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From guest  Sat Jul  1 17:59:27 1995
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To: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Cc: info-performer
Subject: Re: Zwritemasks in pfm 
In-Reply-To: Your message of "Sat, 01 Jul 95 19:10:05 PDT."
             <9507011910.ZM1449@comarts.es> 
Date: Sat, 01 Jul 95 17:32:11 -0700
From: Jim Helman <jimh@surreal>
Status: O

In 1.2, PFTR_NO_OCCLUDE transparency and PFDECAL_BASE_FAST/DISPLACE,
diddle the zwritemask as part of their operation.

rgds,

-jim helman

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


From guest  Sat Jul  1 10:54:24 1995
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From: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
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Date: Sat, 1 Jul 1995 19:10:05 -0700
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To: info-performer@sgi.sgi.com
Subject: Zwritemasks in pfm
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Status: O




 Hi,

   I am trying to use zwritemask in node callbacks to prevent zbuffer drawing
in some pfm geodes, using the normal

    zwritemask (0) to prevent zdrawing

and

     zwritemask (0xffffffff) to turn it on again,

and the nodes are always affecting the zbuffer. I am sure the callbacks are
working, if I turn totally the zbuffer off, the nodes are not zbuffered and the
rest is.

I am using a RE 5.3, Performer 1.2 and multisampling is on, mssize(8,32,1).

 I have made a test in pure gl, and works fine. Maybe Performer uses the
zmask for something ?


 Thanks in advance,

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



From guest  Sun Jul  2 20:08:55 1995
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Date: Sun, 2 Jul 1995 19:43:14 -0700
Message-Id: <199507030243.TAA27535@ix5.ix.netcom.com>
From: blastarr@ix.netcom.com (Kent Miller)
Subject: Fwd: ImageVision and pfTexture
To: info-performer@sgi.sgi.com
Status: O

>  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).

We are also combining Performer and ImageVision in our project. Sorry I don't 
have the answer to your question, but the word we've gotten from our local SGI 
folks (mostly ImageVision people) is that currently it's very hard to mix the 
two libs. The intention is that eventually the two libs will converge (or IL 
will become part of PF), making the sharing of resources (like texture memory) 
simpler, but there's been no mention of when this will happen.

We're looking into using shared memory as an interim solution, but have not 
gotten very far into it yet.

Good Luck!




From guest  Mon Jul  3 00:06:04 1995
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From: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>
Message-Id: <9507030842.ZM13330@lig.di.epfl.ch>
Date: Mon, 3 Jul 1995 08:42:33 +0200
In-Reply-To: blastarr@ix.netcom.com (Kent Miller)
        "Fwd: ImageVision and pfTexture" (Jul  2,  7:43pm)
References: <199507030243.TAA27535@ix5.ix.netcom.com>
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To: blastarr@ix.netcom.com (Kent Miller), info-performer@sgi.sgi.com
Subject: Re: Fwd: ImageVision and pfTexture (and ViewKit)
Mime-Version: 1.0
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On Jul 2,  7:43pm, Kent Miller wrote:

> We are also combining Performer and ImageVision in our project. Sorry I don't
> have the answer to your question, but the word we've gotten from our local
SGI
> folks (mostly ImageVision people) is that currently it's very hard to mix the
> two libs. The intention is that eventually the two libs will converge (or IL

It also seems to be akward the combination of ilViewer with
ViewKit windows (eg: how to access the ilViewer base X widget
to put it directly under a VkWindow (addView, setUpInterface)).






From guest  Mon Jul  3 05:39:51 1995
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From: aschaffe (Allan Schaffer)
Message-Id: <9507030510.ZM7609@holodeck.asd.sgi.com>
Date: Mon, 3 Jul 1995 05:10:36 -0700
In-Reply-To: Maria Gallegos <thecure@unm.edu>
        "performer course" (Jun 30,  4:55pm)
References: <Pine.A32.3.91.950630165354.24917B-100000@pegasus.unm.edu>
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To: Maria Gallegos <thecure@unm.edu>, info-performer@sgi.sgi.com
Subject: Re: performer course
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Status: O

On Jun 30,  4:55pm, Maria Gallegos wrote:
> 
> Does anyone know when and where sgi is offering a course on Performer?

Here's the latest schedule.

  Week of
  Jul 24     Mountain View, CA USA
  Jul 24     Munich, Germany
  Aug 14     Mountain View, CA USA
  Aug 28     Dallas, TX USA
  Aug 28     Paris, France
  Oct 23     Silver Springs, MD USA
  
For US sites, call 1-800-800-4SGI.  For Paris (Jouy en Josas), call
(33)1-34.88.80.00.  For Munich, dial (49)89-461.08.234.

Also, I've heard that the course has been expanded, to (I believe) 
4.5 days.  This is a good thing -- much more time for labs, in-depth 
discussions, and so on.

And last, those of you who take the course in Mountain View may 
occasionally be treated to guest appearances by members of the 
Performer Engineering Team..  :-)

Allan

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


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From: mwilliam@ldsa.com (Micheal J. Williams)
Message-Id: <9507031316.AA17489@igate>
To: info-performer@sgi.sgi.com
Subject: mapw with performer
Status: O


   Does anyone besides myself use the mapw command to go between 
screen, and world coordinates?  If so, maybe you can help me out.

   In our application (Performer 1.2) we set up a vobj structure
that matches our performer in field of view, aspect, and clipping
planes.  We set the viewpoint with pfChanView, and want to use
the gl command mapw to get information about our scene so we can 
load appropriate elevation date.  Specifically, we want the world 
coordinates of our four screen corners.

   The problem is, the viewport, perspective, and viewing martices
are not set up until we go through the draw callback.  We can't 
load our data until we draw, and we don't want to draw until we
have loaded our data.  

   Is there a way I can tell performer to set up the viewport, 
perspective, and viewing martices without going through the draw 
callback?  Maybe we have gone about this in the wrong way to but 
tech support suggested the mapw command, and it seems to work once
the frames are cycling regularly.

  Thanks in advance
  Mike Williams
  mwilliam@ldsa.com



From guest  Mon Jul  3 09:14:08 1995
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Date: Mon, 3 Jul 1995 16:37:30 +0200 (MET DST)
From: Sam De Backer <sdbacker@luc.ac.be>
Subject: Re: Stereo View
To: Jose Carlos Andre <jca@phortos.inesc.pt>
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9507031452.ZM15411@phortos.inesc.pt>
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On Mon, 3 Jul 1995, Jose Carlos Andre wrote:

> I need to modify perfly  source code to display in stero mode.
> Has anyone done this already ?
> 
> Thank's in advance,
> 
> -- 
> Jose' Carlos Andre'                            jca@phortos.inesc.pt
> INESC - Centro Multimedia, AudioVisuais         http://www.inesc.pt
> 
> 

Ftp at sgigate.sgi.com:~ftp/pub/Performer/src/sfly.tar.Z 
for a modified perfly that does stereo in a window!

--
Sam De Backer		sdbacker@luc.ac.be
LUC-ACSL		Limburg University Centre 
			Applied Computer Science Lab


From guest  Mon Jul  3 11:23:10 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199507031755.KAA05080@tubes.asd.sgi.com>
Subject: Re: mapw with performer
To: guest (Micheal J. Williams)
Date: Mon, 3 Jul 95 10:55:09 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9507031316.AA17489@igate>; from "Micheal J. Williams" at Jul 3, 95 9:16 am
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> 
>    Does anyone besides myself use the mapw command to go between 
> screen, and world coordinates?  If so, maybe you can help me out.
> 
>    In our application (Performer 1.2) we set up a vobj structure
> that matches our performer in field of view, aspect, and clipping
> planes.  We set the viewpoint with pfChanView, and want to use
> the gl command mapw to get information about our scene so we can 
> load appropriate elevation date.  Specifically, we want the world 
> coordinates of our four screen corners.

	
	pfGetFrustNear(chan, ll, lr, ul, ur)

will return these corners.



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To: mwilliam@ldsa.com (Micheal J. Williams)
Cc: info-performer@sgi.sgi.com
Subject: Re: mapw with performer 
In-Reply-To: Your message of "Mon, 03 Jul 95 09:16:00 EDT."
             <9507031316.AA17489@igate> 
Date: Mon, 03 Jul 95 11:17:08 -0700
From: Jim Helman <jimh@surreal>
Status: O


If you want the world coordinates (or more precisely, the world
rays corresponding to the four corners of the viewport, you 
should compute them in the APP process.  The pipe really isn't
required for this.

Here's a code fragment from pfChannel::pick() to help out.
px and py are the [0,1] parameters passed as args to the
function.

rgds,

-jim helman

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

    /* get FOV angles, eyepoint, and near and far planes */
    frust = (pfFrustum *) chan->getViewFrust();
    frust->getFOV(&fovh, &fovv);
    frust->getNearFar(&near, &far);
    
    /* convert px and py to range of [-1,1] */
    xc = px * 2.0f - 1.0f;
    yc = py * 2.0f - 1.0f;
    
    seg.dir[1] = near;
    seg.dir[0] = xc * seg.dir[1] * tanf(PF_DEG2RAD(fovh * 0.5f));
    /* z is up so mouse-y -> z */
    seg.dir[2] = yc * seg.dir[1] * tanf(PF_DEG2RAD(fovv * 0.5f)); 
    
    chan->getView(eye.xyz, eye.hpr);
    pfMakeEulerMat(mat, eye.hpr[0], eye.hpr[1], eye.hpr[2]);
    chan->getViewOffsets(off.xyz, off.hpr);
    pfMakeEulerMat(offMat, off.hpr[0], off.hpr[1], off.hpr[2]);
    pfXformVec3(seg.dir, seg.dir, offMat);
    pfXformVec3(seg.dir, seg.dir, mat);
    pfNormalizeVec3(seg.dir);
    
    frust->getEye(seg.pos);
    seg.length = far * 2.0f;
    
    pfSegSet segSet;
    segptr = &seg;
    
    /* clip seg intersection with near plane of the viewing frustum  */
    chan->getNear(nll, nlr, nul, nur);
    chan->getFar(fll, flr, ful, fur);
    pfMakePtsPlane(&npnl, nll, nlr, nul);
    pfMakePtsPlane(&fpnl, fll, flr, ful);
    pfPlaneIsectSeg(&npnl, segptr, &dn);
    pfPlaneIsectSeg(&fpnl, segptr, &df);
    pfClipSeg(segptr, segptr, dn, df);
    



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From: "Jose Carlos Andre" <jca@phortos.inesc.pt>
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Date: Mon, 3 Jul 1995 14:52:12 -0600
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Subject: Stereo View
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Status: O

I need to modify perfly  source code to display in stero mode.
Has anyone done this already ?

Thank's in advance,

-- 
Jose' Carlos Andre'                            jca@phortos.inesc.pt
INESC - Centro Multimedia, AudioVisuais         http://www.inesc.pt


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Date: Mon, 3 Jul 1995 23:50:48 -0400 (EDT)
From: Andrew Barras <barras@vsl.ist.ucf.edu>
To: info-performer@sgi.sgi.com
Subject: pfSegsIsectNode Problem....
Message-Id: <Pine.SGI.3.91.950703233222.8417A-100000@grail.vsl.ist.ucf.edu>
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Status: O


I have had a great deal of problems with this function.  I took this code 
from the intersect.c sample code and have had interesting results.  After 
about 10-15 times thru the loop the program crashes at the line with 
pfSegstIsectNode.  I used the WorkShop Debugger to find this out.  The 
program crashed with a bus error.  I also got a core with the following 
dbx output.


dbx version 3.19 Nov 3 1994 19:59:46 Core file process name doesn't match
executable Core from signal SIGSEGV: Segmentation violation (dbx) where > 0
pfCylIsectSphere(0x7fff8954, 0x0, 0x89749c, 0x909d10)
["../../../lib/libpr/geomath.c":3117, 0x5244cc]
   1 <stripped>() [<stripped>, 0x10085be8]

The following is the code fragment that I am having problems with.


