presume).  I don't see a difference between SF_NOTEQUAL and
SF_GREATER when there is only 1 bit plane.  I can change the mask 0x1 instead
of 0xff and nothing different happens.

Second, with the exact same code, it does not work in Performer 1.2.  I'm glad
the newer version corrects any problems, but I could not find any problems with
the stencil plane reported in 1.2 (release notes, etc.).  I suppose it might
be because no one ever considered using the stencil plane on an Extreme.  The
results we get in 1.2 is that the shading (from the shadows) is only done over
the back facing shadow polygons.

Just FYI, I am not going to include the whole source file, but here are the
draw callbacks I use.  The shadow polygons are cloned so that there are three
"copies"; one for the front-facing shadows, one for back-facing, and another
to shade the existing geometry.  (Drawing just the diffuse components of the
previous geometry will be too slow...I can deal with transparent shading, as
Angus Dorbie pointed out.)  P.S.  They are called in the correct order.

Thanks for any help or response.


/////////////////////////////////////////////////////////////////
//
// front-facing shadow pre-draw callback
//
/////////////////////////////////////////////////////////////////
int Shadow::preFrontShadow( pfTraverser *trav, void *data )
{
  if (trav || data); /* ignore compiler warnings */

  shadow_cull_face = pfGetCullFace();
  pfCullFace(PFCF_BACK);
  zwritemask(0x0);
  wmpack(0x0);
  stencil(TRUE, MY_STENCIL_ZERO, SF_ALWAYS, 0xff, ST_KEEP, ST_KEEP, ST_INCR);

  return PFTRAV_CONT;
}

/////////////////////////////////////////////////////////////////
//
// back-facing shadow pre-draw callback
//
/////////////////////////////////////////////////////////////////
int Shadow::preBackShadow( pfTraverser *trav, void *data )
{
  if (trav || data); /* ignore compiler warnings */

  pfCullFace(PFCF_FRONT);
  stencil(TRUE, MY_STENCIL_ZERO, SF_ALWAYS, 0xff, ST_KEEP, ST_KEEP, ST_DECR);

  return PFTRAV_CONT;
}

/////////////////////////////////////////////////////////////////
//
// shadow pre-draw callback
//
/////////////////////////////////////////////////////////////////
int Shadow::preShadow( pfTraverser *trav, void *data )
{
  if (trav || data); /* ignore compiler warnings */

  pfCullFace(PFCF_BACK);
  wmpack(0xffffffff);
  /* stencil(TRUE, MY_STENCIL_ZERO, SF_GREATER, 0xff,ST_KEEP,ST_KEEP,ST_REPLACE); */
  stencil(TRUE, MY_STENCIL_ZERO, SF_NOTEQUAL, 0xff,ST_KEEP,ST_KEEP,ST_REPLACE);
  shadow_trans = pfGetTransparency();
  pfTransparency(PFTR_ON);

  return PFTRAV_CONT;
}

/////////////////////////////////////////////////////////////////
//
// shadow post-draw callback
//
/////////////////////////////////////////////////////////////////
int Shadow::postShadow( pfTraverser *trav, void *data )
{
  if (trav || data); /* ignore compiler warnings */

  pfTransparency(shadow_trans);
  zwritemask(0xffffffff);
  stencil(FALSE, 0, SF_NEVER, 0xff, ST_KEEP, ST_KEEP, ST_KEEP);
  pfCullFace(shadow_cull_face);

  return PFTRAV_CONT;
}

______________________________________________________________________________
           /\    ______  /\____ ______ ______   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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Date: Thu, 15 Jun 1995 11:56:05 +1000 (EST)
From: Robert Webb <robertw@wormald.COM.AU>
Subject: Re: Performer and (gulp) projected textures?
To: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Cc: info-performer@sgi.sgi.com, Robert Webb <robertw@wormald.COM.AU>
In-Reply-To: <9506141036.ZM12311@comarts.es>
Message-Id: <Pine.3.89.9506151154.A25253-0100000@krusty>
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Status: O

Howdy folks!

On Wed, 14 Jun 1995, Nacho Sanz-Pastor. Computer Arts + Developments wrote:

> At first sight sounds like you are not resetting some drawing modes after
> the last pass to their normal values.

Well after the last pass there is nothing left to draw, but I am resetting
things and this is not the problem.

> You'll probably also want to multipass only the polygons likely to need
> the projected texture applied.  This would let you avoid the fading of
> lightpoints and all that.

Yes this is what I want, but how can I say from the channel draw call-back
to draw just these polygons, and then to draw them again for the second
pass, and then to draw everything else?  pfDraw() just does the lot.  I
can't even find out how to access the display list that the cull process has
created and passed on to the draw process.

The only thing I can think of is to have a second channel with a second
scene graph containing only those things that must be drawn twice.  Does
this sound reasonable?

> We have tried projected texture with no problems, but I don't have a short
> example I can send you.

)-;

> Michael Jones and John Rohlf wrote the Performer shadowed
> Orchidea-hat-stick-chair ...

The what?  Is this code available somewhere?

Thanks for the reply,
Rob.

------------------------------------------------------------------------------
 _
|_) _ |_  _ ._ _|_  \    / _ |_ |_  	robertw@wormald.com.au
| \(_)|_)(/_|   |_   \/\/ (/_|_)|_)o

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



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From: watsen@netcom.com (Kent Watsen)
Message-Id: <199506150511.WAA24148@netcom.netcom.com>
Subject: Bounding Spheres
To: info-performer@sgi.sgi.com (performer)
Date: Wed, 14 Jun 1995 22:11:02 -0700 (PDT)
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Status: O


Greetings,

I am observing a Segmentation Fault everytime I
try to obtain a handle to a node's bounding
sphere on an Indigo^2 Extreme with Irix 5.3 and
Performer 1.2.

I have tried multiple multi-process configurations
as well as making the call before -and- after 
filling the scene graph with geoset information.

Is this a bug?

Kent Watsen

FYI, I'm using EasyScene by Coryphaeus Software Inc.
     IMO, this development environment is not hindering
     my development.  Anybody?



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From: "Rama Bindiganavale" <rama@bambi.cis.upenn.edu>
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Date: Thu, 15 Jun 1995 09:42:37 -0400
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To: info-performer@sgi.sgi.com
Subject: Display Lists
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I am new to performer and have this basic question.

How do I access data stored in the Display Lists?

More specifically, in either the pre or post draw callbacks, how do I access
the data (specifically the geometry) from the display lists (created at the end
of the cull traversal), which I assume would correspond only to the part of the
scene visible within the viewing frustum?

Thanks
Rama


-- 
---------------------------------------------------------------------
Rama Bindiganavale
rama@graphics.cis.upenn.edu
http://www.cis.upenn.edu/~rama/home.html


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From: "John A. Collier" <jcollier@alexandra.mtl.com>
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Date: Thu, 15 Jun 1995 11:09:24 -0400
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To: info-performer@sgi.sgi.com
Subject: _pfDirtCheck ???
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Status: O

I am working with ez-view and I get a:

Process 4123: Stopped on signal SIGSEGV: Segmentation violation (default)
_pfDirtCheck(id = 404417056, dirt = 404417408) ["state.c":678, 0x00501ee0]

as soon as I do a pfFrame().

What does pfDirtCheck do?

Thanks for your time,
John

-- 
John A. Collier					e-mail:	jcollier@mtl.com
MTL Systems, Inc.				voice:	(513) 426-3111
3481 Dayton-Xenia Rd.				fax:	(513) 426-8301
Dayton, OH 45432-2796


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From: "Rama Bindiganavale" <rama@bambi.cis.upenn.edu>
Message-Id: <9506151157.ZM29602@bambi.cis.upenn.edu>
Date: Thu, 15 Jun 1995 11:57:55 -0400
In-Reply-To: jorrange@usa.nai.net (John Orrange)
        "Re: Display Lists" (Jun 15, 11:35am)
References: <199506151531.LAA07937@usa.nai.net>
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To: jorrange@usa.nai.net (John Orrange)
Subject: Re: Display Lists
Cc: info-performer@sgi.sgi.com
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Status: O

On Jun 15, 11:35am, John Orrange wrote:
> Subject: Re: Display Lists
> >I am new to performer and have this basic question.
> >
> >How do I access data stored in the Display Lists?
> >
> >More specifically, in either the pre or post draw callbacks, how do I access
> >the data (specifically the geometry) from the display lists (created at the
end
> >of the cull traversal), which I assume would correspond only to the part of
the
> >scene visible within the viewing frustum?
> >

> See the man pages for :
>
>         pfGetGSetAttrLists()
>         pfGetGSetAttrBind()
>
> and the like....
>
> hope this is what you were looking for...
>
> (J)
>-- End of excerpt from John Orrange

Thank you for your reply. But I still have a few questions on the same topic.
For pfGetGSetAttrLists(), we need to specify the geosets. Now how do I
know whether the geoset or the geode containing it is within the viewing
frustum? I mainly want a list of all the data points or nodes which are  within
the viewing frustum. I know that the culltraversal does this. But how
do I read the resulting output display list of the cull traversal?

Thanks
Rama


-- 
---------------------------------------------------------------------
Rama Bindiganavale
rama@graphics.cis.upenn.edu
http://www.cis.upenn.edu/~rama/home.html


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From: robin@media.mit.edu
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To: info-performer@sgi.sgi.com
Subject: Re: _pfDirtCheck ??? 
In-Reply-To: Your message of "Thu, 15 Jun 95 11:09:24 EDT."
             <9506151109.ZM4141@Maddie.mtl.com> 
Date: Thu, 15 Jun 95 12:11:19 -0400
X-Mts: smtp
Status: O


john,

i just recently called in with the same _pfDirtCheck problem, and
i was emailed the following solution:

>> 	There is a bug (mine) in 1.2 _pfDirtCheck which is almost
>> positively identified by the stack trace. An internal list is not
>> grown large enough when there a large number (> 1024) of 
>> textures/texenvs/highlights/lights/fogs created.
>> 
>> 	The workaround is the following:
>> 
>> /* In the pipe initialization callback (where you open the window) */
>> extern long	*pfCurState;
>> 
>> pfCurState[1285] = 4096;
>> pfFree((void*) pfCurState[1286]);
>> pfCurState[1286] = (long) pfCalloc(4096, sizeof(long), NULL);
>> 
>> If this still dumps, increase 4096 until it works.
>> 
>> Note that 1.2.1 does not contain the fix.
>> 

i was told that this would be added to the list of known bugs, but i
guess it hasn't been yet.

hope it works for you too.
robin



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

Hello!

I'm trying to use the images produced by a non-performer application as
a dynamic texture in my Performer application. The image is a standard
RGBA format as convenient for texture mapping. It is being updated at
15 fr/sec by the source application. The image is in the shared memory
segment, and the Performer application is attached to the same
shared memory, thus getting the updated image all the time.

The problem is that I get an enormous performance penalty - on the
Onyx I go down to about 8 fr/sec from original 15 when I use this
method. I wonder if I can improve something.

Here are more details about the Performer application:

- the shared memory segment containing the images is "standard" shared
  memory allocated using shmget, not the Performer shared memory. The
  problem is that I can't use the image thus allocated as texture - if
  I try to give it to pfTexImage I get a segmentation fault. I solved
  this by copying the shared memory segment into Performer-allocated
  memory in each frame. Actually, this doesn't decrease the performance
  because the image is very small, but it is not a very nice way to do it.

- in order to update the texture in each frame, I have to call pfTexImage
  in each frame (if the texture-mapped object is not culled). Now, this
  gives the big performance penalty. I have tryed to use PFTEX_FAST_DEFINE
  but on the Onyx RE it gives a segmentation fault, and on the other
  machines it doesn't improve performance - I still have to call 
  pfTexImage in each frame. The image is 64x64 pixels.

Well, this is the way I am doing it now, I wonder if somebody can suggest
a better (FASTER) way...

Regards,
Igor




+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Igor Pandzic                         ipandzic@cui.unige.ch
MIRALab
University of Geneva                 tel. +41/22/705 76 56
24, rue General-Dufour                           705 77 63
CH-1211 GENEVE 4
SWITZERLAND                          fax  +41/22/705 77 80
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


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From: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Message-Id: <9506151020.ZM1104@comarts.es>
Date: Thu, 15 Jun 1995 10:20:11 -0700
In-Reply-To: Robert Webb <robertw@wormald.COM.AU>
        "Re: Performer and (gulp) projected textures?" (Jun 15, 11:56am)
References: <Pine.3.89.9506151154.A25253-0100000@krusty>
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On Jun 15, 11:56am, Robert Webb wrote:
> Well after the last pass there is nothing left to draw, but I am resetting
> things and this is not the problem.

  OK, but make sure because it can affect not things on the current frame, but
on the next frame drawn too. I'm sorry to insist, but I've spent long nights
saying 'I reset all, can't be' to later find something left that screwed
everything up :)



> Yes this is what I want, but how can I say from the channel draw call-back
> to draw just these polygons, and then to draw them again for the second
> pass, and then to draw everything else?  pfDraw() just does the lot.  I
> can't even find out how to access the display list that the cull process has
> created and passed on to the draw process.
>
> The only thing I can think of is to have a second channel with a second
> scene graph containing only those things that must be drawn twice.  Does
> this sound reasonable?
>

  This is more or less what we do. Maybe it'd be more efficient to have
switches on a single scene and choose with callbacks or on the second predraw.
The hard part, anyway, is to decide what is lit and what is not. 2.0 app
traversals could help you.

> > Michael Jones and John Rohlf wrote the Performer shadowed
> > Orchidea-hat-stick-chair ...
>
> The what?  Is this code available somewhere?

  You can see a photo of it on the Siggraph 94 paper about Performer. (
Siggraph 94 proceedings ).
  Don't know if the source is around, check with them.


>-- End of excerpt from Robert Webb



-- 
-----------------------------------------------------	     mb$$m 
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From: Marco Crocetta  <giraffe.asd.sgi.com!sgi.sgi.com!relay.iunet.it!hpdtmt2!onyx>
Subject: Multisampling & NURBS
To: info-performer@sgi.sgi.com
Date: Thu, 15 Jun 95 18:20:26 METDST
Mailer: Elm [revision: 66.25]
Status: O

Hi,


I'm developing a Performer application on a ONYX RE2.

In the scene to render, I use a NURBS surface to simulate
the sea surface motion.
The NURBS is rendered in the pre-draw callback using the GL calls
nurbssurface(....).

At first, I was running with only one RM4, but just now I have bought
another one, so I can use multisampling and antialiasing features.

Things go well if I force multisample disabling, calling multisample(FALSE).
If I leave multisample enabled, whith the default framebuffer configuration
supplied by the function pfuGLXWinopen in libpfutil, I see that the NURBS
increases a lot the number of his polygons.

Using the default framebuffer configuration supplied by the function
pfuGLXWinopen in libpfutil (8 bits for subsample and 24 bits for Z buffer
with a full resolution of 1280*1024), I see that the number of polygons 
in the NURBS increases a lot.



The question is:
Is there any relationship between NURBS surfaces and multisample ?


Thanks in advance

---------------------------
Antonio Diotallevi
DATAMAT SpA, Rome
e-mail: onyx@datamat.it
---------------------------



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To: info-performer@sgi.sgi.com
From: sartor@lanl.gov (ken sartor)
Subject: materials in Performer 2.0
Status: O


Hi,

Will Performer 2.0 allow for different material properties
in triangular meshes?  I.e., can one vertex be on type 1 
material and another vertex be of type 2 material?  It seems
like this would be a really great feature to have...

Thanks

ken



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From: "Angus Dorbie" <dorbie@plague.reading.sgi.com>
Message-Id: <9506152123.ZM28905@plague.reading.sgi.com>
Date: Thu, 15 Jun 1995 21:23:47 +0100
In-Reply-To: sartor@lanl.gov (ken sartor)
        "materials in Performer 2.0" (Jun 15, 11:53am)
References: <199506151853.LAA10694@sgi.sgi.com>
X-Mailer: Z-Mail (3.1.0 22feb94 MediaMail)
To: sartor@lanl.gov (ken sartor)
Subject: Re: materials in Performer 2.0
Cc: info-performer
Content-Type: text/plain; charset=us-ascii
Mime-Version: 1.0
Status: O

> Will Performer 2.0 allow for different material properties
> in triangular meshes?  I.e., can one vertex be on type 1
> material and another vertex be of type 2 material?  It seems
> like this would be a really great feature to have...

The binding of a material is fairly expensive making this an unplesant
prospect, but some of the functionality you require exists at the moment.
You can modify a selected material property on a per vertex basis. Simply
make set the performer material mode to the material component you want
to modify by calling:

pfMtlColorMode()

and add colour per vertex information to your geosets, for example to modify
material diffuse (& alpha)per vertex call:

pfMtlColorMode(perf_mat, PFMTL_BOTH, PFMTL_DIFFUSE);


-- 
Angus Dorbie,
The Reality Centre,
Silicon Graphics Ltd, UK
dorbie@reading.sgi.com



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From: "Scott Friedman" <scott@gsaup.ucla.edu>
Message-Id: <9506151742.ZM6572@otto>
Date: Thu, 15 Jun 1995 17:42:58 -0700
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Subject: ViewKit and Performer redux
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Status: O


This is a question to those of you who are experimenting with ViewKit and
Performer.

I have a very simple application the *most* of the time runs perfectly fine :-)

Every once in a while the following will happen.  The program will start up,
load a model and open a window (GLX) and the model and background appear.  Then
the draw process appears to freeze.  The application process is still running -
through pfSync and pfFrame.  But nothing is drawn anymore.  If the window is
resized the GLX doesn't seem to know about the size change.  Apparently, the
connection between the GLX widget and the draw process seems to be getting
severed after it starts up.  This behaviour happens in both single and MP
modes.
Running under dbx I interrupted the application and got...

Interrupt
Process  6557 (nuSim) stopped on signal SIGINT: Interrupt (default) [_ioctl:15
+0x8,0xfac106c]
         Source (of ioctl.s) not available for Process  6557

I don't know why I get this - but I get it every time.

I've given an earlier version of this code away to others to play with and was
wondering if they were having the same problem.

The application has been tested on both an Indigo2 Extreme and an Onyx RE2

Any Ideas?  I can provide the app if anyone is interested.

Thanks,
Scott


-- 
Scott A. Friedman		UCLA Department of Architecture + Urban Design		
Lecturer			     Department of Computer Science


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From: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Message-Id: <9506161024.ZM4144@comarts.es>
Date: Fri, 16 Jun 1995 10:24:06 -0700
In-Reply-To: ipandzic@cui.unige.ch
        "Dynamic texture" (Jun 15,  6:35pm)
References: <798*/S=ipandzic/OU=cui/O=unige/PRMD=switch/ADMD=arcom/C=ch/@MHS>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: ipandzic@cui.unige.ch, info-performer@sgi.sgi.com
Subject: Re: Dynamic texture
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O





On Jun 15,  6:35pm, ipandzic@cui.unige.ch wrote:
> - in order to update the texture in each frame, I have to call pfTexImage
>   in each frame (if the texture-mapped object is not culled). Now, this
>   gives the big performance penalty. I have tryed to use PFTEX_FAST_DEFINE
>   but on the Onyx RE it gives a segmentation fault, and on the other
>   machines it doesn't improve performance - I still have to call
>   pfTexImage in each frame. The image is 64x64 pixels.
>-- End of excerpt from ipandzic@cui.unige.ch


Igor,

  FAST_DEFINE is what you want to use.
  I have used FAST_DEFINE textures on every single possible Onyx config,
working fine. It only works on RE, VTX or RE2 graphics. You can try one of
those:


    - If the image format is not the proper one, I've seen coredumps there.
Anyway, for 32bit RGBA texels that should be no problem, the format is the same
as in lrectwrite.

    - The Gl texid handles you get from Performer are not the proper ones.

    - The texture loading is not done in the DRAW process.

    - The texture has to be binded in the moment you load it in memory. This is
a very handy source of coredumps too.


  Hope this helps,

-- 
-----------------------------------------------------	     mb$$m 
Nacho Sanz-Pastor					    b$"  $"$""$$b,
Email: nacho@comarts.es					   |$P  $P Pm  `$Pb
------------------------------------------------------	    $|  $   P,  `|P,
Computer Arts & Developments	Phone: ++ 34 1 3572751	    "$  P    P   `b$
Anita Vindel,10 		       ++ 34 1 3572752	      "PPPP   |  ,P
Madrid 28023 SPAIN		Fax  : ++ 34 1 3070339	           $bmm1" 
--------------------------------------------------------------------------------
           Computer Arts & Developments Visual Simulation Group
 An asteroid has crashed on Earth, and the Dinosaurs are close to being extinct
--------------------------------------------------------------------------------



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Date: Fri, 16 Jun 1995 12:42:32 -0600 (MDT)
From: Maria Gallegos <thecure@unm.edu>
To: info-performer@sgi.sgi.com
Subject: transformations
Message-Id: <Pine.A32.3.91.950616110438.276043A-100000@pegasus.unm.edu>
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Status: O


I am new to Performer and I need to check for all 6 possible transformations,
 trs, tsr, rts, rst, str, srt. I also need to check for all possible orders
of rotations, xyz,zyx,....(which seems to work fine). But the orders of 
transformations are not working at all.

I started out with trs, which mathematically should be S*R*T.(Correct?).
I know that this is how DCS nodes calculate the matrices, but I need to
calculate it myself since I'm checking for all possibilities.
here is how I initialized the matrices:

/*--- Translate----*/
pfMakeTransMat(transmat, x, y, z);

/*---- Rotate ------*/
/* mat starts out as the identity matrix, and the order of rotation can be
   in any order, etc,. xyz, zyx,...  */
pfPreRotMat(rotmat,rot[cur_obj->o_rot[0]], rotvec0[0], rotvec0[1], rotvec0[2],mat);
pfPreRotMat(mat,rot[cur_obj->o_rot[1]], rotvec1[0], rotvec1[1], rotvec1[2],rotmat);
pfPreRotMat(rotmat,rot[cur_obj->o_rot[2]], rotvec2[0], rotvec2[1], rotvec2[2],mat);

/*---- Scale -------*/
pfMakeScaleMat(scalemat, xscale , yscale, zscale);
  /* scale uniformly in all directions */
pfPreScaleMat(allscalemat, allscale, allscale, allscale,scalemat);

....
/*if order= trs  want to T then R then S , so S*R*T  */
pfMultMat(mat, allscalemat,rotmat);
pfMultMat(finalmat,mat,transmat);

......
/* else if order = tsr want to T then S then R, so R*S*T */
pfMultMat(mat, rotmat, allscalemat);
pfMultMat(finalmat,mat,transmat);

etc...


I must be doing something wrong since this is not working,

any suggestions? 



maria
thecure@unm.edu


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From: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Message-Id: <9506161913.ZM4879@comarts.es>
Date: Fri, 16 Jun 1995 19:13:39 -0700
References: <798*/S=ipandzic/OU=cui/O=unige/PRMD=switch/ADMD=arcom/C=ch/@MHS> 
	<9506161024.ZM4144@comarts.es>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: ipandzic@cui.unige.ch
Subject: Re: Dynamic texture
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

> On Jun 15,  6:35pm, ipandzic@cui.unige.ch wrote:
> > - in order to update the texture in each frame, I have to call pfTexImage
> >   in each frame (if the texture-mapped object is not culled). Now, this
> >   gives the big performance penalty. I have tryed to use PFTEX_FAST_DEFINE
> >   but on the Onyx RE it gives a segmentation fault, and on the other
> >   machines it doesn't improve performance - I still have to call
> >   pfTexImage in each frame. The image is 64x64 pixels.
> >-- End of excerpt from ipandzic@cui.unige.ch


 Igor,

 I forgot another thing:

   You need to set the filters both min and max to bilinear or point, it won't
work on mipmaps.

  Rgds,

-- 
-----------------------------------------------------	     mb$$m 
Nacho Sanz-Pastor					    b$"  $"$""$$b,
Email: nacho@comarts.es					   |$P  $P Pm  `$Pb
------------------------------------------------------	    $|  $   P,  `|P,
Computer Arts & Developments	Phone: ++ 34 1 3572751	    "$  P    P   `b$
Anita Vindel,10 		       ++ 34 1 3572752	      "PPPP   |  ,P
Madrid 28023 SPAIN		Fax  : ++ 34 1 3070339	           $bmm1" 
--------------------------------------------------------------------------------
           Computer Arts & Developments Visual Simulation Group
 An asteroid has crashed on Earth, and the Dinosaurs are close to being extinct
--------------------------------------------------------------------------------



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Date: Sun, 18 Jun 1995 21:08:00 -0400 (EDT)
From: Herbert W Stiel <herb+@CMU.EDU>
To: info-performer@sgi.sgi.com
Subject: looking up and down
Status: O

Does anyone have code or know how to allow the user to look up and down
in a virtual world created with Performer?  I would like to take the
mouse input, and if the user clicks on the right button, he/she will
look up or down depending on where they move the mouse.

Thanks!

Herb


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From: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Message-Id: <9506191027.ZM11216@comarts.es>
Date: Mon, 19 Jun 1995 10:27:06 -0700
In-Reply-To: Herbert W Stiel <herb+@CMU.EDU>
        "looking up and down" (Jun 18,  9:08pm)
References: <QjtArkK00YUt8C2GEf@andrew.cmu.edu>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Herbert W Stiel <herb+@CMU.EDU>
Subject: Re: looking up and down
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jun 18,  9:08pm, Herbert W Stiel wrote:
> Subject: looking up and down
> Does anyone have code or know how to allow the user to look up and down
> in a virtual world created with Performer?  I would like to take the
> mouse input, and if the user clicks on the right button, he/she will
> look up or down depending on where they move the mouse.
>
> Thanks!
>
> Herb
>-- End of excerpt from Herbert W Stiel

Herb,

  You'll find what you need in Performer/src/pguide/libpf/progs/complex.c.

  There is also a more complete library in pfutil, called xformer.c

  Rgds,

-- 
-----------------------------------------------------	     mb$$m 
Nacho Sanz-Pastor					    b$"  $"$""$$b,
Email: nacho@comarts.es					   |$P  $P Pm  `$Pb
------------------------------------------------------	    $|  $   P,  `|P,
Computer Arts & Developments	Phone: ++ 34 1 3572751	    "$  P    P   `b$
Anita Vindel,10 		       ++ 34 1 3572752	      "PPPP   |  ,P
Madrid 28023 SPAIN		Fax  : ++ 34 1 3070339	           $bmm1" 
--------------------------------------------------------------------------------
           Computer Arts & Developments Visual Simulation Group
 An asteroid has crashed on Earth, and the Dinosaurs are close to being extinct
--------------------------------------------------------------------------------



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From: "Anita Kishore" <kishore@tracey.electrogig.com>
Message-Id: <9506191400.ZM12094@tracey.electrogig.com>
Date: Mon, 19 Jun 1995 14:00:56 -0700
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To: info-performer@sgi.sgi.com
Subject: Performer /GL camera
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Status: O

I would like to set up my own camera using the following GL
calls

 mmode ( MPROJECTION )
 loadmatrix ( idmat );
 ortho ( l,r,b,t,n,f);
 multmatrix ( m1 );
 multmatrix ( m2 );
 mmode ( MVIEWING );
 loadmatrix ( m3 );

Could you please give me some hints as to how this should be done.

Thanks
Anita



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From: jrohlf@tubes (John Rohlf)
Message-Id: <199506192111.OAA23122@tubes.asd.sgi.com>
Subject: Re: pfuTraverse
To: guest (Alf Ritter)
Date: Mon, 19 Jun 95 14:11:01 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199506192041.QAA10403@vr1.engin.umich.edu>; from "Alf Ritter" at Jun 19, 95 4:40 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O


	
	I believe there was a bug in pfuTraverser. The new Inventor
loader (sgigate:/usr/people/ftp/pub/Performer/src/pfiv1.6.tar.Z or
pfiv_src1.6.tar.Z for source only)
contains a more robust pfuTraverse although it may be called
pfdTraverse.

> 
> 
> Hi,
> 
> I traverse a Performer scene graph using pfuTraverse. Here are some
> code fragments.
> 
> (1) setup traversal:
> 
>     ...	
> 
>     pfuTraverser traverser;
> 
>     // init traverser struct
>     pfuInitTraverser (&traverser);
> 
>     // assign callbacks 
>     traverser.postFunc = postCallback;
>     traverser.preFunc  = preCallback;
> 
>     ...
>     
>     // start traversal 
>     pfuTraverse ((pfNode*) pfRoot, &traverser);
> 
> 
> (2) preCallback()
> 
> static long
> preCallback (pfuTraverser *traverser)
>  {
>    ... 
> 
>    // debugging messages
>    cerr << "preCallback(): " << pfGetTypeName ((pfObject *) traverser->node)
>      << pfGetType (traverser->node);
> 
>    ...	
> }
> 
> (3) postCallback
> 
> static long
> postCallback (pfuTraverser *traverser)
>  {
>     ...
> 
>     // debugging messages
>     cerr << "postCallback()  " << pfGetTypeName ((pfObject *) traverser->node)
>       << pfGetType (traverser->node);
> 
>     ...
> 
>  }
> 
> 
> The data I use (read as Inventor file) include several pfGroup's with
> pfGeode's. 
> 
> Everything works fine in the preCallback(), in the postCallback() the
> traverser struct passed as a parameter seems to be wrong. This happens
> as soon as the PostCallback() is called for a pfGroup. The
> traverser->node member contains the same pointer as in the previous
> call of the postCallback(), when it was called for the pfGeode, which
> is contained in the pfGroup.
> 
> A pfuTravPrintNodes() output for a simple data example looks like this:
> 
> 
> Node bird.iv: type: pfSCS = d0064
> 
> Node (null): type: pfGroup = 50064
> 
> Node (null): type: pfGeode = 30064
> 	num GeoSets: 1
> 	    GeoSet 0: OVERALL - 2 prims, cbind=OVERALL, nbind=PER_VERT, tbind=OFF flatshade=1
> 	GeoState: 0x2
> 
> Node (null): type: pfGeode = 30064
> 	num GeoSets: 1
> 	    GeoSet 0: OVERALL - 1 prims, cbind=OVERALL, nbind=PER_VERT, tbind=OFF flatshade=1
> 	GeoState: 0x2
> 
> Node (null): type: pfGeode = 30064
> 	num GeoSets: 1
> 	    GeoSet 0: OVERALL - 1 prims, cbind=OVERALL, nbind=PER_VERT, tbind=OFF flatshade=1
> 	GeoState: 0x2
> 
> Node (null): type: pfGroup = 50064
> 
> Node (null): type: pfGeode = 30064
> 	num GeoSets: 1
> 	    GeoSet 0: OVERALL - 3 prims, cbind=OVERALL, nbind=PER_VERT, tbind=OFF flatshade=1
> 	GeoState: 0x2
> 
> Node (null): type: pfGeode = 30064
> 	num GeoSets: 1
> 	    GeoSet 0: OVERALL - 3 prims, cbind=OVERALL, nbind=PER_VERT, tbind=OFF flatshade=1
> 	GeoState: 0x2
> 
> Node (null): type: pfGroup = 50064
> 
> Node (null): type: pfGeode = 30064
> 	num GeoSets: 1
> 	    GeoSet 0: OVERALL - 3 prims, cbind=OVERALL, nbind=PER_VERT, tbind=OFF flatshade=1
> 	GeoState: 0x2
> 
> Node (null): type: pfGeode = 30064
> 	num GeoSets: 1
> 	    GeoSet 0: OVERALL - 3 prims, cbind=OVERALL, nbind=PER_VERT, tbind=OFF flatshade=1
> 	GeoState: 0x2
> 
> 
> 
> The output coming from my debugging messages looks looks like this:
> 
> preCallback(): pfGroup 327780 group
> preCallback(): pfGeode 196708 geode
> postCallback()  pfGeode 196708 geode
> preCallback(): pfGeode 196708 geode
> postCallback()  pfGeode 196708 geode
> preCallback(): pfGeode 196708 geode
> postCallback()  pfGeode 196708 geode
> preCallback(): pfGroup 327780 group
> preCallback(): pfGeode 196708 geode
> postCallback()  pfGeode 196708 geode
> preCallback(): pfGeode 196708 geode
> postCallback()  pfGeode 196708 geode
> postCallback()  pfGeode 196708  geode
> preCallback(): pfGroup 327780 group
> preCallback(): pfGeode 196708 geode
> postCallback()  pfGeode 196708 geode
> preCallback(): pfGeode 196708 geode
> postCallback()  pfGeode 196708 geode
> postCallback()  pfGeode 196708  geode
> postCallback()  pfGeode 196708  geode
> postCallback()  pfGeode 196708  geode
> 
> So the postCallback() gets a pfGeode instead of pfGroup or others.
> 
> Is this a bug or am I just doing something wrong?
> 
> Any help would be appreciated.
> 
>   Alf 
> 
> 
> 
>  
> 
> -- 
> =============================================================================
> Alf Ritter              _/     _/     _/_/_/_/ alf@vr1.engin.umich.edu
> University of Michigan _/_/    _/     _/       "Life would be so much easier
> VR Laboratory         _/  _/   _/     _/_/_/    if we could just look at the 
>                      _/_/_/_/  _/     _/        source code."
> (313) 763-7798      _/      _/ _/_/_/ _/ http://www.engin.umich.edu/~aritter/  
> =============================================================================
> 
> 




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From: alf@vr1.engin.umich.edu (Alf Ritter)
Message-Id: <199506192041.QAA10403@vr1.engin.umich.edu>
Subject: pfuTraverse
To: info-performer@sgi.sgi.com (Performer questions)
Date: Mon, 19 Jun 1995 16:40:57 -0500 (EDT)
X-Mailer: ELM [version 2.4 PL21]
Content-Type: text
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Status: O


Hi,

I traverse a Performer scene graph using pfuTraverse. Here are some
code fragments.

(1) setup traversal:

    ...	

    pfuTraverser traverser;

    // init traverser struct
    pfuInitTraverser (&traverser);

    // assign callbacks 
    traverser.postFunc = postCallback;
    traverser.preFunc  = preCallback;

    ...
    
    // start traversal 
    pfuTraverse ((pfNode*) pfRoot, &traverser);


(2) preCallback()

static long
preCallback (pfuTraverser *traverser)
 {
   ... 

   // debugging messages
   cerr << "preCallback(): " << pfGetTypeName ((pfObject *) traverser->node)
     << pfGetType (traverser->node);

   ...	
}

(3) postCallback

static long
postCallback (pfuTraverser *traverser)
 {
    ...

    // debugging messages
    cerr << "postCallback()  " << pfGetTypeName ((pfObject *) traverser->node)
      << pfGetType (traverser->node);

    ...

 }


The data I use (read as Inventor file) include several pfGroup's with
pfGeode's. 

Everything works fine in the preCallback(), in the postCallback() the
traverser struct passed as a parameter seems to be wrong. This happens
as soon as the PostCallback() is called for a pfGroup. The
traverser->node member contains the same pointer as in the previous
call of the postCallback(), when it was called for the pfGeode, which
is contained in the pfGroup.

A pfuTravPrintNodes() output for a simple data example looks like this:


Node bird.iv: type: pfSCS = d0064

Node (null): type: pfGroup = 50064

Node (null): type: pfGeode = 30064
	num GeoSets: 1
	    GeoSet 0: OVERALL - 2 prims, cbind=OVERALL, nbind=PER_VERT, tbind=OFF flatshade=1
	GeoState: 0x2

Node (null): type: pfGeode = 30064
	num GeoSets: 1
	    GeoSet 0: OVERALL - 1 prims, cbind=OVERALL, nbind=PER_VERT, tbind=OFF flatshade=1
	GeoState: 0x2

Node (null): type: pfGeode = 30064
	num GeoSets: 1
	    GeoSet 0: OVERALL - 1 prims, cbind=OVERALL, nbind=PER_VERT, tbind=OFF flatshade=1
	GeoState: 0x2

Node (null): type: pfGroup = 50064

Node (null): type: pfGeode = 30064
	num GeoSets: 1
	    GeoSet 0: OVERALL - 3 prims, cbind=OVERALL, nbind=PER_VERT, tbind=OFF flatshade=1
	GeoState: 0x2

Node (null): type: pfGeode = 30064
	num GeoSets: 1
	    GeoSet 0: OVERALL - 3 prims, cbind=OVERALL, nbind=PER_VERT, tbind=OFF flatshade=1
	GeoState: 0x2

Node (null): type: pfGroup = 50064

Node (null): type: pfGeode = 30064
	num GeoSets: 1
	    GeoSet 0: OVERALL - 3 prims, cbind=OVERALL, nbind=PER_VERT, tbind=OFF flatshade=1
	GeoState: 0x2

Node (null): type: pfGeode = 30064
	num GeoSets: 1
	    GeoSet 0: OVERALL - 3 prims, cbind=OVERALL, nbind=PER_VERT, tbind=OFF flatshade=1
	GeoState: 0x2



The output coming from my debugging messages looks looks like this:

preCallback(): pfGroup 327780 group
preCallback(): pfGeode 196708 geode
postCallback()  pfGeode 196708 geode
preCallback(): pfGeode 196708 geode
postCallback()  pfGeode 196708 geode
preCallback(): pfGeode 196708 geode
postCallback()  pfGeode 196708 geode
preCallback(): pfGroup 327780 group
preCallback(): pfGeode 196708 geode
postCallback()  pfGeode 196708 geode
preCallback(): pfGeode 196708 geode
postCallback()  pfGeode 196708 geode
postCallback()  pfGeode 196708  geode
preCallback(): pfGroup 327780 group
preCallback(): pfGeode 196708 geode
postCallback()  pfGeode 196708 geode
preCallback(): pfGeode 196708 geode
postCallback()  pfGeode 196708 geode
postCallback()  pfGeode 196708  geode
postCallback()  pfGeode 196708  geode
postCallback()  pfGeode 196708  geode

So the postCallback() gets a pfGeode instead of pfGroup or others.

Is this a bug or am I just doing something wrong?

Any help would be appreciated.

  Alf 



 

-- 
=============================================================================
Alf Ritter              _/     _/     _/_/_/_/ alf@vr1.engin.umich.edu
University of Michigan _/_/    _/     _/       "Life would be so much easier
VR Laboratory         _/  _/   _/     _/_/_/    if we could just look at the 
                     _/_/_/_/  _/     _/        source code."
(313) 763-7798      _/      _/ _/_/_/ _/ http://www.engin.umich.edu/~aritter/  
=============================================================================


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Date: Mon, 19 Jun 1995 16:20:24 -0600 (MDT)
From: Maria Gallegos <thecure@unm.edu>
To: info-performer@sgi.sgi.com
Subject: transformations ,help
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Status: O




I am new to Performer and I need to check for all 6 possible transformations,
 trs, tsr, rts, rst, str, srt. I also need to check for all possible orders
of rotations, xyz,zyx,....(which seems to work fine). But the orders of 
transformations are not working at all.