Variable Declaration:

	pfSegSet segset; 
 	pfHit **hits[100]; 
  	long isect;
	pfVec3 position;  (my position)
	pfGroup *perf->Terrain->ModelRoot;
	proxObj[i].distance_from_me (float that tells me what the distance 
		is from me to another object in my simulation)


Update Loop:  (run once a frame)

    	pfSetVec3(segset.segs[0].pos, position.xyz[0], position.xyz[1],
		(position.xyz[2]+1.0)); 
    	segset.segs[0].length = proxObj[i].distance_from_me; 
 	isect = pfSegsIsectNode(perf->Terrain->ModelRoot, &segset, hits); 
	
This is set only once at start of simulation:

	segset.activeMask = 1; 
	segset.isectMask = 0xFFFF; 
	segset.mode = PFTRAV_IS_PRIM|PFTRAV_IS_NORM|PFTRAV_IS_CULL_BACK; 
	pfSetVec3(segset.segs[0].dir, 0.0f, 0.0f, -1.0f); 
	segset.segs[0].length = 50000.0f;


Also, what are the defaults to the pfSegSet Structure?  What needs to be 
set to start with and what can be updated in simloop (pos, dir, ?????)


THANKS
______________________________________________________________________________
 Andrew Barras - chief modelurgist
                                        
	 			The University of Central Florida
    	/^\	            	Virtual Reality Research Team (TOY SCOUTS)
     0^| U |^0			barras@vsl.ist.ucf.edu
     | |_ _| |
    ()  _M_  ()
       0 U 0 
      (0   0)       The Syberknight Project
       0   0        Toy Scouts Arcade
      []   []       SigGraph '94
_______________________________________________________________________________



From guest  Mon Jul  3 22:46:51 1995
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From: Michael Philip <mphilip@technet.sg>
Message-Id: <199507040510.NAA11743@einstein.technet.sg>
Subject: Flickering Image Problem
To: info-performer@sgi.sgi.com
Date: Tue, 4 Jul 1995 13:10:57 +0800 (SST)
Cc: mphilip@technet.sg (Michael Philip)
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Status: O

Hi all,

This is not really a Performer problem, but I hit it while working
in Performer so I hope it counts...

I'm using empty pfGeodes with PFN_BMODE_STATIC bounding spheres and
draw callbacks to draw background and foreground RGBA images
in my scene.

I've been trying to track down a problem with flickering images.

It looks like it isn't a Performer problem at all.  Even the
short gl program attached seems to have the same problem.

If I display RGB images of a certain size, and if I then cause some
other graphics activity on my screen (say by running gr_osview or
scrolling in imgworks), the RGB image flickers and even sometimes
draws lines of pixels outside of its area (but not outside
the 400x400 window).  This is the same symptom I am getting with
my Performer image nodes.

Two image sizes that exhibit flickering are 262 x 204 and 408 x 131.

Is it possible that my system has a hardware fault?

I'd really appreciate any ideas.  I'm at a loss.

Thanks in advance,

Mike Philip
--
Michael Philip,  Symbolic Research Pte Ltd,  Singapore
Consultant, Asia Business News, European Business News
Ph:(65)615-9181  Fax:(65)285-5311   mphilip@technet.sg


/****************************************************************/

Short gl program to show flickering.

#include <gl/gl.h>
#include <gl/device.h>
#include <gl/image.h>

extern unsigned long *longimagedata( const char *filename );

int main( int argc, char **argv )
{
    unsigned long *bytes;
    int xsize, ysize;
    short val;
    Device dev;
    if ( argc != 2 ) return 0;
    prefsize( 400, 400 );
    winopen( "Image" );
    RGBmode();
    doublebuffer();
    gconfig();
    qdevice( ESCKEY );
    bytes = longimagedata( argv[1] );
    sizeofimage( argv[1], &xsize, &ysize );
    while ( 1 ) {
        if ( qtest() ) switch ( dev = qread( &val )) {
        case ESCKEY: return 0;
        }
        cpack( 0x00ff0000 );
        clear();
        lrectwrite( 0, 0, xsize - 1, ysize - 1, bytes );
        swapbuffers();
        gsync();
    }
}

/****************************************************************/*

My machine specs:

Onyx VTX with  Irix 5.3
Patches 170, 183, 195, 224, 231, 238, 277, 289, 291, 337, 409, 430, 487

Sirius Video Version 1.1 (and patches 238 and 430).

Graphics board 0 is "REV" graphics.
        Managed (":0.0") 1280x1024
        VTX Graphics Subsystem
        Display 1280x1024 @ 60Hz
        6 GE (GE10 rev. 0x4)
        1 RM4 board
        Small pixel depth
        10-bit RGBA pixels
        Not using Multi-Channel Option



From guest  Mon Jul  3 23:14:26 1995
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	 id WAA29124; Mon, 3 Jul 1995 22:41:54 -0700
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To: Andrew Barras <barras@vsl.ist.ucf.edu>
Cc: info-performer@sgi.sgi.com
Subject: Re: pfSegsIsectNode Problem.... 
In-Reply-To: Your message of "Mon, 03 Jul 95 23:50:48 EDT."
             <Pine.SGI.3.91.950703233222.8417A-100000@grail.vsl.ist.ucf.edu> 
Date: Mon, 03 Jul 95 22:41:54 -0700
From: Jim Helman <jimh@surreal>
Status: O

No library problems I'm aware here.

> pfCylIsectSphere(0x7fff8954, 0x0, 0x89749c, 0x909d10)

pfSegsIsectNode should only invoke this function when
the mode contains PFTRAV_IS_BCYL, which your example
does not.  Could something else be stomping on the mode
in the segset?

If you can reduce it to a simple test case, I'll look
into it.  Otherwise, a stack trace using "-g" and the
debug Performer libraries (libpf-g.a/libpr-g.a) might
provide some clues as well.

> What needs to be set to start with and what can be
> updated in simloop (pos, dir, ?????)

The pfSegSet is not modified by the traversal.  
It's an exposed struct, so what you set is what
you get.  Typically, you'd be updating the position,
direction and length of the segments every frame.

rgds,

-jim helman

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





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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9507040859.ZM7872@barney.reading.sgi.com>
Date: Tue, 4 Jul 1995 08:59:38 +0100
In-Reply-To: Michael Philip <mphilip@technet.sg>
        "Flickering Image Problem" (Jul  4,  1:10pm)
References: <199507040510.NAA11743@einstein.technet.sg>
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Subject: Re: Flickering Image Problem
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Status: O

Michael

I tried your test code on Indigo2 Extreme, Irix 5.3 and couldn't reproduce the
symtoms you describe. I will try and get onto a VTX just to be sure but I
couldn't see any known problems like this in our database at first glance.
Before spending too much time on this - have you tried this on any other
machines, if not could you try running some of the graphics demos, flip or
jello and look for odd effects as this does sound a bit like a HW problem.

I think the fact that this happens with your pure GL code puts Performer in the
clear - you can email me direct rather than on info-performer or maybe log a
support call with you local SGI office to discuss this further.

Cheers
Rob

-- 
________________________________________________________________
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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In-Reply-To: dwagner@cae-gmbh.de
        "3d-rotation arround an object" (Jun 29,  2:09pm)
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--
--PART-BOUNDARY=.19507041005.ZM8084.reading.sgi.com
Content-Type: text/plain; charset=us-ascii

Dietmar

find attached some example code form the Performer course labs - it includes a
'solar system' using DCSs which should point you in the right direction.

Cheers
Rob

-- 
________________________________________________________________
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,


--PART-BOUNDARY=.19507041005.ZM8084.reading.sgi.com
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/*
 * Module 2, Lab 1, Part 3:  
 *  Add lighting to sim.c
 *  Note: formatted with pp, // comments for new code.
 * Module 2, Lab 1, Part 5:  
 *  Add texture and prebinding using pfUtil utilities
 *  Note: need to make scene global, ie shared->scene.
 * Module 2, Lab 2, Part 1 & 2:
 *  Add an earth/sky model.
 * Module 3, Lab 1, Part 1:
 *  Add DCS above main model, make it spin. (Stop viewpoint rotation).
 * Module 3, Lab 1, Part 2:
 *  Add another model in fixed location under DCS, spinning.
 *  Note: changed view to be down -y axis.
 * Module 3, Lab 1, Part 3:
 *  Add an array of objects under SCS modes.
 *  Added myLoadFile to simplify file loading.
 * Module 3, Lab 1, Part 4:
 *  Make the cow stand up. Just add 90 degrees of pitch to its DCS.
 * Module 3, Lab 2, Part 1:
 *  Add a "solar system" of orbiting models.
 * 
 * G Edwards, SG UK, Nov 94
 * 
 */

#include <X11/Xlib.h>

#include <math.h>
#include <stdlib.h>

#include "pf.h"
#include "pfsgi.h"
#include "pfutil.h"

/* function prototypes */
void initialize(int argc, char *argv[]);
pfNode *buildScene(int argc, char * argv[]);
static void openPipeline(pfPipe *p);
void printHelp(char *programName);
pfNode *myLoadFile(char * filename);

typedef struct SharedData
{
    pfChannel *chan;
    pfCoord view;
    float eyeRadius;
    pfScene *scene;
    pfDCS *mainDCS, *dcs2, *planetDCS, *moonDCS;
}
SharedData;


/* Global Variables */
SharedData *shared;



/*
 * Main program
 */


int main(int argc, char *argv[])
{
    pfCoord view;
    float time;
    float maxTime = 20.0;
    float eyeAngle, spinAngle;

    initialize(argc, argv);

    pfInitClock(0.0f);

    /* Simulate for maxTime seconds. */ 
    /* main loop */ 
    while (time < maxTime)
    {
        float sin, cos;

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

        time = pfGetTime();

        // View position and direction now static, down -y axis 

        pfSinCos(eyeAngle, &sin, &cos);
        pfSetVec3(view.xyz, 0.0f, -shared->eyeRadius * 1.5, shared->eyeRadius
                  * 0.4f);
        pfSetVec3(view.hpr, 0.0f, -10.0f, 0.0f);
        pfChanView(shared->chan, view.xyz, view.hpr);

//
// Spin main DCS
//
        spinAngle = 45.0f * time;
        pfDCSRot(shared->mainDCS, spinAngle, spinAngle / 2.0, 0.0f);

//
// Spin 2nd DCS
//
        pfDCSRot(shared->dcs2, 0.0f, 90.0f, spinAngle / 4.0f);

//
// Spin earth and moon DCS's for solar system
// Note: pfDCSRot uses heading, pitch, roll.
//

        pfDCSRot(shared->planetDCS, spinAngle/2.0, 0.0, 0.0 );
        pfDCSRot(shared->moonDCS, spinAngle, 0.0, 0.0);

        /* Initiate cull/draw for this frame. */ 
        pfFrame();
    }
    pfuExitUtil();
    pfExit();
    exit(0);
}


/*
 *	intialize() initializes and configures Performer, 
 *	creates a graphics pipe and a channel, and calls
 *	buildScene() to load a scene
 */


void initialize(int argc, char *argv[])
{
    int i;
    pfPipe *pipe;
    pfNode *root;
    pfScene *scene;
    pfSphere sceneBSphere;
    pfEarthSky *eSky;
    void *arena;

    printHelp(argv[0]);

    pfInit();                           /* initialize Performer */ 

    arena = pfGetSharedArena();

    /* Malloc storage in shared memory region for shared data, * must be done 
       between pfInit() and pfConfig(), since pfConfig() * may fork processes 
       for cull and draw */ 
    shared = (SharedData *) pfMalloc(sizeof(SharedData), arena);

    /* If debugging, force multiprocessing mode */ 
    /* even if on single processor */ 

    pfConfig();                         /* configure */ 

    /* Initialize IRIS Performer utility library. */ 
    pfuInitUtil();

    pipe = pfGetPipe(0);                /* create graphics pipeline */ 
    shared->chan = pfNewChan(pipe);     /* create a view into the pipe */ 

    /* Create a scene! */ 
    shared->scene = scene = pfNewScene();
    root = buildScene(argc, argv);
    pfAddChild(scene, root);

    /* initialize graphics pipeline and call openPipeline when ready */ 
    pfInitPipe(pipe, openPipeline);