I started out with trs, which mathematically should be S*R*T.(Correct?).
I know that this is how DCS nodes calculate the matrices, but I need to
calculate it myself since I'm checking for all possibilities.
here is how I initialized the matrices:

/*--- Translate----*/
pfMakeTransMat(transmat, x, y, z);

/*---- Rotate ------*/
/* mat starts out as the identity matrix, and the order of rotation can be
   in any order, etc,. xyz, zyx,...  */
pfPreRotMat(rotmat,rot[cur_obj->o_rot[0]], rotvec0[0], rotvec0[1], rotvec0[2],mat);
pfPreRotMat(mat,rot[cur_obj->o_rot[1]], rotvec1[0], rotvec1[1], rotvec1[2],rotmat);
pfPreRotMat(rotmat,rot[cur_obj->o_rot[2]], rotvec2[0], rotvec2[1], rotvec2[2],mat);

/*---- Scale -------*/
pfMakeScaleMat(scalemat, xscale , yscale, zscale);
  /* scale uniformly in all directions */
pfPreScaleMat(allscalemat, allscale, allscale, allscale,scalemat);

....
/*if order= trs  want to T then R then S , so S*R*T  */
pfMultMat(mat, allscalemat,rotmat);
pfMultMat(finalmat,mat,transmat);

......
/* else if order = tsr want to T then S then R, so R*S*T */
pfMultMat(mat, rotmat, allscalemat);
pfMultMat(finalmat,mat,transmat);

etc...


I must be doing something wrong since this is not working,

any suggestions? 



maria
thecure@unm.edu




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To: "Anita Kishore" <kishore@tracey.electrogig.com>
Cc: info-performer@sgi.sgi.com
Subject: Re: Performer /GL camera 
In-Reply-To: Your message of "Mon, 19 Jun 95 14:00:56 PDT."
             <9506191400.ZM12094@tracey.electrogig.com> 
Date: Mon, 19 Jun 95 15:22:57 -0700
From: Jim Helman <jimh@surreal>
Status: O

When possible, it's better to set the Frustum on the pfChannel
than setting up a camera with GL.

One of the few exceptions is when trying to lower input latency
on a tracker for a head mounted display or a camera in a virtual
set application.  In this case, you can set up the GL stack as
desired in the channel draw callback before calling pfDraw().

The only tricky part is providing the correct CULLing volume
(e.g. a bloated frustum) to the pfChannel in the APP process
appropriate to the set of possible camera locations a frame or
two later (depending on the latency of the mulitprocessing
pipeline mode, i.e.  APP_CULLDRAW or APPCULL_DRAW or
APP_CULL_DRAW).

rgds,

-jim helman

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



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From: "AnitaKishore" <kishore@electrogig.com>
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Date: Mon, 19 Jun 1995 16:16:37 -0700
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Subject: pfChannel and frustum
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Status: O

On Jun 19,  3:22pm, Jim Helman wrote:
> Subject: Re: Performer /GL camera
> When possible, it's better to set the Frustum on the pfChannel
> than setting up a camera with GL.
>
> rgds,
>
> -jim helman
>
> jimh@surreal.asd.sgi.com
> 415/390-1151
>-- End of excerpt from Jim Helman

Thanks Jim for responding.

As suggested by you, I am trying to set up a channel using
pfMakePerspFrust OR pfMakeOrthoFrust as follows:

Using the following, I am able to view my graphics:

pfChanNearFar(chan, 1.0f, 10000.0f)
pfChanFOV(chan, 140.0f, -1.0f)
pfSetVec3(view.hpr, 0, 0, 0)
pfSetVec3(view.xyz, 0.0f, -50.0f, 60.0f)


Next, I convert the above representation so as to use pfMakePerspFrust
as follows:
x = near * tan(140/2)       where, near = 1.0
z = near * tan(131.0724/2)  (this angle I got out of pfGetChanFOV for the
		             first type of setting)
Then,
pfMakeTransMat(m1, 0.0f, -50.0f, 60.0f)
pfMakePerspFrust(chan, -x, x, -z, z)
pfChanViewMat(chan, m1)


The second type of setting which uses pfMakePerspFrust doesn't work.
Can anyone tell what is wrong with the above?

thanks
-anita


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From: "Nathaniel Bletter" <nat@od.sri.com>
Message-Id: <9506191746.ZM2640@od.sri.com>
Date: Mon, 19 Jun 1995 17:46:12 -0700
In-Reply-To: "AnitaKishore" <kishore@electrogig.com>
        "pfChannel and frustum" (Jun 19,  4:16pm)
References: <9506191616.ZM3264@lee.electrogig.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "AnitaKishore" <kishore@electrogig.com>, info-performer@sgi.sgi.com
Subject: Re: pfChannel and frustum
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I had the same kind of problem with pfMakePerspFrust where it didn't actually
do anything unless you set the FOV explicitly with a pfChanFOV call. But what
the FOV for an off-center projection should be, I don't know. I kinda
approximated it. Try that and see if it has the effect you need.

--

Nat Bletter
SRI International
nat@od.sri.com
http://os.sri.com/people/nat/
(415) 859-4358


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Please unsubscribe my subscription


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To: "AnitaKishore" <kishore@electrogig.com>
Subject: Re: pfChannel and frustum
Cc: info-performer@sgi.sgi.com
In-Reply-To: Your message of "Mon, 19 Jun 1995 16:16:37 MST."
             <9506191616.ZM3264@lee.electrogig.com> 
Date: Tue, 20 Jun 1995 13:44:17 +0900
From: Hiro Mitsui <mitsui@emm.rd.tepco.co.jp>
Content-Length: 5936
Status: O


Anita,

I also had a problem on pfMakePerspFrustum(). The solution is 
call pfChanNearFar() before pfMakePerspFrust().

Try these codes at the bottom of this mail. It's a modified
"/usr/src/Performer/src/pguide/libpf/progs/simple.c". 

Regards,

-Hiro Mitsui
===========================================================================
Tokyo Electric Power Company, Inc.
Computer and Communications Research Center

 OOO              mitsui@rd.tepco.co.jp
 (8)              Hirokata Mitsui

==================== 4-1 Egasaki Tshurumi-ku Yokohama City,
                                          Kanagawa Pref., 230 Japan =======
	        		          Tel.045-585-8814 (dial-in)
===========================================================================

=============== Makefile ==========================
#-- force Make to use a known shell
SHELL	= /bin/sh

#-- alternate locatins for inclsded files
INCLUDE	= \
	-I. \
	-I.. \
	-I/usr/src/Performer/include \
	-I/usr/include/Performer 


#-- some libraries lack .so versions; so use optimized .a's instead
LIB =.so
LACKDSO =.a

PERFORMER = \
	/usr/src/Performer/lib/libpfsgi${LACKDSO} \
	/usr/src/Performer/lib/libpfdwb${LACKDSO} \
	/usr/src/Performer/lib/libpfflt${FLTVER}.a \
	/usr/src/Performer/lib/libpfutil${LACKDSO} \
	/usr/lib/libpf.so \
	/usr/lib/libpr.so
#-- IRIX 4.x uses shared gl {gl_s} library {System-V Make lacks #if tests}
LIBGL	= -lgl

SYSTEM = \
        -lmpc \
	-limage \
	${LIBGL} \
	-lX11 \
	-lm \
	-lfpe \
	-lC

LIBRARIES = \
	${PERFORMER} ${SYSTEM}

#-- select c-compiler options
CFLAGS	= -xansi -D__STDC__ ${INCLUDE} ${COPT}

#-- dummy assignment in case pmake is used
EXT=
LIB=
MAJOR=

#-- targets are the executables
TARGETS	= simple 

#-- make optimized non-dso version of program by default

all: ${TARGETS}

#-- clean up directories {remove junk}
clean:
	rm -f ${TARGETS:=.o} 
	rm -f ${TARGETS}

#--
#--	library targets
#--


#-- make an optimized version of the program that uses DSOs

simple: simple.o 
	${CC} ${CFLAGS} -o $@ $@.o ${LIBRARIES}


========================= simple.c  ==========================
/*
 *  Performer test program 
 */

/*
 * simple.c: simple Performer program for programmer's guide
 *
 * $Revision: 1.30 $ $Date: 1994/03/16 01:59:59 $ 
 *
 */

#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <gl/device.h>

#include <Performer/pf.h>
#include "pfsgi.h"


static void OpenPipeline (pfPipe *p);

static float ScreenAngle = 65.0f;

/*
 *	Usage() -- print usage advice and exit. This
 *      procedure is executed in the application process.
 */
static void
Usage (void)
{
    fprintf(stderr, "Usage: simple file.ext ...\n");
    exit(1);
}


int
main (int argc, char *argv[])
{
    float       t = 0.0f;
    pfScene     *scene;
    pfPipe      *p;
    pfChannel   *chan;
    pfVec3   		xyz, hpr;
    pfNode	*root;
    float   x,z;
    int i;
    
    if (argc < 2)
	Usage();

    /* Initialize Performer */
    pfInit();	
    pfMultiprocess(PFMP_DEFAULT);			
    pfConfig();			

    pfNotifyLevel(PFNFY_INFO);
    
    /* Append to PFPATH files in /usr/src/Performer/data */
    pfFilePath(".:/usr/src/Performer/data:/home/mitsui/DXF/");

    /* Read a single file, of any known type. */
    if ((root = LoadFile(argv[1], NULL)) == NULL) 
    {
      fprintf(stderr,"illegal data \n");
      pfExit();
      exit(-1);
    }

    /* Attach loaded file to a pfScene. */
    scene = pfNewScene();
    pfAddChild(scene, root);

    /* Create a pfLightSource and attach it to scene. */
    pfAddChild(scene, pfNewLSource());

    /* Configure and open GL window */
    p = pfGetPipe(0);
    pfInitPipe(p, OpenPipeline);	

    /* Create and configure a pfChannel. */
    chan = pfNewChan(p);
    pfChanScene(chan, scene);

    /*=================================*/
    /*                                 */
    /*                                 */
    /*  MakePerspFrustum               */
    /*                                 */
    /*                                 */
    /*=================================*/
    pfChanNearFar(chan, 0.1f, 1000.0f); 
    /*
    pfChanFOV(chan,ScreenAngle,-1.0f); 
    */
    x = 0.1*pfTan(120.0/2.0);
    z = 0.1*pfTan(120.0/2.0);
    pfMakePerspFrust(chan,-x,x+1.0,-z,z);
      
    pfInitClock (0.0f);

    /* Simulate for sixty seconds. */
    while (t < 60.0f)
    {
	float      s, c;
	pfCoord	   view;
	Matrix     mat,mat1,mat2;
	
	/* Go to sleep until next frame time. */
	pfSync();		

	/* Compute new view position. */
	t = pfGetTime();
	pfSinCos(45.0f*t, &s, &c);
	
	/*=================================*/
	/*                                 */
	/*                                 */
	/*  pfChanViewMat                  */
	/*                                 */
	/*                                 */
	/*=================================*/
	/*
	pfSetVec3(view.hpr, 45.0f*t, -10.0f, 0);
	pfSetVec3(view.xyz, 100.0f*s, -110.0f*c, 30.0f);
	pfChanView(chan, view.xyz, view.hpr);
	*/
	
	pfMakeEulerMat(mat1, 45.0f*t, -10.0f, 0);
	pfMakeTransMat(mat2, 100.0f*s, -110.0f*c, 30.0f);
	pfMultMat(mat,mat1,mat2);
	pfChanViewMat(chan,mat);
	
	/* Initiate cull/draw for this frame. */
	pfFrame();		
    }

    /* Terminate parallel processes and exit. */
    pfExit();

    return 0;
}


/*
 *	OpenPipeline() -- create a GL window: set up the
 *      window system, IRIS GL, and IRIS Performer. This
 *      procedure is executed in the draw process (when
 *      there is a separate draw process).
 */
static void
OpenPipeline (pfPipe *p)
{
    /* Open graphics window. */
    foreground();
    prefposition(100, 500, 100, 500);
    winopen("IRIS Performer");

    /* Configure window with reasonable defaults. */
    pfInitGfx(p);

    /* Create and apply a default material for those models
     * without one.
     */
    pfApplyMtl(pfNewMtl(pfGetSharedArena()));

    /* Create a default lighting model. */
    pfApplyLModel(pfNewLModel(pfGetSharedArena()));
}


From guest  Tue Jun 20 11:50:45 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199506201644.JAA28699@tubes.asd.sgi.com>
Subject: Re: sorting in Performer 2.0 ?
To: guest (Lionel Maiaux)
Date: Tue, 20 Jun 95 9:44:43 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9504161713.ZM3094@quartz>; from "Lionel Maiaux" at Apr 16, 95 5:13 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> Hi,
> 
> In Performer 1.2, it seems that if a pre-draw callback is set, sorting is
> disabled BETWEEN all descendents of the node.
> 
> Does anybody know if this BUG will be corrected in Performer 2.0 ?
> 
> Thanks,
> 
> Lionel Maiaux
> 

	2.0 has sophisticated sorting features including:

 -  sorting within pre/post draw callbacks

 -  user-configurable state sorting hierarchy; you can sort by any
PFSTATE_ elements in any order

 -  front-to-back or back-to-front spatial sorting

 -  coarse specification of rendering order provided by "draw bins", e.g. -
the OPAQUE bin is drawn before the TRANSP bin



From guest  Tue Jun 20 11:51:30 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199506201651.JAA28726@tubes.asd.sgi.com>
Subject: Re: Layer anomalies
To: guest (Benito Graniela)
Date: Tue, 20 Jun 95 9:51:01 PDT
Cc: info-performer@sgi.sgi.com, hardis@vsl.ist.ucf.edu
In-Reply-To: <9503231640.AA09022@vsl.ist.ucf.edu>; from "Benito Graniela" at Mar 23, 95 11:43 am
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> >
> >        Performer uses displacepolygon() for fast rendering
> >and stencil() for not-so-fast rendering of coplanar geometry.
> >Unfortunately, IrisGL's displacepolygon() is inadequate in
> >certain situations - you can see poke through when layers
> >have large z-slopes and flimmering when they have small z-slopes.
> >
> >        Note that if you specify PFDECAL_BASE_HIGH_QUALITY when
> >building your Performer database (See pfLayerMode) you will always get
> >accurate coplanar rendering. You need not call stensize() nor stencil().
> >
> >        I am currently working on a fix for the
> >displacepolygon() problem that will be available in 2.0
> >and will experiment with your database.
> >
> 
> John Rohlf
> 
> You are right PFDECAL_BASE_HIGH_QUALITY will render coplanar polygons
> correctly on our database, we have tried that in our lab and it works  on
> an Onyx and Crimson.The problem is that we need this to work on a Indig^2
> Extreme which supports 4 stencil planes.  If I understand this correctly it
> means that the Indigo^2 Extreme can support up to 16 layers. Well I find
> hard to believe that we need more than that in our database so that it can
> be rendered correctly.


	Performer needs only a single stencil plane for rendering
any number of PFDECAL_BASE_STENCIL layers. However, base and 
layer geometry must be rendered sequentially which obviates any
benefits from mode sorting.

	2.0 has a pseudo-fix to the displacepolygon() poke-through
problem but the real fix comes with OpenGL where glPolygonOffset
has both a scale and an offset.





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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9506201009.ZM3924@lee.electrogig.com>
Date: Tue, 20 Jun 1995 10:09:21 -0700
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: PfChannel and frustum
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

First of all, I want to thank all who gave me pointers on the usage of
pfMakePerspFrust.

Next, I realize that I need to make some corrections to my earlier mail.
I missed to include pfChanNearFar before calling pfMakePerspFrust. YES, I
am doing that with the same parameters as before. And, I am not making
any matrix corresponding to h,p,r 'coz they are all zeros.

So all together it is:

WORKING:

>
> pfChanNearFar(chan, 1.0f, 10000.0f)
> pfChanFOV(chan, 140.0f, -1.0f)
> pfSetVec3(view.hpr, 0, 0, 0)
> pfSetVec3(view.xyz, 0.0f, -50.0f, 60.0f)
  pfChanView(chan, view.xyz, view.hpr) ---- I forgot to write this too before


NOT WORKING:

pfChanNearFar(chan, 1.0f, 10000.0f)

> Next, I convert the above representation so as to use pfMakePerspFrust
> as follows:
> x = near * tan(140/2)       where, near = 1.0
> z = near * tan(131.0724/2)  (this angle I got out of pfGetChanFOV for the
> 		               first type of setting)
> Then,
> pfMakeTransMat(m1, 0.0f, -50.0f, 60.0f)
> pfMakePerspFrust(chan, -x, x, -z, z)
> pfChanViewMat(chan, m1)
>

I have also tried setting a matrix for view direction with each of h, p, r
being zero, multiply this with the translation matrix and set pfChanViewMat
with the result, but with no luck. Anyone with more suggestions?

>
> There also appear to be more problems when using NearFar with non-simple
> frustrums and with general pfChan* FOV's, though SGI's response is so
> slow they have yet to confirm these problems (or otherwise).
>
>
> roy
>-- End of excerpt from ROY RUDDLE

Can somebody from SGI please confirm the above??

Thanks
-anita

-----------------------------------------------------------------------------
Anita Kishore
kishore@electrogig.com
-----------------------------------------------------------------------------



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To: info-performer@sgi.sgi.com
Subject: stars
Date: Tue, 20 Jun 1995 15:43:01 -0400
From: Todd Metivier <metivier@sanders.com>
Status: O

Has anyone come up with a slick way to render
stars for night and/or space simulations?

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



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From guest  Tue Jun 20 20:09:55 1995
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To: "Lionel Maiaux" <maiaux@quartz.corys.fr>
Cc: info-performer@sgi.sgi.com
Subject: Re: C++ Performer 2.0 interface 
In-Reply-To: Your message of "Mon, 17 Apr 95 15:07:18 PDT."
             <9504171507.ZM4854@quartz> 
Date: Tue, 20 Jun 95 20:06:29 -0700
From: Jim Helman <jimh@surreal>
Status: O

> It seems that there is a C++ interface in Performer 2.0.
> Does anybody know if we can create subclasses of Performer
> classes in this release ?

Yes.  You can subclass from Performer classes to add additional
data members or functions.  Overloading the existing methods is
also possible, but unless you are completely replacing all the
functionality of a base class method, you will often end up
invoking that base class method as part of yours since we are not
yet exposing all of the internal traversal and sorting control,
e.g.  pfSequence::cull().

Subclassing also requires a type system that allows the creation
of new types and the identification of an object's class
membership.  Like Inventor, Performer 2.0 has a pfType object and
an isOfType() method.  These replace the old bitmask-based class
system of 1.X, e.g.

Performer 1.2's:
	if (pfGetType(node)&PFCLASS_GROUP) ...
becomes
	if (pfIsOfType(node, pfGetGroupClassType()))...
or in C++ 
	if (node->isOfType(node, pfGroup::getClassType()))...

PORTING WARNING: much traversal code in 1.2 (e.g.
libpfutil/trav.c) used switch statements.  With an extensible type
system, most of these exact type tests need to become IsOfType()
tests, since library code doesn't know what sort of subclassing a
user's application or database might have done.  Some knowledge of
the class hierarchy is required, since membership in derived
classes should be tested before their ancestors.

rgds,

-jim helman

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



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From: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Message-Id: <9506202302.ZM14369@comarts.es>
Date: Tue, 20 Jun 1995 23:02:31 -0700
In-Reply-To: Todd Metivier <metivier@sanders.com>
        "stars" (Jun 20,  3:43pm)
References: <9506201943.AA07995@barnum.spcot>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Todd Metivier <metivier@sanders.com>, info-performer@sgi.sgi.com
Subject: Re: stars
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Status: O

On Jun 20,  3:43pm, Todd Metivier wrote:
> Subject: stars
> Has anyone come up with a slick way to render
> stars for night and/or space simulations?
>
> 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
>
>-- End of excerpt from Todd Metivier


Hi, Todd.

   Pfm 2.0 will support star fields as part of the new sky model.

   In some previous messages info has been included on the file format and its
capabilities.

  Drop me a note if you need a forward of those.

  Rgds,

-- 
-----------------------------------------------------	     mb$$m 
Nacho Sanz-Pastor					    b$"  $"$""$$b,
Email: nacho@comarts.es					   |$P  $P Pm  `$Pb
------------------------------------------------------	    $|  $   P,  `|P,
Computer Arts & Developments	Phone: ++ 34 1 3572751	    "$  P    P   `b$
Anita Vindel,10 		       ++ 34 1 3572752	      "PPPP   |  ,P
Madrid 28023 SPAIN		Fax  : ++ 34 1 3070339	           $bmm1" 
--------------------------------------------------------------------------------
           Computer Arts & Developments Visual Simulation Group
 An asteroid has crashed on Earth, and the Dinosaurs are close to being extinct
--------------------------------------------------------------------------------



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From: Marco Crocetta  <giraffe.asd.sgi.com!sgi.sgi.com!relay.iunet.it!hpdtmt2!onyx>
Subject: LightSource culling
To: info-performer@sgi.sgi.com
Date: Wed, 21 Jun 95 9:40:46 METDST
Mailer: Elm [revision: 66.25]
Status: O

Hi,

In my Performer application, I need to dynamically add and
delete light sources to the scene.
So, I tried to attach and pfLightSources to my scene graph when
requested.

Things go well enough, but I couldn't avoid that my Light Sources
were culled to the viewing frustum.

I read the Performer 1.2 Reference Pages (p.83):
"If a pfLightSource has a null bounding volume (radius<0) then
it is not culled and has global effect over its pfScene. By default 
pfLightSources have null bounding volume."

When I saw that my LightSources were culled, I tried to force the
Light bounding sphere radius to -1, but I didn't succeed.

Did someome have the same problem ?

Thanks in advance

---------------------------
Antonio Diotallevi
DATAMAT SpA, Rome
e-mail: onyx@datamat.it
---------------------------




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Please Unsusbscribe

-- 
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      __(_)__                                          ,,,       __(_)__ 
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From guest  Wed Jun 21 00:38:37 1995
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From: "Amaury LE LEYZOUR" <amaury@caraibes.paris.sgi.com>
Message-Id: <9506210937.ZM11636@caraibes.paris.sgi.com>
Date: Wed, 21 Jun 1995 09:37:29 -0600
In-Reply-To: jrohlf@tubes.asd.sgi.com (John Rohlf)
        "Re: Layer anomalies" (Jun 20,  9:51am)
References: <199506201651.JAA28726@tubes.asd.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: Layer anomalies
Mime-Version: 1.0
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Status: O

On Jun 20,  9:51am, John Rohlf wrote:
> Subject: Re: Layer anomalies
> >
> > >
> > >        Performer uses displacepolygon() for fast rendering
> > >and stencil() for not-so-fast rendering of coplanar geometry.
> > >Unfortunately, IrisGL's displacepolygon() is inadequate in
> > >certain situations - you can see poke through when layers
> > >have large z-slopes and flimmering when they have small z-slopes.
> > >
> > >        Note that if you specify PFDECAL_BASE_HIGH_QUALITY when
> > >building your Performer database (See pfLayerMode) you will always get
> > >accurate coplanar rendering. You need not call stensize() nor stencil().
> > >
> > >        I am currently working on a fix for the
> > >displacepolygon() problem that will be available in 2.0
> > >and will experiment with your database.
> > >
> >
> > John Rohlf
> >
> > You are right PFDECAL_BASE_HIGH_QUALITY will render coplanar polygons
> > correctly on our database, we have tried that in our lab and it works  on
> > an Onyx and Crimson.The problem is that we need this to work on a Indig^2
> > Extreme which supports 4 stencil planes.  If I understand this correctly it
> > means that the Indigo^2 Extreme can support up to 16 layers. Well I find
> > hard to believe that we need more than that in our database so that it can
> > be rendered correctly.
>
>
> 	Performer needs only a single stencil plane for rendering
> any number of PFDECAL_BASE_STENCIL layers. However, base and
> layer geometry must be rendered sequentially which obviates any
> benefits from mode sorting.
>
> 	2.0 has a pseudo-fix to the displacepolygon() poke-through
> problem but the real fix comes with OpenGL where glPolygonOffset
> has both a scale and an offset.
>

The OpenGL function is glPolygonOffsetEXT. This function is an extension for
OpenGL, and is not part of the OpenGL ARB at that moment. The EXT means that
some vendors (of cours including SGI) have implemented this function. But, be
careful, the names of those functions can change at any time ; and they may not
work on some workstations (see the man pages). If you work on SGI Reality
Engine, don't care if you are under IRIX 5.3.

-- 
# Office Location: SGI France
# Name: Amaury LE LEYZOUR 
# 
# Tel: 33(1)34 88 80 00 
# Fax: 33(1)34 88 80 76
# Email: amaury@paris.sgi.com
# Country ID: IFR-340 


From guest  Wed Jun 21 05:47:21 1995
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From: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Message-Id: <9506210949.ZM14722@comarts.es>
Date: Wed, 21 Jun 1995 09:49:27 -0700
In-Reply-To: jrohlf@tubes.asd.sgi.com (John Rohlf)
        "Re: sorting in Performer 2.0 ?" (Jun 20,  9:44am)
References: <199506201644.JAA28699@tubes.asd.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: sorting in Performer 2.0 ?
Mime-Version: 1.0
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Status: O

On Jun 20,  9:44am, John Rohlf wrote:

> 	2.0 has sophisticated sorting features including:
>
>  -  sorting within pre/post draw callbacks
>
>  -  user-configurable state sorting hierarchy; you can sort by any
> PFSTATE_ elements in any order
>
>  -  front-to-back or back-to-front spatial sorting
>
>  -  coarse specification of rendering order provided by "draw bins", e.g. -
> the OPAQUE bin is drawn before the TRANSP bin
>
>-- End of excerpt from John Rohlf



  Hi,

   Does anyone have statistics on timings for the sort operations in a generic
test database for the different modes and different CPU configs ?

   Thank you,


-- 
-----------------------------------------------------	     mb$$m 
Nacho Sanz-Pastor					    b$"  $"$""$$b,
Email: nacho@comarts.es					   |$P  $P Pm  `$Pb
------------------------------------------------------	    $|  $   P,  `|P,
Computer Arts & Developments	Phone: ++ 34 1 3572751	    "$  P    P   `b$
Anita Vindel,10 		       ++ 34 1 3572752	      "PPPP   |  ,P
Madrid 28023 SPAIN		Fax  : ++ 34 1 3070339	           $bmm1" 
--------------------------------------------------------------------------------
           Computer Arts & Developments Visual Simulation Group
 An asteroid has crashed on Earth, and the Dinosaurs are close to being extinct
--------------------------------------------------------------------------------



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Subject: RE: UNSCUBSCRIBE 
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From guest  Wed Jun 21 14:39:09 1995
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From: rama@graphics.cis.upenn.edu
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Date: Wed, 21 Jun 1995 17:34:53 -0400
Posted-Date: Wed, 21 Jun 1995 17:34:53 -0400
Message-Id: <199506212134.RAA22184@aladdin.cis.upenn.edu>
To: info-performer@sgi.sgi.com
Subject: viewing frustum
Status: O



In Performer, is it possible to get the viewing frustum in the form 
of a matrix?

i.e. in GL, "perspective" takes the fov, near & far specifications and
loads the resulting matrix on the stack.

Similarly, in performer, after specifying the  viewing frustum, by using
pfChanNearFar(..)
pfChanFOV(..)
pfMakePerspFrust(..)
is there a way of directly getting the resulting frustum in the form of 
a matrix (need not necessarily replace TOS as perspective does)? 

Also, what is the structure of pfFrustum?

Thanks
Rama
---------------------------------------------------------------------
Rama Bindiganavale
rama@graphics.cis.upenn.edu
http://www.cis.upenn.edu/~rama/home.html


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From: fair@iss.nus.sg (Kim Michael Fairchild)
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To: info-performer@sgi.sgi.com
In-Reply-To: <199506190059.AAA13988@cam.vio.com> (timothy@vio.com)
Subject: Re: virtual I/O HMD
Cc: timothy@vio.com
Status: O

Hi,

This is a SGI not Performer question. We have Virtual I/Os very new
and cool HMDs but don't know how to get our Reality Engine to produce
but have difficulty connecting it to SGI machines.

We have a SGI ONYX Reality Engine machine and haven't been able to
figure out how to get "interleaved" NTSC or PAL out of it. We can get
non-interleaved stuff. For our older HMDs we used scan converters to
get separate images. 

Any ideas?

thanks, Kim.



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From: "Kai Pelzer" <KP@AITEC.de>
Organization:  AITEC GmbH & Co KG
To: info-performer@sgi.sgi.com
Date:          Thu, 22 Jun 1995 11:01:33 GMT+1
Subject:       STELLENANGEBOT
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Status: O

Sorry for writing in German.
============================
Stellenangebot
============================
AITEC ist eine High-Tech-Entwicklungsfirma in 
Dortmund, die computergestuetzte Fahrsimulatoren 
fuer die Fahreraus- und - weiterbildung entwickelt
und vertreibt. Unsere Fahrsimulatoren werden in den 
weltweit ersten simulatorgestuetzten Trainingszentren 
(Koeln und Bremen) fuer Fahrer von Nutzfahr-
zeugen eingesetzt.

Fuer den weiteren Ausbau unserer Entwicklung 
suchen wir den/die

---------------------------------------
| Softwareentwickler/in Bildgenerator |
| (Echtzeit 3D-Computergrafik)        |
---------------------------------------

Die Stelle beinhaltet die Mitarbeit an der 
Visualisierung von 3D-Datenbasen und speziellen 
graphischen Effekten, die im High-End-Bereich der 
Sichtsimulation angesiedelt ist. Die Implemen-
tierung erfolgt unter Verwendung von OpenGL und 
IRIS Performer.

Fuer die angebotene Position sind sehr gute 
Kenntnisse in und Erfahrungen mit der 3D-Computer-
grafik in Echtzeit erforder lich. Dabei sind 
Erfahrungen im Bereich der Sichtsimulation von 
Vorteil. Zudem erfordert die Taetigkeit sehr 
gute Programmierkenntnisse in C/C++ unter Unix. 

Wir setzen in unserer Simulation die High-End-
Systeme von SGI ein. Unsere Arbeitsplaetze sind 
mit einer komfortablen Entwick lungsumgebung 
(SGI-Workstation mit Development-Tools) ausge-
stattet. 

Falls Sie an der angebotenen Stelle interessiert 
sind, senden Sie uns bitte Ihre Bewerbungs-
unterlagen. Fuer weitere Informationen steht 
Ihnen vorab Herr Kai Pelzer, Tel. 0231/96465-15, 
E-Mail kp@aitec.de, zur Verfuegung.

Ihre Bewerbung werden wir selbstverstaendlich
vertraulich behandeln.

Unsere Anschrift:  AITEC GmbH & Co. 
                   Informationstechnologie KG 
                   z.Hd. Herrn Pelzer
                   Postfach 70 03 04
                   D-44372 Dortmund





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From: fouts@gameover.atlanta.sgi.com (Christopher Fouts)
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Date: Thu, 22 Jun 1995 09:55:04 -0400
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        "Re: virtual I/O HMD" (Jun 22,  4:03pm)
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To: fair@iss.nus.sg (Kim Michael Fairchild), info-performer@sgi.sgi.com
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On Jun 22,  4:03pm, Kim Michael Fairchild wrote:
> Subject: Re: virtual I/O HMD
| We have a SGI ONYX Reality Engine machine and haven't been able to
| figure out how to get "interleaved" NTSC or PAL out of it. We can get
| non-interleaved stuff. For our older HMDs we used scan converters to
| get separate images.
|
| Any ideas?

Use the NTSC-out spigot on the front panel of the Onyx.  There is a
composite and S-VHS connection (I think).  Use the vout command to
pop-up a NTSC-sized frame.  Position this frame over the region you
want output and voila.  You'll need to size your application to the
proper size since this option doesn't do fullscreen conversion.  See
the vout man page for details.

-- 

Chris Fouts, SGI, Atlanta, GA -- Email:  fouts@atlanta.sgi.com
Vmail:  5-8714 -- Fone:  (404)-475-0464 -- Phax:  (404)-475-4414

   I believe Marcel Marceau said it best when he stated:  "".


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From: "Hellward Broszio" <BZ@AITEC.de>
Organization:  AITEC GmbH & Co KG
To: info-performer@sgi.sgi.com
Date:          Thu, 22 Jun 1995 14:58:03 GMT+1
Subject:       specially-lit pfGeoState's
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Status: O

Hi, 
I want to illuminate different pfGeoSet's with different pfLight's.

So I set up specially-lit pfGeoState's for these pfGeoSet's with an
array of pfLight's.  (like 3pf example 1 on page 184).

If I specify the parameters of the spotlight with pfSpotLightCone(),
I havn't got the spotlight effect on these pfGeoSet's. I do this from 
the application process once before rendering the scene.

Does anyone has an idea, how I can get the spotlight effect with 
specially-lit pfGeoState's.

Thanks in advance ...

Hellward Broszio

BZ@aitec.de


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Date: Thu, 22 Jun 95 15:30 GMT
From: "ml@Strider" <"FIFE::"@MSIM.CO.UK>
To: INFO-PERFORMER <INFO-PERFORMER@sgi.sgi.com>
Subject: Texture space
Status: O

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From: ml@Strider (Michael Lees)
Message-Id: <9506221527.AA07763@Strider>
To: "com.sgi.sgi::info-performer"@uknet@lothian
Subject: Texture space


Hi,

This is not strictly a performer question, but here goes.

Currently some of our databases are filling the texture memory and causing
swaps from disk.  Obviously this affects performance. 

Is there any way of telling how full the texture memory is? 

This would allow us to tailor the amount of texture used to prevent paging. 

Thanks 

	Mike.


+-----------------------------------------------------------------------------+
|                           !!! PLEASE TAKE NOTE !!!                          |
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+-----------------------------------------------------------------------------+
|   Mike Lees (Senior Software Engineer)   |                                  |
|                                          |                                  |
|       Visuals Group,                     |  Email: Lees_M@msim.co.uk        |
|       Marconi Simulation,                |                                  |
|       The John Sutcliffe Building,       |  Telephone: +44 1383 821921      |
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Date: Thu, 22 Jun 1995 09:36:16 -0600 (MDT)
From: Maria Gallegos <thecure@unm.edu>
To: info-performer@sgi.sgi.com
Subject: camera, order of rot
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Status: O

I'm very new to Performer ,
I need the order of rotation for the camera direction to be
  zyx instead of zxy, is there an easy way to go about this?



thank you,

 maria 
thecure@unm.edu

Oh, Performer 1.2


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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9506220923.ZM5462@lee.electrogig.com>
Date: Thu, 22 Jun 1995 09:23:24 -0700
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To: info-performer@sgi.sgi.com
Subject: Texture space
Cc: Lees_M@msim.co.uk
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Status: O

> Currently some of our databases are filling the texture memory and causing
> swaps from disk.  Obviously this affects performance.
>
>
> This would allow us to tailor the amount of texture used to prevent paging.
>


Maybe you could try loading your textures into memory dynamically. ie: load
a texture only when needed at run time, and at all other times, reserve its
place in the scene graph with some kind of place holder. We follow this
technique and this saves us a lot of space, hence improving speed.

good luck
-anita

-----------------------------------------------------------------------------
Anita Kishore
kishore@electrogig.com
-----------------------------------------------------------------------------


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To: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Cc: Todd Metivier <metivier@sanders.com>, info-performer@sgi.sgi.com,
        metivier@sanders.com
Subject: Re: stars 
In-Reply-To: Your message of "Tue, 20 Jun 1995 23:02:31 PDT."
             <9506202302.ZM14369@comarts.es> 
Date: Thu, 22 Jun 1995 12:52:29 -0400
From: Todd Metivier <metivier@sanders.com>
Status: O


 You write:

  On Jun 20,  3:43pm, Todd Metivier wrote:
  > Subject: stars
  > Has anyone come up with a slick way to render
  > stars for night and/or space simulations?
  >
  > 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
  >
  >-- End of excerpt from Todd Metivier
  
  
  Hi, Todd.
  
     Pfm 2.0 will support star fields as part of the new sky model.
  
     In some previous messages info has been included on the file format and it
> s
  capabilities.
  
    Drop me a note if you need a forward of those.
  
    Rgds,
  
  -- 
  -----------------------------------------------------	     mb$$m 
  Nacho Sanz-Pastor					    b$"  $"$""$$b,
  Email: nacho@comarts.es					   |$P  $P Pm  
> `$Pb
  ------------------------------------------------------	    $|  $   P, 
>  `|P,
  Computer Arts & Developments	Phone: ++ 34 1 3572751	    "$  P    P   `b$
  Anita Vindel,10 		       ++ 34 1 3572752	      "PPPP   |  ,P
  Madrid 28023 SPAIN		Fax  : ++ 34 1 3070339	           $bmm1" 
  -----------------------------------------------------------------------------
> ---
             Computer Arts & Developments Visual Simulation Group
   An asteroid has crashed on Earth, and the Dinosaurs are close to being extin
> ct
  -----------------------------------------------------------------------------
> ---
  
-----------------------

Hi Nacho,
  thanks for the response. I don't recall ever seeing previous messages
containing info on star fields, so if you still have them I would appreciate
you forwarding them to me.

thanks again,



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



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From: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Message-Id: <9506221004.ZM680@comarts.es>
Date: Thu, 22 Jun 1995 10:04:41 -0700
In-Reply-To: Marco Crocetta  <@relay.iunet.it:onyx@hpdtmt2>
        "LightSource culling" (Jun 21,  9:40am)
References: <199506210802.AA08399@relay.iunet.it>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: onyx@datamat.it, info-performer@sgi.sgi.com
Subject: Re: LightSource culling
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jun 21,  9:40am, Marco Crocetta wrote:
> Subject: LightSource culling
> Hi,
> Things go well enough, but I couldn't avoid that my Light Sources
> were culled to the viewing frustum.

>-- End of excerpt from Marco Crocetta


   Ciao, Antonio.

 Maybe you already know this, but there is a pfChanTravMode token called
PFCULL_IGNORE_LSOURCES that might not be set properly, and causing your
problems.
 Try if this works.

  Rgds,

-- 
-----------------------------------------------------	     mb$$m 
Nacho Sanz-Pastor					    b$"  $"$""$$b,
Email: nacho@comarts.es					   |$P  $P Pm  `$Pb
------------------------------------------------------	    $|  $   P,  `|P,
Computer Arts & Developments	Phone: ++ 34 1 3572751	    "$  P    P   `b$
Anita Vindel,10 		       ++ 34 1 3572752	      "PPPP   |  ,P
Madrid 28023 SPAIN		Fax  : ++ 34 1 3070339	           $bmm1" 
--------------------------------------------------------------------------------
           Computer Arts & Developments Visual Simulation Group
 An asteroid has crashed on Earth, and the Dinosaurs are close to being extinct
--------------------------------------------------------------------------------



From guest  Thu Jun 22 11:28:12 1995
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Date: Thu, 22 Jun 1995 11:24:10 -0700 (PDT)
From: DANTE ASSOCIATES <dante@netcom.com>
Subject: Job Openings
To: info-performer@sgi.sgi.com
Message-Id: <Pine.3.89.9506221134.A23373-0100000@netcom12>
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Status: O


Job # JD4-640264 and
Job # JD6-640265

FULL TIME POSITIONS

Visual Simulation or Virtual Reality programmer needed for
Simulation Based Design Program.