    /* specify scene to be viewed by channel */ 
    pfChanScene(shared->chan, scene);

    /* Get the scene's extents. */ 
    pfGetNodeBSphere(scene, &sceneBSphere);
    printf("Scene bounds - center: %f %f %f, radius: %f\n", sceneBSphere.
              center[0], sceneBSphere.center[1], sceneBSphere.center[2],
              sceneBSphere.radius);
    shared->eyeRadius = 1.5f * sceneBSphere.radius;

//
// Add an earth/sky model
//

    eSky = pfNewESky();
    // Specify what gets cleared & drawn 
    pfESkyMode(eSky, PFES_BUFFER_CLEAR, PFES_SKY_GRND);
    // Ground height, a little below most models 
    pfESkyAttr(eSky, PFES_GRND_HT, -1.0f);
    // Horizon glow band width & colour 
    pfESkyAttr(eSky, PFES_HORIZ_ANGLE, 5.0f);
    pfESkyColor(eSky, PFES_HORIZ, 0.5f, 0.1f, 0.0f, 1.0f);
    // Top/bottom sky colours 
    pfESkyColor(eSky, PFES_SKY_TOP, 0.0f, 0.0f, 0.0f, 1.0f);
    pfESkyColor(eSky, PFES_SKY_BOT, 0.05f, 0.0f, 0.6f, 1.0f);
    // Near/far ground colours 
    pfESkyColor(eSky, PFES_GRND_NEAR, 0.0f, 0.3f, 0.0f, 1.0f);
    pfESkyColor(eSky, PFES_GRND_FAR, 0.0f, 0.0f, 0.0f, 1.0f);
    // Tell chan to draw this each frame 
    pfChanESky(shared->chan, eSky);
}


/*
 *	buildScene() loads model file specified in command line
 *	args (or a default) and returns a node containing the model
 */

pfNode *buildScene(int argc, char * argv[])
{
    pfNode *model1, *model2, *model3;
    pfGroup *group;
    pfMatrix matrix;
    pfSCS *scs[4][4], *planetSCS, *moonSCS;
    char *file1, *file2, *file3;
    char *default1 = "esprit.flt", *default2 = "cow.obj", *default3 =
              "icosahedron.ascii";
    int i, j;

    file1 = (argc < 2)? default1: argv[1];
    file2 = (argc < 3)? default2: argv[2];
    file3 = (argc < 4)? default3: argv[3];

//
// Read in model files
//

    model1 = myLoadFile(file1);
    model2 = myLoadFile(file2);
    model3 = myLoadFile(file3);

//
// Add a DCS above the main model. Needs to be global to update it from 
// APP process in main.
//

    shared->mainDCS = pfNewDCS();
    pfAddChild(shared->mainDCS, model1);

//
// Add another DCS above a 2nd model. DCS has fixed translation to
// position model, and variable rotation to spin it.
// And some scaling to get model right size.
//

    shared->dcs2 = pfNewDCS();
    pfDCSTrans(shared->dcs2, 4.0, 0.0, 0.0);
    pfDCSScale(shared->dcs2, 0.20);
    pfAddChild(shared->dcs2, model2);

//
// Add an array of models under SCS nodes.
//

    group = pfNewGroup();

    for (i = 0; i < 4; i++)
    {
        for (j = 0; j < 4; j++)
        {
            pfMakeTransMat(matrix, -(float) i - 1, -(float) j - 1, 0.0);
            pfPreScaleMat(matrix, 0.4, 0.4, 0.4, matrix);
            scs[i][j] = pfNewSCS(matrix);
            pfAddChild(scs[i][j], model3);
            pfAddChild(group, scs[i][j]);
        }
    }

//
// Add a "solar system" of orbiting models.
//

    shared->planetDCS = pfNewDCS();     // earth orbit rot 
    shared->moonDCS = pfNewDCS();       // moon orbit rot 
    pfMakeTransMat(matrix, 5.0, 0.0, 2.0);  // earth orbit trans 
    planetSCS = pfNewSCS(matrix);
    pfMakeTransMat(matrix, 2.0, 0.0, 0.0);  // moon orbit trans
    pfPreScaleMat(matrix, 0.5, 0.5, 0.5, matrix);
    moonSCS = pfNewSCS(matrix);
    
    // Compose the hierarchy
    pfAddChild(shared->planetDCS, planetSCS);
    pfAddChild(planetSCS, model3);      // just instance model3 some more 
    pfAddChild(planetSCS, shared->moonDCS);
    pfAddChild(shared->moonDCS, moonSCS);
    pfAddChild(moonSCS, model3);


//
// Put all top level nodes under a group and return it.
//

    pfAddChild(group, shared->mainDCS);
    pfAddChild(group, shared->dcs2);
    pfAddChild(group, shared->planetDCS);
    return((pfNode *) group);
}


/*
 *      openPipeline() creates a GL window and sets 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 *pipe)
{
    pfuGLXWindow *win;
    Display *XDpy;
    void *arena;
    pfList *texList;

    XDpy = (Display *) pfuOpenXDisplay(0);
    if (!(win = pfuGLXWinopen((pfuXDisplay *) XDpy, pipe, "sim", 100, 900, 100,
              900)))
    {
        pfNotify(PFNFY_FATAL, PFNFY_RESOURCE,
                  "OpenXPipeline: Could not create GLX Window.\n");
    }

    /* initialize Performer for GLX rendering */ 
    pfInitGLXGfx(pipe, (void *) XDpy, win->xWin, win->glWin, win->overWin,
              PFGLX_AUTO_RESIZE);

//	      
// Turn on lighting
//

    arena = pfGetSharedArena();

    // Create and apply default material (light grey) 
    pfApplyMtl(pfNewMtl(arena));

    // Create and apply default lighting model 
    pfApplyLModel(pfNewLModel(arena));

    // Create and apply one default light (white light looking down -y axis) 
    pfLightOn(pfNewLight(arena));

    // Enable lighting (this is defaulted on anyway) 
    pfEnable(PFEN_LIGHTING);

//
// Turn on texturing
//

    // Enable textuuring 
    pfEnable(PFEN_TEXTURE);

    // Create default texture environment 
    pfApplyTEnv(pfNewTEnv(arena));

    // Prebind (ie. read and download to gfx hardware) textures in scene. 
    // This also gives the nice texture slideshow. 
    pfuInitUtil();
    texList = pfuMakeTexList((pfNode *) shared->scene);
    pfuDownloadTexList(texList, PFUTEX_SHOW);
}


/*
 * Read model file,  exit if not found.
 */


pfNode *myLoadFile(char * filename)
{
    pfNode *model;

    fprintf(stdout, "Loading Model file %s\n", filename);
    if ((model = LoadFile(filename, NULL)) == NULL)
    {
        fprintf(stderr, "Model file %s not found, exiting\n", filename);
        pfuExitUtil();
        pfExit();
        system("rm /usr/tmp/pfUtil*");
        exit(-1);
    }

    return(model);
}


/*
 * Help routine
 */


void printHelp(char *programName)
{
    fprintf(stdout, "Usage: %s [model1] [model2] [model3]\n\n", programName);
    fprintf(stdout,                     // 
              "Loads model file specified (or a default model)\n"  // 
              "and loops around model\n"  // 
              "and turns on lighting\n" // 
              "and turns on texturing\n"  // 
              "and adds an earth/sky model\n"  // 
              "and adds a DCS above main model\n"  // 
              "and adds another model in fixed location under a DCS, spinning\n"  // 
              "\n",                     // 
              programName);
}

--PART-BOUNDARY=.19507041005.ZM8084.reading.sgi.com--



From guest  Tue Jul  4 00:00:20 1995
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X-Nvlenv-01Date-Posted:  4-Jul-1995  8:24:28 -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: Stereo View
Date: 04 Jul 95 08:24:24 EDT
Status: O

Jose Carlos Andre asks:

> I need to modify perfly  source code to display in stero mode.
> Has anyone done this already ?

I did use stereo viewing, although not by modifying perfly. The basic 
steps you have to follow are:

1. Setup two pfChannel's, with a shared viewpoint, but different 
viewpoint offsets (account for the inter pupillary distance and the 
convergence).

2. In the 'OpenPipe' callback, setup a stereo buffer for the 
rendering pipe. This is done by:

    stereobuffer();
    gconfig();

3. In the channel pre-draw callback, select the correct buffer. If 
drawing for the left channel:

    leftbuffer (TRUE); rightbuffer (FALSE);

If drawing for the right channel:

    leftbuffer (FALSE); rightbuffer (TRUE);



By the way, the stereo man-pages give extensive information on this 
subject. I used them as a source to figure out how the stereo mode 
works...

Good luck.


Frido Kuijper
TNO Physics and Electronics Laboratory
The Hague, The Netherlands
email: frig5@fel.tno.nl


From guest  Tue Jul  4 15:10:52 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199507042147.OAA08201@tubes.asd.sgi.com>
Subject: Re: pfChannel and frustum
To: guest (Hiro Mitsui)
Date: Tue, 4 Jul 95 14:47:19 PDT
Cc: kishore@electrogig.com, info-performer@sgi.sgi.com
In-Reply-To: <9506200444.AA24622@shiden.tepco.co.jp>; from "Hiro Mitsui" at Jun 20, 95 1:44 pm
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Status: O

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

	This is correct. A bug in pfFrustNearFar has been found and
fixed. Thanks for the bug reports, sorry for the delay in the fix.



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From: CINEMED127@delphi.com
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 id <01HSHLATURIO9FNTPR@delphi.com>; Tue, 04 Jul 1995 22:35:30 -0400 (EDT)
Date: Tue, 04 Jul 1995 22:35:30 -0400 (EDT)
Subject: Static / separate display window
To: info-performer@sgi.sgi.com
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	Hello!

		I was wondering if there is a way to display an object
	in an area, such as a window, which is static ( separate,
	independent of ) an updated viewpoint ( the viewpoint is being
	updated both by an HMD and joystick ).  Simply, I'm looking for
	a method a little bit slicker than applying the rotations
	generated by the HMD and joystick, and just have the object
	"there", so I don't have to apply those rotations.

		Any ideas, suggestions much appreciated, and thanks
	in advance.

	David Abramoske
	cinemed127@delphi.com


From guest  Wed Jul  5 00:10:15 1995
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From: Simon Bennett <simonb@wormald.com.au>
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To: CINEMED127@delphi.com
Cc: info-performer@sgi.sgi.com
Subject: Re: Static / separate display window
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On Tue, 4 Jul 1995 CINEMED127@delphi.com wrote:

> 	Hello!
> 
> 		I was wondering if there is a way to display an object
> 	in an area, such as a window, which is static ( separate,
> 	independent of ) an updated viewpoint ( the viewpoint is being
> 	updated both by an HMD and joystick ).  Simply, I'm looking for
> 	a method a little bit slicker than applying the rotations
> 	generated by the HMD and joystick, and just have the object
> 	"there", so I don't have to apply those rotations.
> 		Any ideas, suggestions much appreciated, and thanks
> 	in advance.

Draw the object once in an overlay framebuffer?  We've used that here for 
certain effects.  Of course the object will always appear *in front* of 
everything else, which may or may not be the effect you're after.

+--------------------------------------------------------------------------------+
    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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To: info-performer@sgi.sgi.com
Subject: vofc (MCO)
Date: Wed, 05 Jul 1995 15:49:00 +0900
Message-Id: <27114.804926940@dimwit.dst.nk-exa.co.jp>
From: Masahiko Yamanaka <wry@dimwit.dst.nk-exa.co.jp>
Status: O


Hello,

I would like to use special (user-defined) output signal of MCO.

As /usr/gfx/ucode/RE/dg2/vof/README, 

VOF 640x480_60.u:
  Active Line Length: 640 pixels, 25.40usec.
  Normal Line Period: 800 pixels, 31.75usec.
  ...

Can I set these numbers ?

There seems to be 'vofc' command.
But there are no man pages for this.

Although I think vofc can make a ucode file, I couldn't find the source
format for this command.

Does anyone know about this ?

Thanks,

--
M.Y.




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Date: Wed, 5 Jul 95 9:07:04 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199501191622.IAA04749@netcom20.netcom.com>; from "Kent Watsen" at Jan 19, 95 8:22 am
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> 
> Hello again,
> 
> I have been asked to optimize my DIS-based simulation
> application such that 6 640-480 channels are rendered
> at 20-30 Hz.  I had been using a modifed version of
> the 50m Hunter Liggett database in which the roads are
> cut into the underlying terrain polygons.  In order to
> reduce scene complexity and better balance the CULL
> vs. DRAW loads, we modified this database with LOD
> substitutions on a per-tile (each tile approx 5x5 km^2)
> basis in the following manner:
> 
>   LOD    0 -> 5000  : Highest resolution
>   LOD 5000 -> 7500  : Medium resolution
>   LOD 7500 -> 15000 : Lowest resolution
> 
> Being cognizent engineers, we read the pfChanLODAttr man
> page, paying attention to the 
> 
>      "IRIS Performer assumes that LODs are modeled for a
>      canonical FOV of 45 degrees and a viewport size of 1024 pixels"
> 
> while also noting 
> 
>      "IRIS Performer computes a scale value for pfChannels whose
>      FOV or viewport size differ from the defaults."
> 
> When rendering with a full-screen 45 degree FOV channel, the LOD
> switching is glorious.  I then reduce the window to 640-480 and
> I can hardly get off a tile before it switches to its medium
> resolution.  Immediately, another reference in the manual states:
> 
>   "Other LOD modification parameters are set with pfChanLODAttr.  
>   attr is a symbolic token that specifies which LOD parameter to
>   set and is one of:
>  
>   [snip]
> 
>   PFLOD_FRUST_SCALE
>           The range multiplier based on chan's viewport and FOV is
>           multipled by val.  Typically, this feature is enabled with a
>           value of 1.0 and disabled with a value of 0.0."
> 
> Ok, I wish to disable this "feature" so I use PFLOD_FRUST_SCALE with
> a value of 0.0...but it has the ill effect of rendering the highest
> LOD out to my 10000m yon plane.  I decide to gather more information
> using the pfGetChanLODAttr function.  Without using the pfChanLODAttr
> call, Performer reports using a PFLOD_FRUST_SCALE of 1.0 and a 
> PFLOD_SCALE of 1.0 regardless of my window size...even though I am 
> seeing the roads appear and disappear right before my eyes!
> 
> I've come up with a kludge which sets the PFLOD_SCALE to 0.5 when
> using the 640-480 channel, but this is not a long term solution.
> I see three options.  In order they are:
> 
> 1) PFLOD_FRUST_SCALE works as documented
> 2) A window sizing callback mechanism informs my app when it needs
>    to re-calculate a PFLOD_SCALE to undo what Performer is doing.
>    (How is it doing it anyway?  is it using the horizontal or vertical
>     FOV and to what degree?  It is trivial to realize that a 640-480
>     45 degree FOV channel is half that of a 1280-960 45 degree FOV,
>     but what about the general case?)
> 3) Reset the PFLOD_SCALE every-frame because no window sizing callback
>    mechanism exists.
> 
> I understand how this behavior is ideal for geometry whose bounding
> volume is << then the switching distances (ie: moving models).  If
> I had my druthers, I would ask for the Performer group to come up
> with a way to support automatic per-channel scaling for some LODs
> but not for others.  As of right now, it it much more important that
> I render the terrain correctly (ie: PFLOD_SCALE = 0.5) but at the
> cost of rendering higher LOD moving models in the distance when 
> their pixel projection doesn't warrent it.
> 


	PFLOD_FRUST_SCALE was indeed broken in 1.2 but is fixed 
in 2.0. A new feature in 2.0, pfLODState, will allow importance
weighting for specific pfLODs. 



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Subject: .
To: info-performer@sgi.sgi.com
Date: Wed, 5 Jul 95 16:57:46 METDST
Mailer: Elm [revision: 66.25]
Status: O

HELP


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From: jrohlf@tubes (John Rohlf)
Message-Id: <199507051741.KAA08952@tubes.asd.sgi.com>
Subject: Re: FOV Bugs?
To: guest (ROY RUDDLE)
Date: Wed, 5 Jul 95 10:41:25 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <Pine.OSF.3.91.950530112919.24583B-100000@thor>; from "ROY RUDDLE" at May 30, 95 11:37 am
X-Mailer: ELM [version 2.3 PL8]
Status: O



	This one stumped me for a while. It turns out that this is not
a Performer bug. If the FOVs are unequal, the near plane distances
must also be unequal for the viewplanes to match at channel boundaries.
The side channel near plane distances must be 

	t = cos(side horiz FOV/2) / cos(middle horiz FOV/2)
	side near = middle near * t

This matches the vertical edges of the viewplanes but then screws up
the horizontal edge matching. Consequently, the vertical FOVs of the
the side channels must be tweaked 

	side vert FOV = 2 * atan(tan(middle vert FOV / 2) / t)

> 
> Following on from the pf...Frustrum problems I uncovered a few weeks 
> back, would anyone like to comment about this problem. It's possible I'm 
> being an idiot, but I don't think so (!).
> 
> s/w below sets up 3 views on one monitor. Initial settings are 35 deg 
> (left + right), 90 deg (centre). Vertical FOV is 60 deg for all. This 
> should provide a continuous horiz FOV of 160 deg.
> 
> I realise that the gradient of displayed polygons (in XY screen 
> space) will be discontinuous across the viewport boundaries, but I 
> believe the actual height (screen Y) of polygon's should be the same on 
> both sides of viewport boundaries, because the vertical FOV is identical.
> 
> ... but it isn't. Why?
> 
> If the viewport horizontal FOV's are all the same (commented out line) 
> then there is no problem.
> 
> Is this another Performer bug?
> 
> ----------------------------------
> model file: tmp.sv
> ----------------------------------
> material 1 1.0 1.0 1.0 1.0 1.0 1.0 0.0 0.0 0.0 1 0 0 0
> texture 1 Texture/plain_wood.rgb
> texture 2 Texture/presentation.rgb
> 
> material 1
> texture 1
> 
> backface off
> tmeshn 4
> 0 -2 1 0 0 1
> 0  2 1 0 0 1
> 0 -2 1.5 0 0 1
> 0  2 1.5 0 0 1
> 
> backface off
> tmeshn 4
> 0 -2 1.6 0 0 1
> 0  2 1.6 0 0 1
> 0 -2 2.0 0 0 1
> 0  2 2.0 0 0 1
> 
> backface off
> tmeshn 4
> 0 -2 2.1 0 0 1
> 0  2 2.1 0 0 1
> 0 -2 2.5 0 0 1
> 0  2 2.5 0 0 1
> 
> -------------------------------------
> C++ code: Just one file. move mouse to rotate view left + right
> -------------------------------------
> #include <iostream.h>
> #include <stdlib.h>
> #include <string.h>
> #include <math.h>
> #include <ctype.h>
> 
> #include <gl/gl.h>
> #include <gl/device.h>
> 
> #include <Performer/pf.h>
> #include <Performer/pr.h>
> #include </usr/src/Performer/include/pfutil.h>
> #include </usr/src/Performer/include/pfsgi.h>
> 
> static void OpenPipeline (pfPipe *p);
> static void DrawChannel (pfChannel *channel, void *data);
> 
> static pfLightSource *ls1, *ls2, *ls3;
> 
> int main() 
> {
>   pfInit();
>   pfConfig();
> 
>   pfScene *scene;
> 
>   scene = pfNewScene();
> 
>   pfNode *node = LoadFile( "tmp.sv", NULL );
> 
>   pfAddChild( scene, node );
> 
>   pfPipe *pipe;
> 
>   pipe = pfGetPipe(0);
>   pfInitPipe(pipe, OpenPipeline);
> 
>   float near, far, v_fov;
>   near = 0.1; far = 8000.0; v_fov =0.0;
> 
>   //
>   // l/r/m channels
>   //
>   float hfov1 = 90.0f, hfov2 = 35.0f;
> //
> // Set both hfov1 and hfov2 to be equal and everything works OK
> //
> //hfov1 = hfov2 = 55.0;
>   v_fov = 60.0f;
> 
>         pfChannel *left   = pfNewChan(pfGetPipe(0));
> 
>         float t = pfTan( v_fov*0.5f );
> 
>         float vpl = 0.15, vpr = 0.85, vpb = 0.0f, vpt = 1.0f;
>         const float GAP = 0.000f;
> 
>         pfChanViewport( left, 0.0f, vpl-GAP, vpb, vpt );
>         pfChanFOV( left, hfov2, v_fov );
> 
> float gh, gv;
> pfGetChanFOV( left, &gh, &gv );
> cout << gh << "    " << gv << endl;
> 
>         pfChannel *middle   = pfNewChan(pfGetPipe(0));
>         pfChanViewport( middle, vpl, vpr, vpb, vpt );
>         pfChanFOV( middle, hfov1, v_fov );
> pfGetChanFOV( middle, &gh, &gv );
> cout << gh << "    " << gv << endl;
> 
>         pfChannel *right = pfNewChan(pfGetPipe(0));
>         pfChanViewport( right, vpr+GAP, 1.0f, vpb, vpt );
>         pfChanFOV( right, hfov2, v_fov );
> 
>   pfChanScene( middle, scene );
>   pfChanScene( left, scene );
>   pfChanScene( right, scene );
> 
>   ls1 = pfNewLSource();
>   pfLightColor( ls1, 1.0f, 1.0f, 1.0f );
>   pfLightPos( ls1, 0.0f, 0.0f, -1.0f, 0.0f );
>   pfAddChild(scene, ls1 );
> 
>   ls2 = pfNewLSource();
>   pfLightColor( ls2, 0.6f, 0.6f, 0.6f );
>   pfLightPos( ls2, -2.0f, -1.0f, 0.1f, 0.0f );
>   pfAddChild(scene, ls2 );
>   pfLightOn( ls2 );
> 
>   ls3 = pfNewLSource();
>   pfLightColor( ls3, 0.3f, 0.3f, 0.3f );
>   //pfLightPos( ls3, 2.0f, 1.0f, 0.1f, 0.0f );
>   //pfLightPos( ls3, 1.0f, 2.0f, 0.1f, 0.0f );
>   pfLightPos( ls3, 1.0f, 1.5f, 0.1f, 0.0f );
>   pfAddChild(scene, ls3 );
>   pfLightOn( ls3 );
> 
>   pfInitClock(0.0f);
> 
>   pfCullFace( PFCF_BACK );
> 
>   int exit_flag = 0;
>   pfVec3 xyz = {2.0f, 0.0f, 1.5f};
>   pfVec3 hpr = {90.0f, 0.0f, 0.0f};
> 
>   while( exit_flag < 1000 ) {
>     exit_flag++;
> 
>     pfSync();
>     float xx = (float( getvaluator(MOUSEX) ) - 1280.0*0.5) / (1280.0*0.5);
> 
>     pfSetVec3( hpr, 90.0 - xx*hfov1, 0.0f, 0.0f );
>     pfChanView( middle, xyz, hpr );
> 
>     pfSetVec3( hpr, 90.0 - xx*hfov1 + 0.5*(hfov1 + hfov2), 0.0f, 0.0f );
>     pfChanView( left, xyz, hpr );
> 
>     pfSetVec3( hpr, 90.0 - xx*hfov1 - 0.5*(hfov1 + hfov2), 0.0f, 0.0f );
>     pfChanView( right, xyz, hpr );
> 
>     pfFrame();
>   }
>   pfExit();
>   
>   return 0;
> }
> 
> 
> static void
> OpenPipeline (pfPipe *p)
> {
>   foreground();
> 
>   prefposition(0, 1280, 0, 1024);
>   noborder();
>   winopen("IRIS Performer");
> 
>   pfInitGfx(p);
> 
>   pfApplyMtl(pfNewMtl( NULL ));
> 
>   pfEnable( PFEN_LIGHTING );
>   pfLightModel *lmodel = pfNewLModel( NULL );
>   pfLModelAmbient( lmodel, 0.4f, 0.4f, 0.4f );
>   pfApplyLModel( lmodel );
> 
>   pfTexEnv *tev = pfNewTEnv( 0 );
>   pfTEnvMode( tev, PFTE_MODULATE );
>   pfApplyTEnv( tev );
> 
> }
> 
> static void DrawChannel (pfChannel *channel, void *data)
> {
>   pfClearChan(channel);
>     
>   pfDraw();
> }
> 
> 
> 
> ------------------------------------------------------------------------
> Roy Ruddle, Principal Researcher | School of Psychology
> Tel: 01222 874523 (direct)       | University of Wales College of Cardiff
>      01222 874007 (messages)     | PO Box 901
> Fax: 01222 874858                | Cardiff CF1 3YG
> Email: Ruddle@CARDIFF.AC.UK      | UK
> 
> 
> 




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From: jrohlf@tubes (John Rohlf)
Message-Id: <199507051856.LAA11799@tubes.asd.sgi.com>
Subject: Re: Earth-Sky Model Problems
To: guest (Troy Stephen)
Date: Wed, 5 Jul 95 11:56:21 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <Pine.3.89.9506291218.A1006-0100000@krusty>; from "Troy Stephen" at Jun 29, 95 12:55 pm
X-Mailer: ELM [version 2.3 PL8]
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?)
> 
> 

	This is reasonable but too late for inclusion in 2.0. 
However, it is trival to call the above in your pfChannel
draw callback before calling pfClearChan(). 