The Simulation Based Design (SBD) program is looking for an
experienced visual simulation or virtual reality programmer.
SBD is a large 4 year ARPA funded project working on a
prototype for the next generation CAD system.  Lockheed
Martin Research Lab (Palo Alto, CA)is the prime contractor.  
SBD also has internal Lockheed Martin funding and 
commercialization intent and therefore has exciting growth 
opportunities beyond the ARPA framework.

This large program consists of several teams.  The Virtual
Design Space team is responsible for the visualization and
interaction front end.  The Virtual Design Space will have
both conventional and VR interactions with large CAD models.
It will involve visual simulation, and use languages such as
VRML to interface to models and simulation behaviors.

DESCRIPTION OF POSITION

This position involves detailed design and implementation
(coding, debugging, documenting) of software used for the
Virtual Design Space.  Functionality to be developed
includes capability to rapidly render large CAD models for
use in walkthoughs, and 3D interaction with such models
(single person and collaborative).  This position affords
the opportunity to work on a ground breaking Virtual Reality
system that is well funded.  In particular, the successful
candidate should be a dedicated software hacker who will:

*	design and implement object oriented C++ code that
	constitutes part of the Virtual Design Space
	infrastructure
*	develop code within the IRIS Performer environment
*	develop various 3D graphics modules
*	integrate subcontractor S/W

The employee will function as part of an existing team,
cooperating with teammates, communicating changes in project
status and operating to budget and schedule constraints.

EDUCATION REQUIRED

At least a Masters Degree in Computer Science is normally
required.  However, exceptionally relevant experience can
substitute.

EXPERIENCE REQUIRED

These jobs require experience with

*	Object oriented C++ detailed design and programming
*	General 3D graphics
*	SGI graphics programming (preferably Performer,
	although GL or Inventor OK)

Experience with integrating software from different sources
is very valuable.  Experience in one or more of the
following areas is a big plus: virtual reality, visual
simulation, rapid rendering, 3D interaction, 3D
collaborative design, and rendering or interfacing with CAD
models.  Experience with distributed processing, CORBA, or
artificial intelligence is also useful.

At least three years of relevant experience after degree 
preferred. However, candidates with exceptionally relevant 
academic experience will be considered.

SALARY: There are positions available for BSCS degrees plus
        experience (JOB # JD4-640264) and MSCS degrees plus 
        experience. (JOB # JD6-64025) Salary will be dependent 
        upon education level and experience.

Please refer to the appropriate job # when responding.

Send your resume via Email to:          Susan Troccolo
(ASCII or WinWord format)               DANTE Associates
                                        DANTE@Netcom.com

Or FAX on high resolution to:           (415) 354-5235


From guest  Thu Jun 22 12:21:43 1995
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From: "Darin C. Partridge" <darin@paradox.idec.sdl.usu.edu>
Message-Id: <9506221302.ZM2758@paradox.idec.sdl.usu.edu>
Date: Thu, 22 Jun 1995 13:02:59 -0600
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To: info-performer@sgi.sgi.com
Subject: pfSequence nightmare
Content-Type: text/plain; charset=us-ascii
Mime-Version: 1.0
Status: O

I have a pfSequence node with 5 nodes under it.  When I set the
approriate variables to cycle through them all, Performer
renders the first,second,third, and forth.  The fifth frame doesn't
appear, but there seems to be a pause in the sequence for the frame.
When I set the sequence to do frames 1-4 (instead of 0-4) then frames
1-4 appear as desired.  If I ever include frame 0, it will display
all the frames excluding the last one. I tried adding a dummy node
on the end and then tell it to display 0-5 but that didn't help.


This is an excerpt from my modified obj loader.
I build the geometry under the pfSequence node after the
if (SAME(token, "animation")) and before the
if (SAME(token, "endanimation"))
/*******************************************************/

	/* identify token */
        if (SAME(token, "animation"))
        {
            pfSequence 	*seq = pfNewSeq();
            long	smode;
            long        start, end;
            double       duration;
            char        amode[ 256 ];

            sscanf(next, "%ld%ld%lf%s%n", &start, &end, &duration, amode,
&width);
            next += width;
            if( SAME( amode, "loop" ) )
              smode = PFSEQ_CYCLE;
            else
              smode = PFSEQ_SWING;

            animation = 1;

            pfSeqTime(seq, PFSEQ_ALL, duration);

            pfSeqInterval(seq, smode, start, end);
            pfSeqDuration(seq, 1.0f, PFSEQ_ALL);

            pfSeqMode(seq, PFSEQ_START);
            saveroot = node;
            node = ( pfNode * ) seq;
        }
        else
        if (SAME(token, "endanimation"))
        {
            animation = 0;
            pfAddChild( saveroot, node );
            node = saveroot;
        }

Thanks for any insights,
Darin



From guest  Thu Jun 22 16:52:27 1995
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Date: Thu, 22 Jun 1995 16:36:02 -0700
Message-Id: <199506222336.QAA07621@ix5.ix.netcom.com>
From: blastarr@ix.netcom.com (Kent Miller)
Subject: Global Relief
To: info-performer@sgi.sgi.com
Status: O

This is not specifically a Performer question, but I know alot of us 
are dealing with geographic data, so I hope someone will know the 
answer to this:

I've heard about a CD called Global Relief that sells for ~$80, 
containing WDBII, World Vector Shoreline, and world-wide elevation 
coverage at 5 min post intervals. Apparently it's associated with NGDC 
(National Geophysics Data Center?) and/or NOAA (National Oceanographic 
and Aerospace Association?). My apologies to these two organizations if 
I misinterpreted your acronyms.

If you experience some sort of flash of recognition out of all this 
gibberish, let me know!

Thanks!


From guest  Thu Jun 22 20:12:36 1995
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Date: Fri, 23 Jun 1995 10:55:14 +0800
From: fair@iss.nus.sg (Kim Michael Fairchild)
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        nat@od.sri.com, info-performer@sgi.sgi.com
In-Reply-To: <9506221046.ZM13363@od.sri.com> (nat@od.sri.com)
Subject: Re: virtual I/O HMD
Status: O

Hi, 

Received a note from the Virtual I/O folks and they are currently
working on a driver for allowing the NTSC (or PAL) interlace output. 

Will post when I get it.

thanks for your replies.

Kim.



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Date: Fri, 23 Jun 1995 11:32:18 GMT
From: "Mr. Alun Evans" <aevans@taz.dra.hmg.gb>
To: INFO-PERFORMER@sgi.sgi.com
Message-Id: <009924E5.75FC9A0E.20@taz.dra.hmg.gb>
Subject: Vega
Status: O


Does anyone out there use Vega, if so how useful is it?
Does it support different linestyles from ModelGen?
And does it support the instrumentation option in ModelGen?
ANy idea if Performer will support any of the above in future
releases?

Thanks in advance,
Al.( DRA Farnborough )

PS Are there any demos of Vega floating about?



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          id b396a4d6 Fri, 23 Jun 95 14:51:01
Date: Fri, 23 Jun 95 14:51:01 GMT
From: Chris Seal <cseal@sirapgc.demon.co.uk>
Reply-To: cseal@sirapgc.demon.co.uk
Message-Id: <B396A4D6MAPI@sirapgc.demon.co.uk>
To: info-performer
Subject: Global Relief
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Status: O

cseal@sirapgc.demon.co.uk

>I've heard about a CD called Global Relief that sells for ~$80,
>containing WDBII, World Vector Shoreline, and world-wide elevation
>coverage at 5 min post intervals. Apparently it's associated with NGDC
>(National Geophysics Data Center?) and/or NOAA (National Oceanographic
>and Aerospace Association?). My apologies to these two organizations if
>I misinterpreted your acronyms.

A friend of mine thought the publisher was Mountain High Maps ??  He also said
he thought its accuracy wasn't brilliant for all locations, but isn't sure if
it has been improved.

In terms of a end-user products, it might be worth a quick look at a package
called '3D Atlas' published by Electronic Arts.  I've no idea if the
electronic data can be extracted from it but  I suspect not easily as it uses
QuickTime files on the CD.  Still fun though ;-).

Chris Seal
Sira Technology Centre, U.K.



From guest  Fri Jun 23 10:41:27 1995
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Date: Fri, 23 Jun 1995 13:29:32 -0400
From: mwilliam@ldsa.com (Micheal J. Williams)
Message-Id: <9506231729.AB18694@igate>
To: info-performer
Subject: Mixed Model Problem
Status: O



    I know there have to be people out here who are using 
performer in mixed-model applications.  We recently changed
an application into mixed-mode so that we could access the
X-events associated with the window.  We are now seeing
some odd effects, and we don't know if they are related.

    We are on an indigo2 extreme, using performer 1.2 under
IRIX 5.2.  The program is written in ada.  I notice also 
that we use the xlib procedure XOPENDISPLAY to create the 
display rather than using pfuOpenXDisplay.  We send this 
to pfuGLXCreateWindow.  I don't anticipate that this would 
be our problem, but you may tell me different.

   The application has flight format models moving over
a rasterized database.  We use lrectwrite to put up the
ground map, and performer displays the models over that.
Now and then we notice that a plane appears to jump 
backwards as though an extra swapbuffer were performed,
and we were jumping back to the previous display.

   Gldebug gives me warnings with every color set, saying 
that I am not in RGB mode.  With every swapbuffer, it warns
me that I an not in double buffer mode.  The doublebuffer
and RGBmode calls had to be removed for the mixed model,
but they are set to true in the creation of the GLX window.
Is this gldebugs problem or is the program actually trying
to run in the wrong mode?

   I appreciate any input you have.


Mike Williams
mwilliam@ldsa.com




From guest  Fri Jun 23 11:28:13 1995
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	 id LAA17788; Fri, 23 Jun 1995 11:12:56 -0700
From: "Javier Castellar" <javier@sixty>
Message-Id: <9506231112.ZM17786@sixty.asd.sgi.com>
Date: Fri, 23 Jun 1995 11:12:55 -0700
In-Reply-To: "Hellward Broszio" <BZ@AITEC.de>
        "specially-lit pfGeoState's" (Jun 22,  2:58pm)
References: <55251167E@aitec.de>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Hellward Broszio" <BZ@AITEC.de>, info-performer@sgi.sgi.com
Subject: Re: specially-lit pfGeoState's
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

>If I specify the parameters of the spotlight with pfSpotLightCone(),
>I havn't got the spotlight effect on these pfGeoSet's. I do this from
the application process once before rendering the scene.

>Does anyone has an idea, how I can get the spotlight effect with
>specially-lit pfGeoState's.

I don't know if the problem has an explanation on the following lines but ... a
lot of people suffer the same with Spaotlights.

In the current pipeline the lighting calculation are applied per geometry
primitive. It means that per each normal on the database a final rgb color
vector is assigned depending on the light model, the normal, the light source
position and even the observer position. This color vectors are created using
the Phong lighting model.

After this lighting calculation (geometry level), let's say PER VERTEX, a
Gouraud color interpolation is applied, but the actual lighting calculation is
PER VERTEX and we do not interpolate normals. Then it is PHONG lighting per
VERTEX (or per primitive) and GOURAUD to expand this interpolation across the
surface of the polygon.

When an SPOT light is applied, the calculus is also PER VERTEX (or per NORMAL).
It means that if you have a single large polygon and the spot light cone is not
affecting the vertex, there is not LIGHT effect on this polygon , since the
vertex are not receiving light and the pixels of this large polygon are NOT
affected until your SPOT light reach one or more of this vertex.

SPOT lighting will have very nice effects when you have more polygons (smaller
polygons).

This is not a Performer feature, this is a pipeline design behavior.

If you really wish same effect but without overloading the geometry stage on
the pipeline, use projected textures (take a look to the 4Dgifts examples about
Reality Engine proyected textures).

If you also know it, congratulations.


Hope this helps.


-Javier (Fix or Die)

-- 
*************************************************************************
* Javier Castellar Arribas     * Email:              javier@asd.sgi.com *                 
*                              * Vmail:            		 3-1589 *            
* Member of Technical Staff    * Phone:                  (415)-390-1589 *
* Advanced Graphics	       * Fax:                    (415)-964-8671 *     
* Advanced Systems Division    * MailStop:                       8U-800 *
************************************************************************* 
* Silicon Graphics Inc.                                                 *
* 2011 N. Shoreline Boulevard,                                          *                        
* Mountain View, California 94043-1386, USA                             *
*************************************************************************



From guest  Fri Jun 23 11:51:08 1995
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Date: Fri, 23 Jun 1995 12:31:47 -0600 (MDT)
From: Maria Gallegos <thecure@unm.edu>
To: info-performer@sgi.sgi.com
Subject: order of rotations,help
Message-Id: <Pine.A32.3.91.950623122316.244009B-100000@pegasus.unm.edu>
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Status: O


I was wondering if the following would work if I wanted to
 first rotate around z then y  then x :

    
      pfMakeIdentMat(mat); 
      pfPreRotMat(rotmat, xrot_degrees , 1.0f, 0.0f,0.0f ,mat); 
      pfPreRotMat(mat, yrot_degrees , 0.0f, 1.0f, 0.0f,rotmat); 
      pfPreRotMat(rotmat, zrot_degrees  ,0.0f,0.0f, 1.0f,mat); 

      ?????or should I multiply starting with z, then y, then x??????
      pfPreRotMat(rotmat, zrot_degrees  ,0.0f,0.0f, 1.0f,mat);
      pfPreRotMat(mat, yrot_degrees , 0.0f, 1.0f, 0.0f,rotmat);
      pfPreRotMat(rotmat, xrot_degrees , 1.0f, 0.0f,0.0f ,mat);

then if I make the translation matrix:
      pfMakeTransMat(transmat, x, y,z);

then I want to Translate then Rotate so:
      pfMultMat(finalmat, rotmat, transmat);

and then get the  Channel View Matrix:

    pfGetChanViewMat(chan, channelViewmat);

and finally apply the transformation:

    pfMultMat( finalmat, channelViewmat , finalmat);
    pfChanViewMat(chan, finalmat);

I'm hoping this would first Translate then rotate z then y then x.

But Still no luck,... see anything I'm doing wrong?

thanks,

maria
thecure@unm.edu


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Date: Fri, 23 Jun 1995 15:49:37 -0700
Message-Id: <199506232249.PAA28488@ix3.ix.netcom.com>
From: blastarr@ix.netcom.com (Kent Miller)
Subject: Global Relief - Thanks!
To: info-performer@sgi.sgi.com
Status: O

Thanks to everyone for your help in locating the Global Relief CD. 
Here's the official ordering info from the NGDC web page 
(http://www.ngdc.noaa.gov):

TerrainBase CDROM #1090-A27     - $81.00
includes grid model documentation

Allen M. Hittelman (ahittelman@ngdc.noaa.gov)
NOAA's National Geophysical Data Center &
World Data Center-A for  Solid Earth Geophysics
325 Broadway, Boulder, CO  80303
(303)497-6591  (303)497-6513(fax)



From guest  Fri Jun 23 11:28:37 1995
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From: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Message-Id: <9506231859.ZM1891@comarts.es>
Date: Fri, 23 Jun 1995 18:59:17 -0700
In-Reply-To: "ml@Strider" <"FIFE::"@MSIM.CO.UK>
        "Texture space" (Jun 22,  3:30pm)
References: <199506221429.HAA12541@sgi.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: Texture space
Cc: Lees_M@msim.co.uk
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Content-Type: text/plain; charset=us-ascii
Status: O




 Hi, Mike.

  I am not sure if you got my previous mail, since I didn't get it back in
info-performer distribution. Ok, here it goes again:



On Jun 22,  3:30pm, ml@Strider wrote:
> Is there any way of telling how full the texture memory is?
>-- End of excerpt from ml@Strider


   If you use the libpfutil texture download lists, there is a token that you
can activate in the source code ( ~/src/lib/libpfutil/tex.c ) that will show
you RM4 usage. You just have to add

#define WANT_TO_SEE_PERCENTAGE_OF_REALITY_ENGINE_RM_USAGE

and it'll tell you how much mem in bytes and % of RM4 use ( if you have RM5 you
can change the source just slashing the result by four ).

 This will warn you when you overlap the tex mem limits and force main memory
paging.

 If you need an example on how to use the download lists, perfly uses  them in
the first PreDraw done.

  It's wise to use them anyway, since you guarantee that all textures will be
loaded in tex mem at first frame drawtime.

  Rgds,




-- 
-----------------------------------------------------	     mb$$m 
Nacho Sanz-Pastor					    b$"  $"$""$$b,
Email: nacho@comarts.es					   |$P  $P Pm  `$Pb
------------------------------------------------------	    $|  $   P,  `|P,
Computer Arts & Developments	Phone: ++ 34 1 3572751	    "$  P    P   `b$
Anita Vindel,10 		       ++ 34 1 3572752	      "PPPP   |  ,P
Madrid 28023 SPAIN		Fax  : ++ 34 1 3070339	           $bmm1" 
--------------------------------------------------------------------------------
           Computer Arts & Developments Visual Simulation Group
 An asteroid has crashed on Earth, and the Dinosaurs are close to being extinct
--------------------------------------------------------------------------------



From guest  Fri Jun 23 19:15:23 1995
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Date: Sat, 24 Jun 95 09:47:24 -0700
From: terence@systech.hinet.net (Terence Ker)
Message-Id: <9506241647.AA01086@systech.hinet.net>
To: info-performer@sgi.sgi.com
Subject: Re: Vega
Status: O


     I am using Vega, and my company is local distributor of Vega
However, I have never used ModelGen myself and couldn't really
answer your question. Vega is based upon Performer and make your
life much easier. 

     Regarding your specific question concerning ModelGen support,
I think Vega does support those features. To get confirmation,
you can e-mail to

     reid@paradigmsim.com or sharon@paradigmsim.com

to ask Paradigm.


     
                           
                                              -= Terence Ke =-

                                            Systems & Technology
                                            Taipei, Taiwan
                                e-mail: terence@systech.hinet.net





From guest  Sat Jun 24 16:24:53 1995
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From: rama@graphics.cis.upenn.edu
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Posted-Date: Sat, 24 Jun 1995 18:38:27 -0400
Message-Id: <199506242238.SAA00876@bambi.cis.upenn.edu>
To: info-performer@sgi.sgi.com
Subject: pfNodeTravMask
Status: O


HI,

I am trying to use pfNodeTravMask to turn on or off one of the
objects in a scene.

The object is a transparent box. 
There is no problem in drawing the transparent object. 

Now, with a boolean flag, I want to control 
whether the object can be seen or not.

For this I am using the pfNodeTravMask in the following way :
To turn it on,
pfNodeTravMask(node,PFTRAV_DRAW,0xffffffff,PFTRAV_SELF|PFTRAV_DESCEND,PF_SET);

To turn it off,
pfNodeTravMask(node,PFTRAV_DRAW,0x0,PFTRAV_SELF|PFTRAV_DESCEND,PF_SET);

I am using the perfly application as my base.

The problem I am facing is that the object is always visible,
whatever be the mask. I am printing out the scene and the mask
values are correctly set for that node.
So even if the mask is set to 0, it is still visible.

So, can somebody please explain as to what I might be missing?
The number of channels is also 1.