From guest  Wed Jul  5 15:25:35 1995
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From: barham@gnarly.cs.nps.navy.mil (Paul T. Barham)
Message-Id: <199507052206.PAA07175@gnarly.cs.nps.navy.mil>
Subject: pfuInputHandler examples?
To: info-performer@sgi.sgi.com
Date: Wed, 5 Jul 1995 15:06:57 -0700 (PDT)
X-Mailer: ELM [version 2.4 PL22]
Content-Type: text
Content-Length: 797       
Status: O

Is anyone willing to post an example or two on how to use the
pfuInputHandler callback mechanism?  I specifically want to use
it with the exteneded keyboard functions on the keypad and with
a Spaceball.

Thanks if advance.

-- 

+--------------------------------------------------------------------+
+ Paul T. Barham                            Computer Specialist      +
+ Naval Postgraduate School                 Computer Graphics &      +
+ Computer Science, Code CS/Barham               Video Laboratory    +
+ Monterey, California 93943                barham@cs.nps.navy.mil   +
+ Spanagel Hall, Room 531B                  (408) 656-2253, fax 2814 +
+URL: http://www.cs.nps.navy.mil/people/support/barham/home_page.html+
+--------------------------------------------------------------------+


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Date: Wed, 5 Jul 95 15:55:53 PDT
From: croft@cod.nosc.mil (Bryan L. Croft)
Message-Id: <9507052255.AA05977@cod.nosc.mil>
To: info-performer@sgi.sgi.com
Cc: croft@cod.nosc.mil
Subject: Disappearing Text in 3D Environment
Status: O

-------
I have a disappearance problem with some text and a leader line that
is used to identify entities in the 3D environment.  It works fine except
in some cases where view point angle or proximity to the entity is changed.
The text and leader line disappears.  Yet if you move back to where it was
visible it will reappear.  

For the text I use the following call from the app.
 
pfNodeTravFunc(G_text, PFTRAV_DRAW, NULL, place_text3D);

and in the draw process the function is as follows

place_text3D(pfTraverser *, void *data)
  {
    pfPushState();
    pfBasicState();
        .
        . 
        .
    cmov(......);
        .
        .
        .
    pfPopState();
    return(PFTRAV_PRUNE);
  }

Any reason for loosing the text at given points, and what is the fix


      Bryan Croft
      NRAD, Code 44206
      e-mail croft@nosc.mil

 
-------



From guest  Wed Jul  5 14:18:22 1995
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From: "Tanio D. Klyce" <tanio@indy.ophth.lsumc.edu>
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unsubscribe



From guest  Wed Jul  5 19:58:11 1995
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From: blastarr@ix.netcom.com (Kent Miller)
Subject: Fwd: pfuInputHandler examples?
To: info-performer@sgi.sgi.com
Status: O

>Is anyone willing to post an example or two on how to use the
>pfuInputHandler callback mechanism?  I specifically want to use
>it with the exteneded keyboard functions on the keypad and with
>a Spaceball.

Sorry, all my code is at work, and they don't let us take mag media out 
of the facility. Here's how I went about integrating a Spaceball into 
my app:

- look at the code in /usr/src/Performer/src/lib/pfutil/input.[ch]
  It's pretty straightforward, and you'll feel better once you're
  familiar with it.

- queue the spaceball device events (see device.h for SB events)

- register your spaceball input handler with pfuAddInputHandler, and
  use the PFU_CATCH_UNKNOWN parameter so normal keyboard and mouse
  events get handled first.

- you can ignore the custom event struct that gets passed to your
  handler, since it's just used by CATCH_ALL to pass events back to
  the pfu calling routine.

- treat the dev and val args like normal GL events.

Keypad input is easier. Just queue the keys you're interested in, and 
the rest is just like the spaceball.




From guest  Thu Jul  6 04:00:19 1995
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From: Ravee <rsl@sds.po.my>
To: info-performer@sgi.sgi.com
Subject: Textures, objects and databases
X-Mailer: ScoMail 1.0
Date: Thu, 6 Jul 1995 13:10:30 +0800 (MAL)
Message-Id:  <9507061310.aa02547@sds.po.my>
Status: O

Hello techy friends

I am working out the feasibility and effort required to do the following in
Performer (using Multigen models) :-

a)	Create the effect of moving water (eg sea waves and water flow down
	a dam).  I suspect that calls may need to be made to progressively
	modify the u and v vectors for textured polygons.  Am I right?  If not,
	how would I go about doing this.

b)	Develop a simulation program with objects (eg many vehicles) moving
	about in pre-defined paths.  What kind of function calls do I need to
	use?

c)	Develop a program to interactively change colours and textures of
	polygons (eg change wall paper designs and colours for different
	walls in a house).  Again what would be the most appropriate approach
	and calls?

d)	This is the ambitious one.  What should I be considering if I am to
	write code to interface Performer applications to a remote relational
	database (eg INFORMIX), such that when I bump into an object during
	flythrough, the system would respond by, for example, identifying
	the object that was bumped into.  The sort of messages returned by the
	application should include responses to queries to a database.  Some 
	responses could include text or image data popping up in sub-windows.
	I was thinking along the lines of using something related to the 
	intersection traversal.

Cheers

 
_________________________________________________________________________

Raveentheran Suntheralingam, Technical Consultant
Sime Darby Systems, Wisma Sime Darby
Jalan Raja Laut, 50350 Kuala Lumpur, Malaysia
Tel : (03) 293-9322	Fax : (03) 293-9376
_________________________________________________________________________


From guest  Thu Jul  6 07:00:11 1995
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From: "Dietrich Opitz" <dio@sage.mpik-tueb.mpg.de>
Message-Id: <9507061532.ZM745@sage.mpik-tueb.mpg.de>
Date: Thu, 6 Jul 1995 15:32:21 +0000
In-Reply-To: Ravee <rsl@sds.po.my>
        "Textures, objects and databases" (Jul  6,  1:10pm)
References: <9507061310.aa02547@sds.po.my>
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, Ravee <rsl@sds.po.my>
Subject: Re: Textures, objects and databases
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Status: O

Hi,

Some thoughts about your questions.

a) To create the impression of a moving sea surface, one way to go is to
   move the mesh on which the seatexture is mapped locally up and down. But
   it is hard to find a movement pattern that looks realistic enough.
   The flow of water can also simulated by switching between two different
   waterfall-textures.

b) Define the path as a spline and let the DCS follow this spline.

c) There are several routines to pick and identify objects/polygons in
   performer.

d) External database access is slow, so you have to 'freeze' the user in
   the current state until the request is done. Seems to be unappropriate
   in a realtime simulation.
   The SQL-structures could be places in the userdata portion of a geoset,
   but you have to include all the interfacing to the remote computer
   application layer.

Maybe there are more ways to get it done, but performer is basically designed
for realtime animation

DiO


-- 
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-tueb.mpg.de


From guest  Thu Jul  6 11:08:42 1995
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From: "Daniel Jia" <xilin@cagiva.cambridge.com>
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Date: Thu, 6 Jul 1995 13:43:51 -0400
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To: info-performer@sgi.sgi.com
Subject: 3D texture with Performer ???
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Status: O

I am still relatively new to Performer.  As I learn it, I am wondering if it
would be possible to do 3D texture with Performer.  It seems unlikely to me as
function pfGSetAttr only takes token PFGS_TEXCOORD2 to set texture coordinates.
 We are coding with Performer 2.0 on reality engines.  Anyone experienced with
3D textures with Performer please direct me.  Any comments are apreciated.

Dan

-- 
Daniel Jia, Ph.D.
Cambridge Research Associates
1430 Spring Hill Road, Suite 200
McLean, VA 22102
Phone:	(703)790-0505
Fax:	(703)790-0370



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To: "Patrick Bouchaud" <galaad@graal.neu.sgi.com>
Cc: info-performer@sgi.sgi.com
Subject: Re: Callbacks 
In-Reply-To: Your message of "Thu, 06 Jul 95 16:09:15 MDT."
             <9507061609.ZM22339@graal.neu.sgi.com> 
Date: Thu, 06 Jul 95 10:46:13 -0700
From: Jim Helman <jimh@surreal>
Status: O

  
>  What I'd like to be told (but which doesn't seem to be the case !) is that the
>  pre/post-Cull-Callback() occure for each associated Node within the Cull
>  Process, out of which the node is in some way registered in a list for the
>  Drawing Process. Then, in the Drawing Process, each referenced node calls its
>  pre-draw-callback(), then draws itself,  then calls its post-draw-callback()

This is indeed the case.  The invocation of the "pre/postDrawCallback"
in the pseudo code should be interpreted as:

    if (combined CULL/DRAW && !sorting)
	    invoke DRAW callback now
    else
	    add DRAW callback to the pfDispList for later invocation

>  (the 2 last operations being conditioned by the flag returned by the
>  pre-draw-callback())

This is not the case.  The return value of the DRAW callback has no
effect.  Since there is no scene graph in the DRAW, PRUNE and TERM
would have little meaning.  The preferred way to enable and disable
rendering of portions of the scene graph is to use a pfSwitch or to
set the DRAW traversal mask on pfNodes.

rgds,

-jim helman

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



From guest  Thu Jul  6 07:32:50 1995
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From: "Patrick Bouchaud" <galaad@graal.neu.sgi.com>
Message-Id: <9507061609.ZM22339@graal.neu.sgi.com>
Date: Thu, 6 Jul 1995 16:09:15 -0600
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To: info-performer@sgi.sgi.com
Subject: Callbacks
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

ON THE ONE HAND, in the performer's FAQ it is said that the node's draw
callbacks are executed in the draw process - which is one frame delayed
relatively to the cull process.

ON THE OTHER HAND, in the pfTravNodeFunc() man page, the pseudo-code showing
the evaluation order of the callbacks shows the following order, assuming the
cullResult is PFIS_MAYBE :

preCullCallback->Cull->preDrawCallback->evaluateNodeAndItsChildren->postDrawCallback->postCullCallback
:

which seems to indicate that the postCullCallback is executed after all the
draw callbacks.

Shall I then assume that the postCullCallback is executed in the draw process ?

What I'd like to be told (but which doesn't seem to be the case !) is that the
pre/post-Cull-Callback() occure for each associated Node within the Cull
Process, out of which the node is in some way registered in a list for the
Drawing Process. Then, in the Drawing Process, each referenced node calls its
pre-draw-callback(), then draws itself, then calls its post-draw-callback()
(the 2 last operations being conditioned by the flag returned by the
pre-draw-callback()) : only then could i really customize my drawing !

Is there something I misunderstood ?


From guest  Thu Jul  6 16:11:05 1995
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From: rama@graphics.cis.upenn.edu
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Posted-Date: Thu, 6 Jul 1995 18:53:31 -0400
Message-Id: <199507062253.SAA04306@aladdin.cis.upenn.edu>
To: info-performer@sgi.sgi.com
Subject: reading depth map
Status: O



I am trying to create the shadow maps from the depth map.
My output didnt look right and so I have now traced my problem
to reading the zmap. For debugging purposes, I am trying to 
read the zmap after the scene has been drawn from the initial view
point and printing out the zmap values.

I am using the perfly setup, which has the
pfChanCullFunc and pfChanDrawFunc specified.

    pfChanCullFunc(chan, CullFunc);
    pfChanDrawFunc(chan, DrawFunc);

In the DrawFunc, I am doing the following :
void
DrawFunc(pfChannel *chan, void *data)
{

    int i,j;
    unsigned long smap[(SSIZE*SSIZE)];

    PreDraw(chan, data);        /* e.g. - clear the viewport */

    zbuffer(TRUE);
    blendfunction(BF_ONE,BF_ZERO);
    zfunction(ZF_LEQUAL);
    lsetdepth(0x0,0xffff);
    pfClear(PFCL_COLOR|PFCL_DEPTH,NULL);
    wmpack(0x0);
    pixmode(PM_ZDATA,1);
    readsource(SRC_ZBUFFER);

    pfDraw();                   /* Render the frame */

    lrectread((short)0,(short)0,(short)SSIZE-1,(short)SSIZE-1,smap);
    for(i=0;i<(SSIZE)/2;i++)
      printf("after:%x\n ",smap[i]);

    pixmode(PM_DATA,0);
    PostDraw(chan, data);       /* e.g. - draw HUD, read GL devices */
}

The values that get printed from smap are either only 0 or 10000000.

The other problem is that as I make different windows (other than
performer window) active by clicking the mouse there, the values 
toggle :

10000000 for performer window
0 for any other window

I am sure I am doing something very obviously wrong but just unable
to figure it out.  I would greatly appreciate any help I can get
about this.

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


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From: "Dave Sapone" <dave@degas.autometric.com>
Message-Id: <9507062040.ZM8956@degas.autometric.com>
Date: Thu, 6 Jul 1995 20:40:36 -0400
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: pfAttachDPool failure
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

My performer application is supported by many sub-applications which perform
various tasks.  They use pfDataPools to share data.  Some sub-apps can
attach to an existing dataPool and some cannot.

Each program calls pfInit() prior to doing dataPool stuff which is the same
exact function call.   basically (the usual):

    init ( )
    {
        if ( ! dataPool )
        {
            if ( ! ( dataPool = pfAttachDPool ( name ) ) )
            {
                if ( ! ( dataPool = pfNewDPool ( size, name ) ) )
                {
                    /*  error  */
                }
                else
                {
                    /*  allocate data region  */
                    ptr = (void *) pfDPoolAlloc ( dataPool, size, ID );
                }
            }
            else
            {
                ptr = (void *) pfDPoolFind ( dataPool, ID );
            }
        }
    }

No one calls pfReleaseDPool().

The first app to call the init() function creates the dataPool.  Some apps can
attach to it and some fail at pfAttachDPool().

Does anyone have a clue ?

Thanks loads.




-- 
-----------------------------------------------------------------------------
                      dave sapone // dave@autometric.com
-----------------------------------------------------------------------------


From guest  Thu Jul  6 18:46:36 1995
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Message-Id: <9507070129.AA238075@ns.trl.ibm.com>
To: "Daniel Jia" <xilin@cagiva.cambridge.com>
Cc: info-performer@sgi.sgi.com
Subject: Re: 3D texture with Performer ??? 
In-Reply-To: Your message of "Thu, 06 Jul 1995 13:43:51 -0400."
             <9507061343.ZM4331@cagiva> 
Mime-Version: 1.0
Content-Type: text/plain; charset=US-ASCII
Date: Fri, 07 Jul 1995 10:29:07 +0900
From: Ryutarou OHBUCHI <ohbuchi@trl.ibm.co.jp>
Status: O


We have done 3D texture with Performer. We used draw callbacks to
use GL.  (Don't ask for the code, for it was a contract job.)

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


From guest  Thu Jul  6 19:29:00 1995
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To: "Dave Sapone" <dave@degas.autometric.com>
Cc: info-performer@sgi.sgi.com
Subject: Re: pfAttachDPool failure 
In-Reply-To: Your message of "Thu, 06 Jul 95 20:40:36 EDT."
             <9507062040.ZM8956@degas.autometric.com> 
Date: Thu, 06 Jul 95 19:07:51 -0700
From: Jim Helman <jimh@surreal>
Status: O

This comes up quite frequently.   To recap:

A characteristic of both usinit and pfDataPools is that the address at
which the usinit arena is mapped must be the same in both processes.
This means that if the attaching process has already allocated space,
e.g. from the heap, that conflicts with the usinit arena as mapped by
the creating process, usinit will fail in the attaching process.

The solution (which is built into 2.0) is to use usconfig to specify
a suitable ATTACH_ADDR before calling usinit or pfNewDPool.

rgds,

-jim helman

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

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

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

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

   rgds,

   -jim helman

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




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From: rama@graphics.cis.upenn.edu
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Posted-Date: Fri, 7 Jul 1995 08:31:59 -0400
Message-Id: <199507071231.IAA07864@aladdin.cis.upenn.edu>
To: info-performer@sgi.sgi.com
Subject: depth map
Status: O


Hi,

I had sent this mail earlier. But I got back an error message
about it not being delivered. Hence I am resending this.
I would appreciate all the help I can get about it


I am trying to create the shadow maps from the depth map.
My output didnt look right and so I have now traced my problem
to reading the zmap. For debugging purposes, I am trying to 
read the zmap after the scene has been drawn from the initial view
point and printing out the zmap values.

I am using the perfly setup, which has the
pfChanCullFunc and pfChanDrawFunc specified.

    pfChanCullFunc(chan, CullFunc);
    pfChanDrawFunc(chan, DrawFunc);

In the DrawFunc, I am doing the following :
void
DrawFunc(pfChannel *chan, void *data)
{

    int i,j;
    unsigned long smap[(SSIZE*SSIZE)];

    PreDraw(chan, data);        /* e.g. - clear the viewport */

    zbuffer(TRUE);
    blendfunction(BF_ONE,BF_ZERO);
    zfunction(ZF_LEQUAL);
    lsetdepth(0x0,0xffff);
    pfClear(PFCL_COLOR|PFCL_DEPTH,NULL);
    wmpack(0x0);
    pixmode(PM_ZDATA,1);
    readsource(SRC_ZBUFFER);

    pfDraw();                   /* Render the frame */

    lrectread((short)0,(short)0,(short)SSIZE-1,(short)SSIZE-1,smap);
    for(i=0;i<(SSIZE)/2;i++)
      printf("after:%x\n ",smap[i]);

    pixmode(PM_DATA,0);
    PostDraw(chan, data);       /* e.g. - draw HUD, read GL devices */
}

The values that get printed from smap are either only 0 or 10000000.

The other problem is that as I make different windows (other than
performer window) active by clicking the mouse there, the values 
toggle :

10000000 for performer window
0 for any other window

I am sure I am doing something very obviously wrong but just unable
to figure it out.  I would greatly appreciate any help I can get
about this.

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


From guest  Fri Jul  7 09:53:01 1995
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From: "Jose Carlos Andre" <jca@richelieau.inesc.pt>
Message-Id: <9507071747.ZM22446@richelieau.inesc.pt>
Date: Fri, 7 Jul 1995 17:47:35 -0600
In-Reply-To: Sam De Backer <sdbacker@luc.ac.be>
        "Re: Stereo View" (Jul  3,  4:37pm)
References: <Pine.3.89.9507031631.B18301-0100000@alpha>
X-Mailer: Z-Mail (3.1.0 22feb94 MediaMail)
To: Sam De Backer <sdbacker@luc.ac.be>
Subject: Re: Stereo View
Cc: info-performer@sgi.sgi.com
Content-Type: text/plain; charset=us-ascii
Mime-Version: 1.0
Status: O

On Jul 3,  4:37pm, Sam De Backer wrote:
> Subject: Re: Stereo View

> Ftp at sgigate.sgi.com:~ftp/pub/Performer/src/sfly.tar.Z
> for a modified perfly that does stereo in a window!

>-- End of excerpt from Sam De Backer

I've picked up sfly on sgigate but when I try to run it
the screen becames black and nothing happens.

Must I give any options ?

Thank's in advance,



-- 
Jose' Carlos Andre'                            jca@phortos.inesc.pt
INESC - Centro Multimedia, AudioVisuais     http://phortos.inesc.pt



From guest  Mon Jul 10 05:53:39 1995
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Date: Mon, 10 Jul 95 14:37 MET DST
From: matomira@lig.di.epfl.ch (Fernando D. Mato Mira)
To: info-performer@sgi.sgi.com
Subject: pfQueryHit
Reply-To: matomira@epfl.ch
Status: O


It would be nice if there were queries returning the
texture coordinates of the intersection point / intersected triangle
vertexes.

Fernando D. Mato Mira			 http://ligwww.epfl.ch/matomira.html
Computer Graphics Lab                         	
Swiss Federal Institute of Technology (EPFL)  Phone    : +41 (21) 693 - 5248
CH-1015 Lausanne			      FAX      : +41 (21) 693 - 5328
Switzerland				      E-mail   : matomira@di.epfl.ch
                                           

"The limits of my language mean the limits of my world" -Ludwig Wittgenstein


From guest  Mon Jul 10 08:54:27 1995
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From: "Kowsik Guruswamy" <kowsik@buggy.coryphaeus.com>
Message-Id: <9507100827.ZM8111@buggy.coryphaeus.com>
Date: Mon, 10 Jul 1995 08:27:39 -0700
In-Reply-To: matomira@lig.di.epfl.ch (Fernando D. Mato Mira)
        "pfQueryHit" (Jul 10,  1:37pm)
References: <m0sVI5V-0000KFC@ligsg10.epfl.ch>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: matomira@epfl.ch, info-performer@sgi.sgi.com
Subject: Re: pfQueryHit
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jul 10,  1:37pm, Fernando D. Mato Mira wrote:
> Subject: pfQueryHit
>
> It would be nice if there were queries returning the
> texture coordinates of the intersection point / intersected triangle
> vertexes.
>
> Fernando D. Mato Mira			 http://ligwww.epfl.ch/matomira.html

pfQueryHit returns a whole bunch of stuff, which could be used to find out the
texture coordinates of the triangle.

The ones that you might consider using are

PFQHIT_GSET - pointer to intersected pfGeoSet
PFQHIT_PRIM - index of primitive in pfGeoSet

Then based on the attribute binding for PFGS_TEXCOORD2, you could get the
information that you need.

K.



-- 
kowsik@coryphaeus.com



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Date: Tue, 11 Jul 1995 01:40:40 +0900
To: info-performer@sgi.sgi.com
From: kawai@square.co.jp (Hiroshi Kawai)
Subject: Questions regarding Performer 1.2
Mime-Version: 1.0
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Status: O


Hello,

I am not a subscriber to this mailing list, but I do have some questions
which I was hoping I might get help on.

To begin, I am using Performer 1.2 on an Onyx VTX running IRIX 5.3.  My
first question involves setting a light's diffuse properties.  Under
OpenGL, one has the ability to set a light's diffuse attributes using the
glLight*() functions.  However, there does not seem to be an equivalent
among the pfLight*() routines.  I have read the Japanese version of the
Performer Programming Guide, but still I cannot find an appropriate
function.  It seems that the pfLightColor() routine performs this
functionality, but is this correct?

Secondly, I am a bit confused about the relationship between a LightModel
object and a Light.  My understanding is that a LightModel incorporates
global hardware parameters for lighting and that a Light is a manifestation
of such with the addition of other parameters, for example, position or
direction.  So, in a Performer application, all instantiated Lights will
use the hardware lighting parameters set by the most recent pfLightModel()
routine.  My question is, is my interpretation of the relationship between
LightModels and Lights correct?  Also, is there a way to specify several
different LightModels and associate them to different individual Lights?