Thanks
Rama

---------------------------------------------------------------------
Rama Bindiganavale
rama@graphics.cis.upenn.edu
http://www.cis.upenn.edu/~rama/home.html


From guest  Sat Jun 24 18:23:01 1995
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To: rama@graphics.cis.upenn.edu
Cc: info-performer
Subject: Re: pfNodeTravMask 
In-Reply-To: Your message of "Sat, 24 Jun 95 18:38:27 EDT."
             <199506242238.SAA00876@bambi.cis.upenn.edu> 
Date: Sat, 24 Jun 95 17:43:47 -0700
From: Jim Helman <jimh@surreal>
Status: O

>  I am trying to use pfNodeTravMask to turn on or off one of the
>  objects in a scene.
  
A pfSwitch might be better for this.  Traversal masks are most
useful when you need traversal dependent behavior, i.e. visible
in one view, but not in another or tested by some intersection
traversals, but not by others.  Masks are also sometimes useful
for saving memory (by avoiding the pfSwitches) in very large
scene graphs, e.g. a deep quad tree.

However, your example should work.  Are you setting the mask in
the APP process?  Does pfGetNodeTravMask() indicate that the mask
has indeed changed? 

rgds,

-jim helman

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


From guest  Sun Jun 25 20:27:08 1995
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From: Serc Trainees <sectra@hamsadvani.serc.iisc.ernet.in>
To: info-performer@sgi.sgi.com
Subject: Include Inventor file in Performer
Message-Id: <Pine.LNX.3.91.950625212433.5501A-100000@hamsadvani.serc.iisc.ernet.in>
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Status: O

Can anyone please inform, how to include Inventor (.iv) file, in the 
Performer (.flt file).

	Thanx in Advance			Gajalakshmi,
				sectra@hamsadvani.serc.iisc.ernet.in


From guest  Sun Jun 25 10:29:05 1995
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Date: Sun, 25 Jun 1995 13:03:41 -0400
From: ghock@gateway.grumman.com (Greg Hock)
Message-Id: <9506251703.AA20142@gateway.grumman.com>
To: info-performer@sgi.sgi.com
Content-Length: 412
Status: O

Hello Mr. Bulletin Board, 

	I am in need of a simple stereo graphics demonstration program based 
on Performer (1.2 or alpha5 of 2.0) or OpenGL.  If there is an easy way to
enable stereo viewing inside perfly that would probably be the easiest thing 
to do; however, I am really, really cramped for time, so any demos would be
much appreciated. 

Thanks Y'all
Greg Hock
ghock@gateway.grumman.com
(407) 726-7758


From guest  Sun Jun 25 11:19:51 1995
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Date: Sun, 25 Jun 1995 13:55:25 -0400
From: ghock@gateway.grumman.com (Greg Hock)
Message-Id: <9506251755.AA28903@gateway.grumman.com>
To: info-performer@sgi.sgi.com
Content-Length: 412
Status: O

Hello Mr. Bulletin Board, 

	I am in need of a simple stereo graphics demonstration program based 
on Performer (1.2 or alpha5 of 2.0) or OpenGL.  If there is an easy way to
enable stereo viewing inside perfly that would probably be the easiest thing 
to do; however, I am really, really cramped for time, so any demos would be
much appreciated. 

Thanks Y'all
Greg Hock
ghock@gateway.grumman.com
(407) 726-7758


From guest  Sun Jun 25 11:39:46 1995
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Date: Sun, 25 Jun 1995 11:21:12 -0700
From: ib@ivan.engr.sgi.com (Ivan Bach)
Message-Id: <199506251821.LAA13962@ivan.engr.sgi.com>
To: info-performer@sgi.sgi.com
Subject: Re: Stereo Demo Program
Status: O

ghock@gateway.grumman.com (Greg Hock) writes:
> If there is an easy way to enable stereo viewing inside perfly that would
> probably be the easiest thing to do 

Check the Performer archives in:

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

-----------------------------------------------------------------------------
From: "Sharon Clay (Fischler)" <src@rose.asd.sgi.com>
Message-Id: <9503021215.ZM27607@rose.asd.sgi.com>
Date: Thu, 2 Mar 1995 12:15:39 -0800
In-Reply-To: Sam De Backer <sdbacker@luc.ac.be>
        "3D Stereo view." (Mar  2,  3:03pm)
References: <Pine.3.89.9503021444.A18648-0100000@alpha>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Sam De Backer <sdbacker@luc.ac.be>,
        Performer mail list <info-performer@sgi.sgi.com>
Subject: Re: 3D Stereo view.
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: RO

-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Graphics Dev.
src@sgi.com  (415) 390 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
+>---- On Mar 2,  3:03pm, Sam De Backer wrote:
> Subject: 3D Stereo view.
->Hi,
->
->We just received our copy of Performer1.2 and we want to make a cool demo!
->We have some experience in 3D stereo view applications using OpenGL.  We use
->the CrystalEyes Shutter Glasses, the standard Onyx monitor and the command
->'/usr/gfx/setmon' to enable stereo mode.
->
->My question is: how can we display a Performer scene, using the Shutter
->Glasses, in 3D?  Has anyone sample code, a good hint would be nice too.
->( We have the following hardware configuration, if that matters in any way:
->  Onyx running IRIX 5.2, with RealtiyEngine2, 1 GFX pipe, MCO )


sfly.tar.Z, which is a stereo-in-a-window version of Perfly, can be
found on
        sgigate.sgi.com:~ftp/pub/Performer/src/sfly.tar.Z

This shows how to set up Performer channels using stereo-in-a-window
but does not support any specific devices or head-tracking.

src.
----------------------------------------------------------------------------

Ivan Bach, ib@engr.sgi.com


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Date: Sun, 25 Jun 1995 18:03:55 -0400
From: rama@graphics.cis.upenn.edu (Rama Bindiganavale)
Posted-Date: Sun, 25 Jun 1995 18:03:55 -0400
Message-Id: <199506252203.SAA28074@graphics.cis.upenn.edu>
To: info-performer@sgi.sgi.com
Subject: projected textures
Status: O


Hi,

I need to implement projected textures and I want to know if the 
gl code for the spotlight demo on the reality engine is 
available somewhere.

Thanks
Rama
---------------------------------------------------------------------
Rama Bindiganavale
rama@graphics.cis.upenn.edu
http://www.cis.upenn.edu/~rama/home.html


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From: aschaffe (Allan Schaffer)
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Date: Sun, 25 Jun 1995 16:51:02 -0700
In-Reply-To: rama@graphics.cis.upenn.edu (Rama Bindiganavale)
        "projected textures" (Jun 25,  6:03pm)
References: <199506252203.SAA28074@graphics.cis.upenn.edu>
X-Mailer: Z-Mail-SGI (3.2S.1 10apr95 MediaMail)
To: rama@graphics.cis.upenn.edu (Rama Bindiganavale),
        info-performer@sgi.sgi.com
Subject: Re: projected textures
Mime-Version: 1.0
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Status: O

On Jun 25,  6:03pm, Rama Bindiganavale wrote:
> I need to implement projected textures and I want to know if the 
> gl code for the spotlight demo on the reality engine is 
> available somewhere.

Should be in ~4Dgifts/examples/grafix/realityengine/projtex.c, part
of 4Dgifts.src.full on the 5.3 compilers (IDO) cd.

Allan

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


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From: CINEMED127@delphi.com
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Date: Sun, 25 Jun 1995 20:01:05 -0400 (EDT)
Subject: simple bounding box and frustum problem
To: info-performer@sgi.sgi.com
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Status: O


	I'm rather new to Performer and have been trying to use pfBox
	and pfFrustum as bounding volumes but can't seem to get a pfDCS
	to update either.  My implementations don't seem to want to update
	either of these volumes once I initially set them.  I'm sure I'm
	missing something rather obvious but can't find it.  What am I 
	doing wrong?

	Any help / advice is much appreciated and thanks for your help
	in advance.

	David Abramoske
	cinemed127@delphi.com


From guest  Mon Jun 26 01:28:05 1995
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Date: Mon, 26 Jun 1995 16:57:26 +1000 (EST)
From: Robert Webb <robertw@wormald.COM.AU>
Subject: Homogenous texture coordinates?
To: Performer mailing list <info-performer@sgi.sgi.com>
Cc: Robert Webb <robertw@wormald.COM.AU>
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Status: O


Hi all,

Is there any way to supply homogenous texture coordinates to Performer for
use in a geoset?  You can use PFGS_TEXCOORD2 for the normal s, t coords, but
there doesn't seem to be anything like PFGS_TEXCOORD4, which is what I need.
Otherwise I will just have to do this bit in straight gl.

Will Performer 2.0 support PFGS_TEXCOORD4?

Thanks,
Rob.

------------------------------------------------------------------------------
 _
|_) _ |_  _ ._ _|_  \    / _ |_ |_  	robertw@wormald.com.au
| \(_)|_)(/_|   |_   \/\/ (/_|_)|_)o

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



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From: rama@graphics.cis.upenn.edu
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Posted-Date: Mon, 26 Jun 1995 11:49:21 -0400
Message-Id: <199506261549.LAA15357@thumper.cis.upenn.edu>
To: info-performer@sgi.sgi.com
Subject: pfNodeTravFunc
Status: O


I have the following code to use pfNodeTravFunc :

....
root = (pfGroup *)LoadFile(DatabaseFiles[i], NULL);
pfAddChild(ViewState->sceneGroup, root);
pfNodeTravFuncs(root,PFTRAV_CULL,PreNodeCull,NULL);

....

long
PreNodeCull(pfuTraverser *trav, void *data)
{

   Here, I first want to check the type of node being traversed.
   If it is of type geode, I want to do further calculations here
   
   return PFTRAV_CONT;
}

The problem that I am facing is within the PreNodeCull function.

For starters, I am just checking the contents of 
trav->node,
trav->mstack
and they are always 0x0.

Do I have to initialize the pfTraverser *trav
or am I missing something here?

Appreciate any help that I can get

Thanks
Rama
---------------------------------------------------------------------
Rama Bindiganavale
rama@graphics.cis.upenn.edu
http://www.cis.upenn.edu/~rama/home.html


From guest  Mon Jun 26 11:55:05 1995
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To: rama@graphics.cis.upenn.edu
Cc: info-performer@sgi.sgi.com
Subject: Re: pfNodeTravFunc 
In-Reply-To: Your message of "Mon, 26 Jun 95 11:49:21 EDT."
             <199506261549.LAA15357@thumper.cis.upenn.edu> 
Date: Mon, 26 Jun 95 11:39:24 -0700
From: Jim Helman <jimh@surreal>
Status: O

Performer traversal callbacks use the built in pfTraverser
type, not to be confused with libpfutil's pfuTraverser
which is provided as source code.

So use pfGetTrav<Blah> functions on "trav"; it's not an
exposed struct.  Also, the call to pfNodeTravFuncs should
have generated a compiler warning since PreNodeCull is not
of the correct type.

-jim

>  ....
>  root = (pfGroup *)LoadFile(DatabaseFiles[i], NULL);
>  pfAddChild(ViewState->sceneGroup, root);
>  pfNodeTravFuncs(root,PFTRAV_CULL,PreNodeCull,NULL);
>  
>  ....
>  
>  long
>  PreNodeCull(pfuTraverser *trav, void *data)
>  {
>  
>     Here, I first want to check the type of node being traversed.
>     If it is of type geode, I want to do further calculations here
>     
>     return PFTRAV_CONT;
>  }
  



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Date: Mon, 26 Jun 1995 16:00:39 -0400 (EDT)
From: Tammo Spalink <tammo+@CMU.EDU>
To: info-performer@sgi.sgi.com
Subject: inconsistent type info
Status: O

I am trying to do simple type dependent scene graph traversal, and am
getting some wierd results using the following code fragment:

    cout << child->getTypeName () << " - ";
    pfType *childClassType = child->getClassType ();
    cout << childClassType->getName () << "\n";
    cout << group->getTypeName () << " - ";
    pfType *groupClassType = group->getClassType ();
    cout << groupClassType->getName () << "\n";

output:
    pfSCS - pfNode
    pfGroup - pfGroup

Where the variable 'child' is a child of 'group' in the scene graph.  I
am trying to use the pfType class to do a conditional traversal -- I do
not recurse on an object that cannot have children...

Is this output not inconsistent?  Why is a pfSCS returning name == pfNode ??

If not could someone let me know how I am supposed to be doing this?

Thanks,

    Tammo


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Date: Mon, 26 Jun 1995 16:31:59 -0400 (EDT)
From: Tammo Spalink <tammo+@CMU.EDU>
To: info-performer@sgi.sgi.com
Subject: perfly resizing errors
Status: O

Using perfly, the following command line args:

perfly -g 0 -W 100,100 -a Pompeii

cause garbage to appear with the title, and the title does not scale
with window size (unlike the GUI, which does).

This text scaling problem seems to occur only when short title strings
are used -- if you use a long enough string it will be scaled.

Tammo


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From: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Message-Id: <9506262022.ZM1165@comarts.es>
Date: Mon, 26 Jun 1995 20:22:41 -0700
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Sorting in 2.0
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jun 20,  9:44am, John Rohlf wrote:

> 	2.0 has sophisticated sorting features including:
>
>  -  sorting within pre/post draw callbacks
>
>  -  user-configurable state sorting hierarchy; you can sort by any
> PFSTATE_ elements in any order
>
>  -  front-to-back or back-to-front spatial sorting
>
>  -  coarse specification of rendering order provided by "draw bins", e.g. -
> the OPAQUE bin is drawn before the TRANSP bin
>
>-- End of excerpt from John Rohlf



  Hi,

   Does anyone have statistics on timings for the sort operations in a generic
test database for the different modes and different CPU configs ?

   In the new multiproc culling, can you assign a separte process just to sort
the database back to front ?

   Thank you,


-- 
-----------------------------------------------------	     mb$$m 
Nacho Sanz-Pastor					    b$"  $"$""$$b,
Email: nacho@comarts.es					   |$P  $P Pm  `$Pb
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From guest  Tue Jun 27 06:54:14 1995
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Date: Tue, 27 Jun 95 14:32:55 GMT
From: Chris Seal <cseal@sirapgc.demon.co.uk>
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Subject: Curved projections :
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cseal@sirapgc.demon.co.uk

Hi,

This isn't a specific Performer question - so apologies for the misuse - but
you guys are probably the ones with the answer;

I would like to render the scene onto a non-planar view/projection plane
(which would probably be part of a sphere).  This would be to compensate for
curvature in some specialised wide field-of-view screens.  The question is
this an easy thing to do and what are the performance implications.  If anyone
can recommend a good book which deals specifically with 3D transformations in
detail, I would be most interested in knowing about it.

Many thanks
Chris Seal.




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From: "Michael Jones" <mtj@babar>
Message-Id: <9506270750.ZM739@babar.asd.sgi.com>
Date: Tue, 27 Jun 1995 07:50:58 -0700
In-Reply-To: Chris Seal <cseal@sirapgc.demon.co.uk>
        "Curved projections :" (Jun 27,  2:32pm)
References: <B39BE698MAPI@sirapgc.demon.co.uk>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: cseal@sirapgc.demon.co.uk, info-performer@sgi.sgi.com
Subject: Re: Curved projections :
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jun 27,  2:32pm, Chris Seal wrote:
> Subject: Curved projections :
:cseal@sirapgc.demon.co.uk
:
:Hi,
:
:This isn't a specific Performer question - so apologies for the misuse - but
:you guys are probably the ones with the answer;
:
:I would like to render the scene onto a non-planar view/projection plane
:(which would probably be part of a sphere).  This would be to compensate for
:curvature in some specialised wide field-of-view screens.  The question is
:this an easy thing to do and what are the performance implications.  If anyone
:can recommend a good book which deals specifically with 3D transformations in
:detail, I would be most interested in knowing about it.
:
:Many thanks
:Chris Seal.
:
>-- End of excerpt from Chris Seal

There are three solutions I know of:

1. place the projector lens at the viewer's eyepoint, then it won't matter.

2. use a projector that can correct for the distortion -- some can.

3. render image. copy frame buffer to texture memory. render new
   image using this texture. you now have an inversely distorted
   image that will look right when viewed.

-- 

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  Tue Jun 27 08:37:00 1995
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Date: Tue, 27 Jun 1995 16:22:35 +0100 (BST)
From: ROY RUDDLE <saprar@thor.cf.ac.uk>
Reply-To: Ruddle@cardiff.ac.uk
To: Chris Seal <cseal@sirapgc.demon.co.uk>
Cc: info-performer@sgi.sgi.com
Subject: Re: Curved projections
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> I would like to render the scene onto a non-planar view/projection plane
> (which would probably be part of a sphere).  This would be to compensate for
> curvature in some specialised wide field-of-view screens.  The question is
> this an easy thing to do and what are the performance implications.  If anyone
> can recommend a good book which deals specifically with 3D transformations in
> detail, I would be most interested in knowing about it.

For real time work (in the most general case) you've got a really big 
problem. For example, straight lines will project to be curved, so all the 
standard CG algorithms break down - drawing a straight line becomes more like
drawing a spline. 

Sounds as though something like MJ's corrected projectors would do 
the job for certain situations (eg. those common in simulators?)

roy


From guest  Tue Jun 27 09:05:13 1995
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Date: Tue, 27 Jun 1995 11:49:20 -0400
From: Andy Reischer <reischer@ridgefield.sdr.slb.com>
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To: info-performer@sgi.sgi.com
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Hi,

I would like to use transparency in performer. It's not working for me.
I think the problem is in setting the alpha for the geometry. How is it
done.

Andy Reischer
schlumberger 


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From: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>
Message-Id: <9506271800.ZM3786@lig.di.epfl.ch>
Date: Tue, 27 Jun 1995 18:00:58 +0200
In-Reply-To: Chris Seal <cseal@sirapgc.demon.co.uk>
        "Curved projections :" (Jun 27,  2:32pm)
References: <B39BE698MAPI@sirapgc.demon.co.uk>
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To: cseal@sirapgc.demon.co.uk
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On Jun 27,  2:32pm, Chris Seal wrote:

> I would like to render the scene onto a non-planar view/projection plane
> (which would probably be part of a sphere).  This would be to compensate for
> curvature in some specialised wide field-of-view screens.  The question is

I've been dreaming the last couple of years about
a `warp stage' in the pipeline to do just that for HMDs..







From guest  Tue Jun 27 10:18:45 1995
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From: "Michael Jones" <mtj@babar>
Message-Id: <9506270959.ZM2413@babar.asd.sgi.com>
Date: Tue, 27 Jun 1995 09:59:27 -0700
In-Reply-To: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>
        "Re: Curved projections :" (Jun 27,  6:00pm)
References: <B39BE698MAPI@sirapgc.demon.co.uk> 
	<9506271800.ZM3786@lig.di.epfl.ch>
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To: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>,
        cseal@sirapgc.demon.co.uk
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Status: O

On Jun 27,  6:00pm, Fernando D. Mato Mira wrote:
> Subject: Re: Curved projections :
:On Jun 27,  2:32pm, Chris Seal wrote:
:
:> I would like to render the scene onto a non-planar view/projection plane
:> (which would probably be part of a sphere).  This would be to compensate for
:> curvature in some specialised wide field-of-view screens.  The question is
:
:I've been dreaming the last couple of years about
:a `warp stage' in the pipeline to do just that for HMDs..
:
>-- End of excerpt from Fernando D. Mato Mira

Good idea. Last year's SIGGRAPH paper from Monash University
was (in part) an implementation of this notion.

-- 

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  Tue Jun 27 19:10:00 1995
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From: "Eric S. Hirschorn" <erich@pike.cecer.army.mil>
Message-Id: <199506280157.UAA04337@pike.cecer.army.mil>
Subject: Simulating rain
To: info-performer@sgi.sgi.com
Date: Tue, 27 Jun 1995 20:54:44 -0500 (CDT)
Cc: erich@pike.cecer.army.mil
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Hi,

Has anyone worked on simulating the appearance of a rain shower using
Performer?