Finally, I was wondering if I might get information on how to obtain source
code which includes detailed examples of using the lighting routines.  I
have tried in vain to set an object's diffuse attributes successfully by
modifying and extending sample code provided with the Programming Guide. 
Therefore, I was hoping I may be able to get an example of Performer code
involving extensive use of the lighting routines.  Any information would be
greatly appreciated.

                                                Thanks in advance,

                                                Hiroshi Kawai


-----
Hiroshi Kawai
Square Co., Ltd.
Programmer



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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9507101116.ZM19433@bitch.reading.sgi.com>
Date: Mon, 10 Jul 1995 11:16:34 -0600
In-Reply-To: Ravee <rsl@sds.po.my>
        "Textures, objects and databases" (Jul  6,  1:10pm)
References: <9507061310.aa02547@sds.po.my>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Ravee <rsl@sds.po.my>
Subject: Re: Textures, objects and databases
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

>
> I am working out the feasibility and effort required to do the following in
> Performer (using Multigen models) :-
>
> a)	Create the effect of moving water (eg sea waves and water flow down
> 	a dam).  I suspect that calls may need to be made to progressively
> 	modify the u and v vectors for textured polygons.  Am I right?  If not,
> 	how would I go about doing this.

This would work, but you could also create three or more versions of the
model and add them below a pfSequence. If you model your river with s
coordinates across the river and t coordinates downstream then all you have
to do is scroll your texture vertically either using coordinates or different
textures (perhaps applied via a pfSequence).

>
> b)	Develop a simulation program with objects (eg many vehicles) moving
> 	about in pre-defined paths.  What kind of function calls do I need to
> 	use?

You'd add each object below a pfDCS and then update the 4x4 matrix information
held in the DCS, you do this in the application so no matter how you are
forking this appears single threaded from a programming point of view. Try man
pfMatrix to see lots of helpfull functions.

>
> c)	Develop a program to interactively change colours and textures of
> 	polygons (eg change wall paper designs and colours for different
> 	walls in a house).  Again what would be the most appropriate approach
> 	and calls?

You can change and override this kind of thing using draw callbacks for a
specific object, or modify the scene graph to accomplish the desired effect.

>
> d)	This is the ambitious one.  What should I be considering if I am to
> 	write code to interface Performer applications to a remote relational
> 	database (eg INFORMIX), such that when I bump into an object during
> 	flythrough, the system would respond by, for example, identifying
> 	the object that was bumped into.  The sort of messages returned by the
> 	application should include responses to queries to a database.  Some
> 	responses could include text or image data popping up in sub-windows.
> 	I was thinking along the lines of using something related to the
> 	intersection traversal.

Each performer node has a user data field which could be used to hold
some database information, you'd probably then want to pass this information
via shared memory or pipe to another process which would use this as a handle
on the database information. As for the collision detection using intersection,
this has been done before and there are examples with Performer.

>
> Cheers

Hope this helps.

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


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Date: Tue, 11 Jul 1995 09:42:58 +1000
From: chaos@renoir.sait.samsung.co.kr (Cho Tae Hee)
Message-Id: <199507102342.JAA10292@renoir.sait.samsung.co.kr>
To: info-performer@sgi.sgi.com
Subject: GL vs. Performer
Status: O

Hi

I'm a novice in Performer and have a question. In making an object 

using Performer, making pfGeode and inserting it into DB is 

faster than directly using GL functions in draw callbacks?

or,... it depends?

Sorry for my short English and Thanks in advance...

				chaos@venus.sait.samsung.co.kr


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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9507110903.ZM2467@barney.reading.sgi.com>
Date: Tue, 11 Jul 1995 09:03:27 +0100
In-Reply-To: chaos@renoir.sait.samsung.co.kr (Cho Tae Hee)
        "GL vs. Performer" (Jul 11,  9:42am)
References: <199507102342.JAA10292@renoir.sait.samsung.co.kr>
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To: chaos@renoir.sait.samsung.co.kr (Cho Tae Hee), info-performer@sgi.sgi.com
Subject: Re: GL vs. Performer
Mime-Version: 1.0
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Status: O

On Jul 11,  9:42am, Cho Tae Hee wrote:
> Subject: GL vs. Performer
> Hi
>
> I'm a novice in Performer and have a question. In making an object
>
> using Performer, making pfGeode and inserting it into DB is
>
> faster than directly using GL functions in draw callbacks?
>
> or,... it depends?
>
> Sorry for my short English and Thanks in advance...
>
> 				chaos@venus.sait.samsung.co.kr
>-- End of excerpt from Cho Tae Hee

I don't know the definitive answer to this - you could try some benchmarks with
a simple case, but then this may be misleading as Performer optimisation may
only show a big perfomance gain when the geometry gets complicated. I'm sure
the Performer team can give you more info. but personally I would think that in
the long term you would benefit by using pfGeodes - 'nicer' code, Performer
optimises for the hardware you are on, you get the benefits of culling or
flattening geometry and the notion of a bounding volume of a pfGeode all of
which may be tricky if you are just using GL.
I'm sure you will get other responses for this.

Cheers
Rob

-- 
________________________________________________________________
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,



From guest  Tue Jul 11 07:35:23 1995
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From: rama@graphics.cis.upenn.edu
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To: "Rob Jenkins" <robj@barney.reading.sgi.com>
Subject: Re: depth map
Cc: info-performer@sgi.sgi.com
References: <199507071231.IAA07864@aladdin.cis.upenn.edu>
Status: O


This is a question relating to my previous posting on depth map.
After a lot of debugging, I think I have finally isolated the problem.
But could somebody please let me know how to overcome it?

The problem I am having is that I am not able to read the zbuffer 
correctly.  I am using the perfly program as my base. All that I am 
trying to do is to read the zbuffer after the scene has been drawn 
on the screen.  I found that my problem relates to the EarthSky Model.

1) If I set the earthsky mode to PFES_SKY_GRND (as it is set in perfly),
   I have no problems. The zbuffer is read correctly.

2) If I set the earthsky mode to PFES_FAST, then the zbuffer just has
   one constant value, ff00000, which is obviously wrong.

3) I do not want to use a earth sky model in my application. But, if
   I do not create a earthsky model, the zbuffer again reads only one
   constant value.

I tried to see the differences using gldebug, but was not very 
successful.  So I would greatly appreciate it if somebody could 
explain to me as to what is going on and help me overcome my problem

I use the following code to read the depth map:

PreDraw(chan, data);	/* e.g. - clear the viewport */

drawmode(NORMALDRAW);
multisample(FALSE);
zclear();
zbuffer(TRUE);
zfunction(ZF_ALWAYS);
pixmode(PM_ZDATA,1);
readsource(SRC_ZBUFFER);

pfDraw();			/* Render the frame */

pixmode(PM_ZDATA,1);        /* to ensure that pfDraw hasnt messed it */
readsource(SRC_ZBUFFER);   /*  "  " " */

lrectread((short)xorg,(short)yorg,(short)xorg+xsize,(short)yorg+ysize,smap);
PostDraw(chan,data);

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


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Date: Tue, 11 Jul 1995 10:57:07 -0400
From: Tanner Lovelace <LOVELACE@dcscorp.com>
To: info-performer@sgi.sgi.com
Subject:  Intersections with Performer
Status: O

Greetings,

I'm trying to use performer's intersection routines to test for
obstacles in front of a vehicle.  Unfortunately, I don't think
I entirely understand performer's approach to intersections.
Basically, given some base coordinate, I want to test for
intersections straight ahead, and to either side at a 40 degree
angle.  I want to limit the test to about 100 meters in front of 
the vehicle (it's not necessary to go out any further).
What follows is the code I have to do this.  Unfortunately,
it doesn't seem to work.  I'm sure I'm just overlooking something
obvious, and if anyone has any suggestions, I would be appreciative.
Thanks in advance.

Tanner Lovelace
DCS Corporation
Alexandria, VA

---------------------------------------------------------------------------
obstacle_scan_results_type is defined as a struct composed of 
three floats (left, middle, right).  Ignore the fact that
base_coord doesn't actually get set in this function.
otw_scene is the entire scene graph.
---------------------------------------------------------------------------

short scan_for_obstacles(obstacle_scan_results_type&
obstacle_scan_results,
                          pfScene *otw_scene)
{
  static pfCoord   base_coord;
  static pfSegSet  seg_set;
  static pfHit     **hits[3];
 
  // Setup obstacle scan results to be a *very* big number to begin with.
  // That way if we don't intersect, we'll just return the equivalent of
  // infinity (float max).
  obstacle_scan_results.left   = FLT_MAX;  // defined in limits.h
  obstacle_scan_results.middle = FLT_MAX;  // defined in limits.h
  obstacle_scan_results.right  = FLT_MAX;  // defined in limits.h
 
  // Copy the base coordinate to our segments.  This will form three
  // vectors starting at the same place and pointing to the same direction.
  memcpy(&seg_set.segs[0].pos, &base_coord.xyz, sizeof(pfVec3));
  memcpy(&seg_set.segs[0].dir, &base_coord.hpr, sizeof(pfVec3));
 
  memcpy(&seg_set.segs[1].pos, &base_coord.xyz, sizeof(pfVec3));
  memcpy(&seg_set.segs[1].dir, &base_coord.hpr, sizeof(pfVec3));
 
  memcpy(&seg_set.segs[2].pos, &base_coord.xyz, sizeof(pfVec3));
  memcpy(&seg_set.segs[2].dir, &base_coord.hpr, sizeof(pfVec3));

  // Now, lets point two of the vectors to either side.
  seg_set.segs[1].dir[0] = base_coord.hpr[0] - 40.0;  // 40 degs ccw
  seg_set.segs[2].dir[0] = base_coord.hpr[0] + 40.0;  // 40 degs cw
 
  // Setup length of our rays to intersect with.
  seg_set.segs[0].length = 100; //  100 meters
  seg_set.segs[1].length = 100; //  100 meters
  seg_set.segs[2].length = 100; //  100 meters
 
  // Set up segment to be tested against geometry
  seg_set.mode       = PFTRAV_IS_PRIM | PFTRAV_IS_CULL_BACK;
  seg_set.userData   = 0;
  seg_set.activeMask = 0x7; // bit vector specifying which segs to use
  seg_set.isectMask  = PFUCOLLIDE_MASK;
  seg_set.bound      = 0;
  seg_set.discFunc   = 0;
 
  if (pfSegsIsectNode(otw_scene, &seg_set, hits))
    {
    // Clip segment for next intersection test.
    pfQueryHit(hits[0][0], PFQHIT_SEG, &seg_set.segs[0]);
 
    // Set obstacle_scan_results to length
    obstacle_scan_results.middle = seg_set.segs[0].length;
 
    // Clip segment for next intersection test.
    pfQueryHit(hits[1][0], PFQHIT_SEG, &seg_set.segs[1]);
 
    // Set obstacle_scan_results to length
    obstacle_scan_results.left = seg_set.segs[1].length;
 
    // Clip segment for next intersection test.
    pfQueryHit(hits[2][0], PFQHIT_SEG, &seg_set.segs[2]);
 
    // Set obstacle_scan_results to length
    obstacle_scan_results.right = seg_set.segs[2].length;

    }
  else
    {
    cout << "No collison detected!" << endl;
    }
  return 1;
}




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


Hi,

Can someone reccomend the names of some joystick vendors to use with a
Performer based flight simulation?

Thanks,

Bruce McQueary
bmcquear@harris.com
(407)984-6813


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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9507111656.ZM3566@barney.reading.sgi.com>
Date: Tue, 11 Jul 1995 16:56:42 +0100
In-Reply-To: Tanner Lovelace <LOVELACE@dcscorp.com>
        "Intersections with Performer" (Jul 11, 10:57am)
References: <s002591b.052@dcscorp.com>
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Tanner

I haven't had a chance to look through you code yet - I'll try to later.
Meanwhile aatched is intersect.c which I think Allan Schaffer wrote. If you
haven't seen this already then have alook - you may spot something yourself.
Let me know how you get on.