Eric
______________________________________________________________________
Eric S. Hirschorn, VE Group, USACERL, Champaign IL 61826-9005
TEL: 1 (800) USA-CERL ext. 6363   FAX: (217) 373-6724
email: erich@pike.cecer.army.mil, http://pike.cecer.army.mil/asset.html


From guest  Tue Jun 27 19:24:15 1995
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From: "Eric S. Hirschorn" <erich@pike.cecer.army.mil>
Message-Id: <199506280208.VAA04351@pike.cecer.army.mil>
Subject: Combining video with Performer
To: info-performer@sgi.sgi.com
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Is it possible to map digitized video onto a scene rendered
with Performer?  What I have in mind is a scene with a ship sitting on
the ocean, where the ship is rendered by Performer while the ocean is
somehow taken from a set of time-lapsed images.

Eric

______________________________________________________________
Eric S. Hirschorn, VE Group, USACERL, Champaign IL 61826-9005
TEL: 1 (800) USA-CERL ext. 6363   FAX: (217) 373-6724
email: erich@pike.cecer.army.mil, http://pike.cecer.army.mil/asset.html


From guest  Wed Jun 28 03:14:16 1995
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From: E-Hendon <elke@tyrann.atlas.de>
To: info-performer@sgi.sgi.com
Subject: Performer crash
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Using performer 1.2 on a Crimson RE, problems arise associating with 
pfDelete (as far as I can tell, this is the cause).  I would appreciate 
any suggestions on a solution.
I have an on-line terrain generation routine, which upon operator request 
will be discarded and / or modified.  I discard old nodes which are no 
longer needed.  However, as soon as I discard old nodes (pfDelete) and 
load new ones, a segmet violation occurs.  The draw routine (pfApplyTex) 
no longer finds texture associated with the geostates.  Discarding alone 
causes no problems.
Does pfDelete also delete the texture reference and/or delete the texture?
Does pfDelete also delete the geostate (assuming refcount =0)?

I tried making new states and , re-downloading all textures upon 
regenerating terrain, but Performer still crashes with the same error.

Any ideas as to the cause is appreciated.


---------------------------------------------------------------------------
E. Hendon
STN-Atlas Elektronik GmbH
Simulation Division
Sebaldsbruecker Heerstr. 235,
D-28305 Bremen
email:				elke@tyrann.atlas.de
Telefon:			0421/457 3122
---------------------------------------------------------------------------




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Date: Wed, 28 Jun 95 08:11:14 PDT
From: stiles@aic.lockheed.com (Randy Stiles)
Message-Id: <9506281511.AA13177@aic.lockheed.com>
Received: by phobos.aic.lockheed.com (4.1/SMI-4.1/AIC-Client-Brent-930416-01)
	id AA12366; Wed, 28 Jun 95 08:11:12 PDT
To: info-performer@sgi.sgi.com
Subject: pfiv loader and Inventor 2.0.1 Trouble
Status: O

Hi Everyone,

Has anyone encountered dynamic linking problems using
the Performer Inventor loader pfiv on machines where
Inventor 2.0.1 is installed?

I am running on an Onyx RE2 with IRIX 5.3 and Inventor 2.0.1
installed, using Performer 1.2.

It would seem that pfiv expects to see Inventor 2.0 so libraries.
Are there any plans to use Inventor 2.0.1 soon?

I went through and changed everything to use Inventor 2.0.1
with a large recompile, and removed dynamic link problems,
but wonder of wonders, when I tried to load Inventor files,
the loads failed because of syntax, with Inventor files that
loaded fine with Inventor 2.0 files.  Might be a strictly
Inventor library problem, but I doubt it.

Well, any clues?  Thanks,

-Randy

// Randy Stiles             Office: 415.354.5256       Orgn 9620 Bldg 255
// stiles@aic.lockheed.com  Fax: 415.354.5235          3251 Hanover Street 
// Lockheed AI Center       Lab: 415.424.2690          Palo Alto, CA 94304-1191
// http://hitchhiker.space.lockheed.com/~stiles/HOME.html


From guest  Tue Jun 27 20:22:31 1995
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From: "Ben Simons" <ben@vislab.su.edu.au>
Message-Id: <9506281300.ZM2000@moffatt.vislab.su.edu.au>
Date: Wed, 28 Jun 1995 13:00:48 -0400
In-Reply-To: "Eric S. Hirschorn" <erich@pike.cecer.army.mil>
        "Simulating rain" (Jun 27,  8:54pm)
References: <199506280157.UAA04337@pike.cecer.army.mil>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Eric S. Hirschorn" <erich@pike.cecer.army.mil>
Subject: Re: Simulating rain
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jun 27,  8:54pm, Eric S. Hirschorn wrote:
> Subject: Simulating rain
> Hi,
>
> Has anyone worked on simulating the appearance of a rain shower using
> Performer?

Hi Eric,

Yes. We've implemented rain, but have just been told by our "client"
that it's unsatisfactory. :-(

We used billboards, and made a texture in Prisms that is basically
a whole lot of alpha blended vertical streaks. When you have a number
of billboards in front of each other, and they're rotating, you sort
of get this animation effect that I thought looked ok.

I have been told that rain is not a column, and that it should get
denser as you approach it, not larger. They'd like to see fine droplets
of water! So, we're open to a new idea as well...

ben.

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


From guest  Wed Jun 28 21:28:08 1995
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Date: Thu, 29 Jun 1995 12:55:33 +1000 (AEST)
From: Troy Stephen <troys@wormald.COM.AU>
Subject: Earth-Sky Model Problems
To: Performer <info-performer@sgi.sgi.com>
Message-Id: <Pine.3.89.9506291218.A1006-0100000@krusty>
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Status: O


Hi all,


A while back I posted a question about the earth-sky model which I was 
having problems with and never got a reply. I'll briefly summarize, and 
hopefully somebody can give me some ideas:

The problem is related to the location of the sky and ground polygons.  
It seems that they are rendered well short of the far clip plane, but 
exactly where is impossible to determine - this is a frustrating problem 
when you want to specify the exact visual range of your simulation 
because simply setting the far clip plane range is not sufficient as your 
scene will be clipped by the sky polygon (and NOT the far clip plane as 
you would hope).

It also makes it difficult to position celestial objects, because you 
never quite know how far away you can project them without having them 
disappear behind the sky polygon.

It's real easy to demonstrate - just start up perfly, and with earth-sky 
mode set PFES_FAST position a model so that it is just being clipped 
by the far clip plane. Now select PFES_SKY_GRND and you will notice 
that the model is now clipped closer to the viewpoint.

Would it be possible in Performer 2.0, when the earth-sky 
polygons are rendered they are forced to the maximum z-value by:
 
	zMax = getgconfig( GC_ZMAX );
	lsetdepth( zMax, zMax );

(or maybe there is a flaw in this proposal?)


Thanks for any ideas.

Troy Stephen
Wormald Technology.

troys@wormald.com.au


From guest  Wed Jun 28 22:47:04 1995
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Date: Thu, 29 Jun 1995 08:29:01 +0300 (EET DST)
From: Harri Kaimio <hkaimio@cartes.hut.fi>
To: Terence Ker <terence@systech.hinet.net>
Cc: info-performer@sgi.sgi.com
Subject: Re: Fake a large ground
In-Reply-To: <9506291701.AA00649@systech.hinet.net>
Message-Id: <Pine.ULT.3.91.950629082243.2487A-100000@cartes.hut.fi>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O

On Thu, 29 Jun 1995, Terence Ker wrote:

> 
>      I am thinking if I can simply use a few very-large-area polygons
> and apply grass image texture on it. Problem is, what is the size of
> the image I need? I got an 120x120 grass image and I tried to put
> on those large-area-polygons using repeating. The boundary of those
> repeated images were so obvious. Could anyone teach me how to achieve
> the best effect applying testures to large aread of ground?
> 

There is a tool called mtex that is excellent in blurring boundaries of 
tiled textures. It has also many other useful features for texture 
manipulation.

I am not sure where I originally found the tool, but I think it is on 
some of the Developers' CDROMs. Perhaps someone from SGI can confirm...

Harri Kaimio                   |               Tel. +358-0-50 67 679
Computer Graphics Specialist   |               Fax. +358-0-1480 4769 
Finnish Broadcasting Company   |          E-mail harri@cartes.hut.fi
Technical Development          |       http://cartes.hut.fi/~hkaimio
GCS -d+ p c+++(---) l++ u++ e+(*) m++ s++/ n+ h---(*) f !g w+ t r y+
--------------------------------------------------------------------



From guest  Tue Jul  4 01:27:50 1995
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Date: Thu, 29 Jun 95 14:09:33 +0200
Message-Id: <9506291209.AA02637@cae-gmbh.de>
To: info-performer@sgi.sgi.com
Subject: 3d-rotation arround an object
Reply-To: dwagner@cae-gmbh.de
Status: O

Can anyone help, please!

What I wish to do is, to rotate an object arround an other object, that is
positioned anywhere in an 3d-room.

Does exist any performer 1.2 funktion to do this, or can anyone show me an
efficient way to realise this in performer 1.2.

Thanx,
       Dietmar


+-----------------------------------------------+
| Dietmar Wagner, CAE Electronics GmbH, Germany |
| Tel.:  +49-2402-106-333                       |
| Fax :  +49-2402-106-270                       |
| Email: dwagner@cae-gmbh.de                    |
| Email: Dietmar_Wagner@p64.ks.fido.de          |
| Fido : 2:2452/117.64                          |
+-----------------------------------------------+


+-----------------------------------------------+
| Dietmar Wagner, CAE Electronics GmbH, Germany |
| Tel.:  +49-2402-106-333                       |
| Fax :  +49-2402-106-270                       |
| Email: dwagner@cae-gmbh.de                    |
+-----------------------------------------------+


From guest  Thu Jun 29 07:47:24 1995
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From: "Angus Dorbie" <dorbie@plague.reading.sgi.com>
Message-Id: <9506291526.ZM3888@plague.reading.sgi.com>
Date: Thu, 29 Jun 1995 15:26:06 +0100
In-Reply-To: E-Hendon <elke@tyrann.atlas.de>
        "Performer crash" (Jun 28, 11:52am)
References: <Pine.ULT.3.91.950628114045.22335A-100000@tyrann>
X-Mailer: Z-Mail (3.1.0 22feb94 MediaMail)
To: E-Hendon <elke@tyrann.atlas.de>
Subject: Re: Performer crash
Cc: info-performer@sgi.sgi.com
Content-Type: text/plain; charset=us-ascii
Mime-Version: 1.0
Status: O

I once created pfDelete problems for myself by not setting user data I still
required at the nodes to NULL so performer freed the pointer. Also other
performer information which is used exclusively below a node will be deleted
unless you have artificially increased the reference counter for the performer
stuff.

just a couple of suggestions.

Regards,
Angus.

-- 
Angus Dorbie,
The Reality Centre,
Silicon Graphics Ltd, UK
dorbie@reading.sgi.com



From guest  Wed Jun 28 19:36:12 1995
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Date: Thu, 29 Jun 95 10:01:56 -0700
From: terence@systech.hinet.net (Terence Ker)
Message-Id: <9506291701.AA00649@systech.hinet.net>
To: info-performer@sgi.sgi.com
Subject: Fake a large ground
Status: O


Dear friends;

     I need to render a large area of green green grass land which
simply plays the role of "land", it is not a real terrain anywhere 
in the world.

     I am thinking if I can simply use a few very-large-area polygons
and apply grass image texture on it. Problem is, what is the size of
the image I need? I got an 120x120 grass image and I tried to put
on those large-area-polygons using repeating. The boundary of those
repeated images were so obvious. Could anyone teach me how to achieve
the best effect applying testures to large aread of ground?

     Thank you all


     
                           
                                              -= Terence Ke =-

                                            Systems & Technology
                                            Taipei, Taiwan
                                e-mail: terence@systech.hinet.net





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From: "Brian Furtaw" <brian@sonic.clubfed.sgi.com>
Message-Id: <9506291342.ZM24153@sonic.clubfed.sgi.com>
Date: Thu, 29 Jun 1995 13:42:34 -0400
In-Reply-To: terence@systech.hinet.net (Terence Ker)
        "Fake a large ground" (Jun 29, 10:01am)
References: <9506291701.AA00649@systech.hinet.net>
X-Mailer: Z-Mail-SGI (3.2S.1 10apr95 MediaMail)
To: terence@systech.hinet.net (Terence Ker), info-performer@sgi.sgi.com
Subject: Re: Fake a large ground
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jun 29, 10:01am, Terence Ker wrote:
> Subject: Fake a large ground
>
> Dear friends;
>
>      I need to render a large area of green green grass land which
> simply plays the role of "land", it is not a real terrain anywhere
> in the world.
>
>      I am thinking if I can simply use a few very-large-area polygons
> and apply grass image texture on it. Problem is, what is the size of
> the image I need? I got an 120x120 grass image and I tried to put
> on those large-area-polygons using repeating. The boundary of those
> repeated images were so obvious. Could anyone teach me how to achieve
> the best effect applying testures to large aread of ground?
>
>      Thank you all
>
>
>
>
>                                               -= Terence Ke =-
>
>                                             Systems & Technology
>                                             Taipei, Taiwan
>                                 e-mail: terence@systech.hinet.net
>
>
>
>-- End of excerpt from Terence Ker

If you have an Onyx you can use detail textures, which are are large texture
map of low resolution and a high resolution texture map of small size which is
stippled all over the larger map. This works well for the application you are
decribing. To read about detail textures you can do a man on texdef look for
TX_DETAIL. Also do a man on pfTexture looking for pfTexDetail.


Brian



-- 
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

Brian Furtaw			(brian@sgi.com)
RSE Graphics/Languages		Office:	(301) 572-3293
Silver Spring, MD		Fax:	(301) 572-3280


From guest  Thu Jun 29 12:48:40 1995
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From: bmcquear@dw3f.ess.harris.com
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To: info-performer@sgi.sgi.com
Subject: Textures
Date: Thu, 29 Jun 95 15:37:51 -0400
X-Mts: smtp
Status: O


Hi,

I am wondering if there is a way to selectively turn off textures in a
scene. I would would like to turn off textures on the terrain and leave
the objects on the terrain textured. I've managed to turn texture
totally on or off using
 
pfDisable(PFEN_TEXTURE)
pfOverride(PFSTATE_ENTEXTURE | PFSTATE_TEXTURE, 1)
to clear texture and

pfOverride(PFSTATE_ENTEXTURE | PFSTATE_TEXTURE, 0)
pfEnable(PFEN_TEXTURE)       
to set texture.

I appreciate any ideas or suggestions.

Thanks,
Bruce McQueary
bmcquear@harris.com


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From: "John A. Collier" <jcollier@alexandra.mtl.com>
Message-Id: <9506291601.ZM3024@Maddie.mtl.com>
Date: Thu, 29 Jun 1995 16:01:45 -0400
In-Reply-To: bmcquear@dw3f.ess.harris.com
        "Textures" (Jun 29,  3:37pm)
References: <9506291937.AA01925@dw3si.ess.harris.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: bmcquear@dw3f.ess.harris.com
Subject: Re: Textures
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Status: O

Bruce,

The easiest way I can think of is to modify the loader to make a list of the
geostates in interest. You can then turn them on or off with gstate commands.
 I don't have the pf reference guide in front of me.  Email me if you want the
syntax.

You would need some way to identify terrain vs dynamic objects in the database.
 I have done this using the Coryphaeus and MultiGen loaders using one of the
unused fields in the sformat.  Not too hard.  If you have the source for any of
the loaders, it is not too bad.

John


-- 
John A. Collier					e-mail:	jcollier@mtl.com
MTL Systems, Inc.				voice:	(513) 426-3111
3481 Dayton-Xenia Rd.				fax:	(513) 426-8301
Dayton, OH 45432-2796


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Date: Thu, 29 Jun 1995 16:17:43 -0400 (EDT)
From: "Lance R. Marrou" <marrou@vsl.ist.ucf.edu>
To: bmcquear@dw3f.ess.harris.com
Cc: info-performer@sgi.sgi.com
Subject: Re: Textures
In-Reply-To: <9506291937.AA01925@dw3si.ess.harris.com>
Message-Id: <Pine.SGI.3.91.950629160506.26538A-100000@lost-ark.vsl.ist.ucf.edu>
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Status: O

On Thu, 29 Jun 1995 bmcquear@dw3f.ess.harris.com wrote:

> I am wondering if there is a way to selectively turn off textures in a
> scene. I would would like to turn off textures on the terrain and leave
> the objects on the terrain textured. I've managed to turn texture
> totally on or off using

If you have access to the terrain pfGeoStates, then this is one solution:

    pfGStateMode(terrain_gstate,PFSTATE_ENTEXTURE,PF_OFF);

You could have two commands, one to turn texturing off totally (your normal
command) and one to turn texturing off for just the terrain (as above).
Personally, I do not use pfOverride() for texture states because I have a moon
which must never be non-textured (a rectangle in the sky looks fishy :)
Instead, the moon geostate has texturing on and other geometry inherits the
default texture flag.  I can then turn texturing on for the terrain or other
models independently of each other using the above command.

However, if you do not have ready access to any of your geostates, then you
can use the pfuTraverser to search through the geosets and find the geostates
they use.


______________________________________________________________________________
           /\    ______  /\____ ______ ______   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: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>
Message-Id: <9506292246.ZM6744@lig.di.epfl.ch>
Date: Thu, 29 Jun 1995 22:46:28 +0200
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To: info-performer@sgi.sgi.com
Subject: ImageVision and pfTexture
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Status: O

Hello,

  Finally, I've decided to use ImageVision (and I can't find the
Programming Guide :-( ).
  So, here's the question: given an ilImage, how do I get the data
  for pfTexImage (I hope no translation is necessary).

Thanks in advance,



From guest  Thu Jun 29 15:50:48 1995
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From: "Darin C. Partridge" <darin@paradox.idec.sdl.usu.edu>
Message-Id: <9506291634.ZM4642@paradox.idec.sdl.usu.edu>
Date: Thu, 29 Jun 1995 16:34:57 -0600
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To: info-performer@sgi.sgi.com
Subject: pfSequence and the twilight zone
Cc: darin@chaos.idec.sdl.usu.edu
Content-Type: text/plain; charset=us-ascii
Mime-Version: 1.0
Status: O

I posted a pfSequence problem a week or so ago but didn't get a response.
Now I have more information to help someone help me.

I have five frames under a pfSequence node of which I loop through four.
(for some reason the last node gets inserted as the first child when
the sequence is built(is this a bug), so I had to copy the first index and
add it to the pfSequence again so I could preserve order.  So I loop from 1
through 4)

Heres what shows up on the screen.

Time  1: frame 1
Time  2: frame 2
Time  3: frame 3
Time  4: nothing
Time  5: frame 4 and frame 1
Time  6: frame 2
Time  7: frame 3
Time  8: nothing
Time  9: frame 1
Time 10: frame 2 and frame 4
Time 11: frame 3
Time 12: nothing
Time 13: frame 1
Time 14: frame 2
Time 15: frame 3 and frame 4
Time 16: nothing
Time 17: frame 1
Time 18: frame 2
Time 19: frame 3
Time 20: frame 4
(now the pattern cycles back to Time 1)

So the pfSequence looked good from time 17-20.

I've had my problems with pfSequence but I've used it anyway in a number
of apps.  Usually I have to jimmy-rig it to get it to work.

I've noticed that when people post questions about pfSequence
that there is usually little or no response.  I'm wondering if
I'm the only one having problems with pfSequence or is there a bug
(feature) with the pfSequence.

Thanks for any suggestions,
Darin


-- 
         _                                                          _
      __(_)__                                          ,,,       __(_)__ 
     (_______)                                        (o o)     (_______)
      |     |-------------------------------------oOO--(_)--OOo--|     |
      |     |  Darin C. Partridge                   _________    |     |
      |     |  Space Dynamics Laboratory (CSD)     |         |   |     |
      |     |  1695 North Research Parkway         | Gone    |   |     |
      |     |  Logan, UT  84321                    | Fishing |   |     |
      |     |                                      |_________|   |     |
      |     |  Voice: (801) 755-4348              ____________   |     |
      |     |    Fax: (801) 755-4366             /___________/   |     |
      |     |  Email: darin@sdl.usu.edu                          |     |
      |_____|----------------------------------------------------|_____|
      (_____)  (http://www.csd.sdl.usu.edu/darin_exec/homedoc)   (_____)
        (_)                                                        (_)



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Date: Thu, 29 Jun 1995 21:15:03 -0700
From: "Carlo L. Tiana" <carlo@vision.arc.nasa.gov>
Message-Id: <199506300415.VAA10695@descartes.arc.nasa.gov>
To: info-performer@sgi.sgi.com
Subject: pfColortable help needed
Status: O


I am a little stuck (again) on how to make appropriate use of pfColortable.
I have created a simple database using MultiGen, which consists of just 9
cubes, in a 3 by 3 grid. Each cube is of a different unique primary color
(full red, full green, full blue, cyan, magenta, etc.).

I have minimally hacked main.c of perfly following Example #2 in the
pfColortable man page, as follows:
- Just before the application main loop, I call my routine 'SetupLUT()'
- in that routine, I do the following:
	pfEnable(PFEN_COLORTABLE);
	ctab = (pfColortable *)pfNewCtab(ctabsize, pfGetSharedArena());
	(then a bunch of calls to pfCtabColor for all indices of the table)
	pfApplyCtab(ctab);
	pfOverride(PFSTATE_COLORTABLE | PFSTATE_ENCOLORTABLE, PF_ON);

What appears to me to be happening is that all the pretty colors :-) of
my colored cubes map to index 0 of the color table, so that it does not
actually matter what I set any other index to (or for that matter how long
my colormap is - ie the value of ctabsize above).

Where am I going wrong? I would really appreciate some help, since I have
been beating my head against the wall for a while, and I can't find any
hints in the docs.

Thanks very much!
Carlo.




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Date: Fri, 30 Jun 1995 03:49:38 -0400 (EDT)
From: Tammo Spalink <tammo+@CMU.EDU>
To: info-performer@sgi.sgi.com
Subject: pfDCS point-of-rotation?
Status: O

I have a part of a model attached to a pfDCS node, and I am having
trouble changing the point around which this model is rotating if I
apply a pfDCSRot.  I assume that the point is not arbitrary, but it also
does not seems to be the center of the model's bounding box, or any
other intuitive location...  Is there a way to specify this point?

    Thanks,

    Tammo


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From: "Angus Dorbie" <dorbie@plague.reading.sgi.com>
Message-Id: <9506300927.ZM5369@plague.reading.sgi.com>
Date: Fri, 30 Jun 1995 09:27:06 +0100
In-Reply-To: bmcquear@dw3f.ess.harris.com
        "Textures" (Jun 29,  3:37pm)
References: <9506291937.AA01925@dw3si.ess.harris.com>
X-Mailer: Z-Mail (3.1.0 22feb94 MediaMail)
To: bmcquear@dw3f.ess.harris.com
Subject: Re: Textures
Cc: info-performer@sgi.sgi.com
Content-Type: text/plain; charset=us-ascii
Mime-Version: 1.0
Status: O

> I am wondering if there is a way to selectively turn off textures in a
> scene. I would would like to turn off textures on the terrain and leave
> the objects on the terrain textured. I've managed to turn texture
> totally on or off using
>
> pfDisable(PFEN_TEXTURE)
> pfOverride(PFSTATE_ENTEXTURE | PFSTATE_TEXTURE, 1)
> to clear texture and
>
> pfOverride(PFSTATE_ENTEXTURE | PFSTATE_TEXTURE, 0)
> pfEnable(PFEN_TEXTURE)
> to set texture.
>
> I appreciate any ideas or suggestions.

To do this selectively you need to apply your code in the draw callbacks for
the nodes you want to detexture. Look at pfNodeTravFuncs(). The other way
would be to remove texturing from the pfGeoState which is being applied to
the terrain.


-- 
Angus Dorbie,
The Reality Centre,
Silicon Graphics Ltd, UK
dorbie@reading.sgi.com



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To: Tammo Spalink <tammo+@cmu.edu>
Cc: info-performer@sgi.sgi.com
Subject: Re: pfDCS point-of-rotation? 
In-Reply-To: Your message of "Fri, 30 Jun 95 03:49:38 EDT."
             <kjwumGe00YUpA0q0Zp@andrew.cmu.edu> 
Date: Fri, 30 Jun 95 02:55:51 -0700
From: Jim Helman <jimh@surreal>
Status: O

A DCS's center of rotation is the origin (0,0,0) of the model, i.e.
the origin of the portion of the scene graph beneath the DCS.  If
you wish to change the center of rotation either build your own
matrix that does T*R*-T or add another DCS below the rotation with
translation of T and have your rotational DCS include a translation
of -T, i.e.

	Geode * ... * DCS(T) * DCS(R*-T) * .... * ChanView

rgds,

-jim 

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



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Subject:       illumination with more than 8 lights
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Message-Id: <4140550CCF@aitec.de>
Status: O

Hi,

I want to illuminate my scene with more than 8 lights. I achieve this 
by attaching lights to specified parts of the scene with pre and post 
traversal callbacks (pfNodeTravFuncs() for the draw traversal).

pre callback: switch on up to 8 lights with pfLightOn()
post callback: switch off these lights with pfLightOff()

This works well, but the frame rate drops.  I think the 
bottelneck will be the node-callback of the draw traversal. Is there 
another way to attach more than 8 lights to the scene, at which the 
lights only have to illuminate parts of the geometry.


Thanks in advance

H. Broszio
BZ@aitec.de


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From: "Dietrich Opitz" <dio@sage.mpik-tueb.mpg.de>
Message-Id: <9506301317.ZM27957@sage.mpik-tueb.mpg.de>
Date: Fri, 30 Jun 1995 13:17:02 +0000
In-Reply-To: "Hellward Broszio" <BZ@AITEC.de>
        "illumination with more than 8 lights" (Jun 30, 11:40am)
References: <4140550CCF@aitec.de>
X-Face: ,78BGR^:N$.'76:g~S1U^5[;4H@V1KZvxT0W&u<C+-RQ?=po&BquUIDc>giSX!CO}A((fKEnL2;vdw~RdA'C}Snv2n/1pB3cZjiFbN{Q}nXx}2cd*
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To: info-performer@sgi.sgi.com
Subject: Re: illumination with more than 8 lights
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Content-Type: text/plain; charset=us-ascii
Status: O

Hi,

depending on the scenery you are going to setup, it is sometimer easier
to render the texture according to the desired illumination effect.

Just imagine a patch of light on the surface of a street.

Well, it only works for stationary invisible lightsources.

An other way is to use semitransparent overlay textures which can be wrapped
over the surface you want to illuminate.

rgds.

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: "Kowsik Guruswamy" <kowsik@buggy.coryphaeus.com>
Message-Id: <9506300830.ZM9986@buggy.coryphaeus.com>
Date: Fri, 30 Jun 1995 08:30:28 -0700
In-Reply-To: "Carlo L. Tiana" <carlo@vision.arc.nasa.gov>
        "pfColortable help needed" (Jun 29,  9:15pm)
References: <199506300415.VAA10695@descartes.arc.nasa.gov>
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To: "Carlo L. Tiana" <carlo@vision.arc.nasa.gov>, info-performer@sgi.sgi.com
Subject: Re: pfColortable help needed
Mime-Version: 1.0
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Status: O

On Jun 29,  9:15pm, Carlo L. Tiana wrote:
> Subject: pfColortable help needed
>
> I am a little stuck (again) on how to make appropriate use of pfColortable.
> I have created a simple database using MultiGen, which consists of just 9
> cubes, in a 3 by 3 grid. Each cube is of a different unique primary color
> (full red, full green, full blue, cyan, magenta, etc.).
>
> I have minimally hacked main.c of perfly following Example #2 in the
> pfColortable man page, as follows:
> - Just before the application main loop, I call my routine 'SetupLUT()'
> - in that routine, I do the following:
> 	pfEnable(PFEN_COLORTABLE);
> 	ctab = (pfColortable *)pfNewCtab(ctabsize, pfGetSharedArena());
> 	(then a bunch of calls to pfCtabColor for all indices of the table)
> 	pfApplyCtab(ctab);
> 	pfOverride(PFSTATE_COLORTABLE | PFSTATE_ENCOLORTABLE, PF_ON);
>
> What appears to me to be happening is that all the pretty colors :-) of
> my colored cubes map to index 0 of the color table, so that it does not
> actually matter what I set any other index to (or for that matter how long
> my colormap is - ie the value of ctabsize above).

Actually you are not doing anything wrong. That's just the way the pfColorTable
works. I haven't tried this but it might be worth it. Why not create an indexed
geoset with color indices pointing to the pfColortable entries? Atleast that
way you are ensured that pfColortable[0] is NOT the one that's used by all the
cubes.

Another alternative is having a colortable per geoset [in the geostate!] and
then modifying the colors in each table. Ofcourse, in Performer 2.0, you could
have indexed geostates, with one colortable per geostate and let the geosets
share these.

> Where am I going wrong? I would really appreciate some help, since I have
> been beating my head against the wall for a while, and I can't find any
> hints in the docs.
>
> Thanks very much!
> Carlo.

K.

-- 
kowsik@coryphaeus.com



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Subject: Performer's Debug message 
Date: Fri, 30 Jun 95 15:33:11 -0400
From: Suguru Ishizaki <suguru@media.mit.edu>
X-Mts: smtp
Status: O


Could anybody please tell me what the following message means?

> Performer Debug (33): Cannot access this object from this process. Object
> type is pfDCS, id is 199 and process id is 8170

I am using Performer from Harlequin's LISP using its foreign function
interface, and this error only occurs on ONYX + RealityEngine. 8170 is the
lisp/performer process.

This problem occurs pf functions like: pfGetNumChildren(), pfDCSScale() etc..

Thank you very much.

Suguru Ishizaki
MIT Media Lab.


From guest  Fri Jun 30 15:32:40 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199506302215.PAA01905@tubes.asd.sgi.com>
Subject: Re: Performer's Debug message
To: guest (Suguru Ishizaki)
Date: Fri, 30 Jun 95 15:15:04 PDT
Cc: info-performer@sgi.sgi.com, suguru@media.mit.edu
In-Reply-To: <9506301933.AA07492@gin.media.mit.edu>; from "Suguru Ishizaki" at Jun 30, 95 3:33 pm
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Status: O

> 
> 
> Could anybody please tell me what the following message means?
> 
> > Performer Debug (33): Cannot access this object from this process. Object
> > type is pfDCS, id is 199 and process id is 8170
> 
> I am using Performer from Harlequin's LISP using its foreign function
> interface, and this error only occurs on ONYX + RealityEngine. 8170 is the
> lisp/performer process.
> 
> This problem occurs pf functions like: pfGetNumChildren(), pfDCSScale() etc..
> 
> Thank you very much.
> 
> Suguru Ishizaki
> MIT Media Lab.

	
	Since you are on an ONYX, you are probably multiprocessing.
If you access nodes from Performer's DRAW process you will get
this message since Performer does not maintain node data structures
that are accessible from the DRAW. What you are doing is accessing nodes
that are also visible to the APP so there is a slight chance of multiprocessed
collisions. You can either ensure that you do not access nodes in the
DRAW or ignore the warning by increasing your pfNotifyLevel. 

	There may also be some whacky Lisp thing going on but I can't
comment on that.




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From: jrohlf@tubes (John Rohlf)
Message-Id: <199506302222.PAA01939@tubes.asd.sgi.com>
Subject: Re: pfColortable help needed
To: guest (Carlo L. Tiana)
Date: Fri, 30 Jun 95 15:22:28 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199506300415.VAA10695@descartes.arc.nasa.gov>; from "Carlo L. Tiana" at Jun 29, 95 9:15 pm
X-Mailer: ELM [version 2.3 PL8]
Status: OR

> 
> 
> I am a little stuck (again) on how to make appropriate use of pfColortable.
> I have created a simple database using MultiGen, which consists of just 9
> cubes, in a 3 by 3 grid. Each cube is of a different unique primary color
> (full red, full green, full blue, cyan, magenta, etc.).
> 
> I have minimally hacked main.c of perfly following Example #2 in the
> pfColortable man page, as follows:
> - Just before the application main loop, I call my routine 'SetupLUT()'
> - in that routine, I do the following:
> 	pfEnable(PFEN_COLORTABLE);
> 	ctab = (pfColortable *)pfNewCtab(ctabsize, pfGetSharedArena());
> 	(then a bunch of calls to pfCtabColor for all indices of the table)
> 	pfApplyCtab(ctab);
> 	pfOverride(PFSTATE_COLORTABLE | PFSTATE_ENCOLORTABLE, PF_ON);
> 
> What appears to me to be happening is that all the pretty colors :-) of
> my colored cubes map to index 0 of the color table, so that it does not
> actually matter what I set any other index to (or for that matter how long
> my colormap is - ie the value of ctabsize above).
> 
> Where am I going wrong? I would really appreciate some help, since I have
> been beating my head against the wall for a while, and I can't find any
> hints in the docs.
> 
> Thanks very much!
> Carlo.


	You need to specify pfGeoSet color indices other than 0. 
The pfColortable simple replaces the pfGeoSet color attribute array
so if your pfGeoSet color index is 0, it will index the first color
in the pfColortable array.



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From: jrohlf@tubes (John Rohlf)
Message-Id: <199506302237.PAA01973@tubes.asd.sgi.com>
Subject: Re: Performer crash
To: guest (E-Hendon)
Date: Fri, 30 Jun 95 15:37:16 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <Pine.ULT.3.91.950628114045.22335A-100000@tyrann>; from "E-Hendon" at Jun 28, 95 11:52 am
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Status: O

> 
> 
> Using performer 1.2 on a Crimson RE, problems arise associating with 
> pfDelete (as far as I can tell, this is the cause).  I would appreciate 
> any suggestions on a solution.
> I have an on-line terrain generation routine, which upon operator request 
> will be discarded and / or modified.  I discard old nodes which are no 
> longer needed.  However, as soon as I discard old nodes (pfDelete) and 
> load new ones, a segmet violation occurs.  The draw routine (pfApplyTex) 
> no longer finds texture associated with the geostates.  Discarding alone 
> causes no problems.
> Does pfDelete also delete the texture reference and/or delete the texture?
> Does pfDelete also delete the geostate (assuming refcount =0)?
> 
> I tried making new states and , re-downloading all textures upon 
> regenerating terrain, but Performer still crashes with the same error.
> 
> Any ideas as to the cause is appreciated.
> 


	pfDelete follows the reference chain, pfUnrefDelete'ing as it goes 
until it encounters an object with > 0 reference count. So the answer 
to your question is yes, pfDelete will delete the pfGeoState and
the pfTexture if their ref counts reach 0. If you want to reuse 
any objects, call pfRef(object) to increment its reference count.




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From: jrohlf@tubes (John Rohlf)
Message-Id: <199506302246.PAA02001@tubes.asd.sgi.com>
Subject: Re: Sorting in 2.0
To: guest (Nacho Sanz-Pastor. Computer Arts + Developments)
Date: Fri, 30 Jun 95 15:46:42 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9506262022.ZM1165@comarts.es>; from "Nacho Sanz-Pastor. Computer Arts + Developments" at Jun 26, 95 8:22 pm
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Status: O

> 
> On Jun 20,  9:44am, John Rohlf wrote:
> 
> > 	2.0 has sophisticated sorting features including:
> >
> >  -  sorting within pre/post draw callbacks
> >
> >  -  user-configurable state sorting hierarchy; you can sort by any
> > PFSTATE_ elements in any order
> >
> >  -  front-to-back or back-to-front spatial sorting
> >
> >  -  coarse specification of rendering order provided by "draw bins", e.g. -
> > the OPAQUE bin is drawn before the TRANSP bin
> >
> >-- End of excerpt from John Rohlf
> 
> 
> 
>   Hi,
> 
>    Does anyone have statistics on timings for the sort operations in a generic
> test database for the different modes and different CPU configs ?

	I have no special statistics. It's usually best to experiment
with your own database since things are so variable. 

> 
>    In the new multiproc culling, can you assign a separte process just to sort
> the database back to front ?


	This portion of the sort is currently not multithreaded.




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Date: Fri, 30 Jun 1995 16:55:07 -0600 (MDT)
From: Maria Gallegos <thecure@unm.edu>
To: info-performer@sgi.sgi.com
Subject: performer course
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Status: O



Does anyone know when and where sgi is offering a course on Performer?


thank you,

maria
thecure@unm.edu


From guest  Fri Jun 30 16:18:07 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199506302257.PAA02021@tubes.asd.sgi.com>
Subject: Re: Homogenous texture coordinates?
To: guest (Robert Webb)
Date: Fri, 30 Jun 95 15:57:05 PDT
Cc: info-performer@sgi.sgi.com, robertw@wormald.COM.AU
In-Reply-To: <Pine.3.89.9506261622.A20747-0100000@krusty>; from "Robert Webb" at Jun 26, 95 4:57 pm
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> 
> 
> Hi all,
> 
> Is there any way to supply homogenous texture coordinates to Performer for
> use in a geoset?  You can use PFGS_TEXCOORD2 for the normal s, t coords, but
> there doesn't seem to be anything like PFGS_TEXCOORD4, which is what I need.
> Otherwise I will just have to do this bit in straight gl.
> 
> Will Performer 2.0 support PFGS_TEXCOORD4?
> 

	Unfortunately no but perhaps there is some way you could use
texgen() (2.0 has a pfTexGen) to generate r and q. If not, straight
GL is the way to go.



From guest  Fri Jun 30 16:28:57 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199506302311.QAA02059@tubes.asd.sgi.com>
Subject: Re: LightSource culling
To: guest (Marco Crocetta)
Date: Fri, 30 Jun 95 16:11:40 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199506210802.AA08399@relay.iunet.it>; from "Marco Crocetta" at Jun 21, 95 9:40 am
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> 
> Hi,
> 
> In my Performer application, I need to dynamically add and
> delete light sources to the scene.
> So, I tried to attach and pfLightSources to my scene graph when
> requested.
> 
> Things go well enough, but I couldn't avoid that my Light Sources
> were culled to the viewing frustum.
> 
> I read the Performer 1.2 Reference Pages (p.83):
> "If a pfLightSource has a null bounding volume (radius<0) then
> it is not culled and has global effect over its pfScene. By default 
> pfLightSources have null bounding volume."
> 
> When I saw that my LightSources were culled, I tried to force the
> Light bounding sphere radius to -1, but I didn't succeed.
> 
> Did someome have the same problem ?
> 

	You are encountering a bug in 1.2. The bug is that the nodes
along the path from the pfScene to the pfLightSource are cull-tested
normally. If one of these nodes is culled, then the pfLightSource will
be culled as well. 

The solution is make sure that no nodes along the 
path to the pfLightSource are culled. You can do this by
rearranging your scene graph so the pfLightSource is a direct
child of the pfScene or by specifying a large bounding sphere radius 
for the pfLightSource.