Cheers
Rob

-- 
________________________________________________________________
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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/* ////////////////////////////////////////////////////////////////////// */
/*                                                                        */
/* callbacks.c   - Intersection testing sample with callbacks             */
/* Requires IRIS Performer 1.2                                            */
/*                                                                        */ 
/* Available Fia anonymous FTP at ftp.sgi.com                             */
/* in the directory ~ftp/support/Pipeline                                 */
/*                                                                        */
/* To compile:                                                            */
/* cc -o callbacks callbacks.c -O2 -fullwarn -I/usr/include/Performer     */
/*    -L/usr/src/Performer/lib -lpfutil -lpf -lpr -lmpc -limage -lgl_s    */
/*    -lm -lfpe -lC                                                       */
/*                                                                        */
/* To toggle the Statistics display, press the F1 or G keys.              */
/* To toggle wireframe mode, press the W key.                             */
/* To toggle texturing, press the T key.                                  */
/* To exit, press ESC.                                                    */
/*                                                                        */
/* ////////////////////////////////////////////////////////////////////// */

#include <stdio.h>
#include <math.h>
#include <gl/gl.h>
#include <gl/device.h>
#include <Performer/pf.h>
#include <Performer/pr.h>
#include <fmclient.h>

typedef struct SharedData
{
        int exitFlag;
        int showStats;
        float   yval;
        float   zval;
} SharedData;

typedef struct PassData
{
        float x,y,z;
} PassData;

typedef struct NodeData
{
        float   offset;
} NodeData;

static void CullChannel (pfChannel *chan, void *data);
static void DrawChannel (pfChannel *chan, void *data);
static void OpenPipeline (pfPipe *p);
static long PreCullCallback (pfTraverser *trav, void *data);
static long PreDrawCallback (pfTraverser *trav, void *data);
static long PostDrawCallback (pfTraverser *trav, void *data);

SharedData      *shared;

static pfVec3  scoords[] ={     { -1.0f, -1.0f, 1.0f }, 
                                {  1.0f, -1.0f, 1.0f },
                                {  1.0f,  1.0f, 1.0f }, 
                                { -1.0f,  1.0f, 1.0f },
                                { -2.0f, -2.0f, 0.0f }, 
                                {  2.0f, -2.0f, 0.0f },
                                {  2.0f,  2.0f, 0.0f }, 
                                { -2.0f,  2.0f, 0.0f }};

static ushort  svindex[] ={     0, 1, 2, 3, 
                                0, 3, 7, 4,
                                4, 7, 6, 5, 
                                1, 5, 6, 2,
                                3, 2, 6, 7, 
                                0, 4, 5, 1};

static pfVec4  scolors[] ={     {1.0f, 0.0f, 0.0f, 0.5f},
                                {0.0f, 1.0f, 0.0f, 0.5f},
                                {0.0f, 0.0f, 1.0f, 0.5f},
                                {1.0f, 1.0f, 1.0f, 0.5f}};

static ushort  scindex[] ={     0, 1, 2, 3,
                                0, 1, 2, 3,
                                0, 1, 2, 3,
                                0, 1, 2, 3,
                                0, 1, 2, 3,
                                0, 1, 2, 3};

/* ////////////////////////////////////////////////////////////////////// */

void main()
{
        pfPipe          *pipe;
        pfChannel       *chan;
        pfScene         *scene;
        pfEarthSky      *eSky;
        pfGroup         *root;
        pfGeoSet        *gset;
        pfSCS           *scs[10];
        pfGeode         *geode;
        pfMatrix        mat;
        pfCoord         view;
        pfSegSet        segset;
        PassData        *passdata;
        int             loop;


        printf("To toggle the Statistics display, press the F1 or G keys.\n");
        printf("To toggle wireframe mode, press the W key.\n");
        printf("To toggle texturing, press the T key.\n");
        printf("To exit, press ESC.\n");

        /* Initialize Performer */
        pfInit();

        /* Use default multiprocessing mode based on number of processors. */
        pfMultiprocess (PFMP_DEFAULT);

        /* Malloc storage in shared memory region for shared data   */
        shared = (SharedData *) pfMalloc(sizeof(SharedData),pfGetSharedArena());

        /* Configure multiprocessing mode and start parallel processes */
        pfConfig();

        shared->exitFlag = 0; 
        shared->showStats = 0;

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

        pfFrameRate(30.0f);

        /* Create & configure channel */
        chan = pfNewChan(pipe);
        pfChanCullFunc (chan, CullChannel);
        pfChanDrawFunc (chan, DrawChannel);
        pfChanNearFar (chan, 0.1f, 10000.0f);
        pfChanFOV (chan, 45.0f, -1.0f);
        passdata = pfAllocChanData (chan, sizeof(PassData));

        /* Add an earth/sky effect */
        eSky = pfNewESky();
        pfESkyMode(eSky, PFES_BUFFER_CLEAR, PFES_SKY_GRND);
        pfESkyAttr(eSky, PFES_GRND_HT, -0.1f);
        pfESkyColor(eSky, PFES_SKY_TOP, 1.0f, 1.0f, 1.0f, 1.0f);
        pfESkyColor(eSky, PFES_SKY_BOT, 0.0f, 0.0f, 0.0f, 1.0f);
        pfESkyColor(eSky, PFES_HORIZ, 0.0f, 0.0f, 0.0f, 1.0f);
        pfESkyColor(eSky, PFES_GRND_FAR, 0.3f, 0.1f, 0.0f, 1.0f);
        pfESkyColor(eSky, PFES_GRND_NEAR, 0.5f, 0.3f, 0.1f, 1.0f);
        pfChanESky(chan, eSky);

        /* ////////////////////////////////////////////////////////////// */
        /* Create pfScene node, attach it to channel */
        scene = pfNewScene();
        pfChanScene (chan, scene);

        /* Create group node to hold SCS's; attach it to scene */
        root = pfNewGroup();
        pfAddChild (scene, root);

        /* Create 10 SCS nodes, spaced equally apart.  Make each one
           a child of 'root', and make 'geode' a child of each SCS    */
        geode = pfNewGeode();
        for (loop=0; loop < 10; loop++)
        {
                NodeData *nodedata = pfMalloc (sizeof(NodeData), 
                        pfGetSharedArena());
                nodedata->offset = (float) loop * 10.0f + 10.0f;
                pfMakeTransMat (mat, 0.0f, (float) loop * 10.0f + 10.0f, 0.0f);
                scs[loop] = pfNewSCS (mat);
                pfAddChild (scs[loop], geode);
                pfAddChild (root, scs[loop]);

                /* set up SCS's (and their children) for intersections */
                pfNodeTravMask (scs[loop], PFTRAV_ISECT, 1, 
                        PFTRAV_SELF, PF_SET);

                /* Add a CULL traversal callback to each SCS */
                pfNodeTravFuncs (scs[loop], PFTRAV_CULL, PreCullCallback, 
                        NULL);
                pfUserData (scs[loop], nodedata);

                pfNodeTravFuncs (scs[loop], PFTRAV_DRAW, 
                        PreDrawCallback, PostDrawCallback);
        }

        /* Create a GeoSet to hold the ramp geometry */
        gset = pfNewGSet (pfGetSharedArena());
        pfGSetAttr (gset, PFGS_COORD3, PFGS_PER_VERTEX, scoords, svindex);
        pfGSetAttr (gset, PFGS_COLOR4, PFGS_PER_VERTEX, scolors,scindex);
        pfGSetPrimType (gset, PFGS_QUADS);
        pfGSetNumPrims (gset, 6);

        /* attach it to the parent geode */
        pfAddGSet (geode, gset);

        /* ////////////////////////////////////////////////////////////// */
        /* set initial view position */
        shared->yval=0.0f;
        shared->zval=0.5f;

        /* set up intersection segment, pointing down 
           for "terrain" following */
        segset.activeMask = 1;
        segset.isectMask = 0xFFFF;
        segset.mode = PFTRAV_IS_PRIM|PFTRAV_IS_NORM|PFTRAV_IS_CULL_BACK;
        pfSetVec3(segset.segs[0].dir, 0.0f, 0.0f, -1.0f);
        segset.segs[0].length = 50000.0f;

        /* ////////////////////////////////////////////////////////////// */
        /* main loop */
        while (!shared->exitFlag)
        {
                pfHit     **hits[100];
                long      isect;

                pfSetVec3(view.xyz, 0.0f, shared->yval, shared->zval);
                pfSetVec3(view.hpr, 0.0f, -5.0f, 0.0f);

                passdata->x = 0.0f;
                passdata->y = shared->yval;
                passdata->z = shared->zval;

                pfChanView (chan, view.xyz, view.hpr);
                pfPassChanData (chan);
                pfFrame();

                /* increment view position; if too far, reset */
                shared->yval += 0.1f;
                if (shared->yval > 110.0f) shared->yval = 0.0f;

                /* update location of intersection segment */
                pfSetVec3(segset.segs[0].pos, 0.0f, shared->yval,shared->zval);

                /* do an intersection test against the scene graph */
                isect = pfSegsIsectNode(root, &segset, hits);

                /* if successful, set our height to that of
                   the point of contact, plus a small offset  */
                if (isect)
                {
                        pfVec3 pnt;
                        pfQueryHit (*hits[0], PFQHIT_POINT, &pnt);
                        shared->zval = pnt[PF_Z] + 0.5;
                }
        }
        pfExit();
}


/* ////////////////////////////////////////////////////////////////////// */
/* Pipe Initialization Callback to open and configure 
 * GL window, and set up GL event handling */

static void OpenPipeline (pfPipe *p)
{
        pfTexture *tex;

        foreground();
	prefposition(300, 700, 300, 700); 
        winopen ("Terrain");
	winconstraints();
        pfInitGfx(p);

        qdevice (ESCKEY);
        qdevice (F1KEY);
        qdevice (GKEY);
        qdevice (TKEY);
        qdevice (WKEY);

        tex = pfNewTex (pfGetSharedArena());
        pfFilePath ("/usr/demos/data/textures");
        pfLoadTexFile (tex, "cafe.rgb");
        pfApplyTex (tex);
        pfApplyTEnv (pfNewTEnv (pfGetSharedArena()));
        if (pfGetEnable (PFEN_TEXTURE)) pfEnable (PFEN_TEXTURE);
}

/* ////////////////////////////////////////////////////////////////////// */
static long PreDrawCallback (pfTraverser *trav, void *data)
{
        if (!pfGetEnable(PFEN_TEXTURE)) return 0;

        texgen(TX_S, TG_SPHEREMAP, 0);
        texgen(TX_T, TG_SPHEREMAP, 0);
        texgen(TX_S, TG_ON, NULL);
        texgen(TX_T, TG_ON, NULL);

        return 0;
}

/* ////////////////////////////////////////////////////////////////////// */
static long PostDrawCallback (pfTraverser *trav, void *data)
{
        if (!pfGetEnable(PFEN_TEXTURE)) return 0;

        texgen(TX_S, TG_OFF, NULL);
        texgen(TX_T, TG_OFF, NULL);

        return 0;
}

/* ////////////////////////////////////////////////////////////////////// */
static long PreCullCallback (pfTraverser *trav, void *data)
{
        PassData *pass = pfGetChanData (pfGetTravChan(trav));
        NodeData *nodedata = pfGetUserData(pfGetTravNode(trav));

        if (pfGetCullResult() & PFIS_FALSE) return PFTRAV_PRUNE; 

        if ((pass->z < 1.0) && (pass->y < nodedata->offset-10.0f))
                return PFTRAV_PRUNE;

        return PFTRAV_CONT;
}


/* /////////////////////////////////////////////////////////////////////// */
/* Cull Process Callback to cull the channel.  Custom traversal would be   */
/* done here..                                                             */

static void CullChannel (pfChannel *chan, void *data)
{
        pfCull();
}

/* /////////////////////////////////////////////////////////////////////// */
/* Draw Process Callback to draw the channel and handle GL events */

static void DrawChannel (pfChannel *chan, void *data)
{
        static pfMatrix tempmat;
        short dev,val;
        char string[40];
        PassData *pass = (PassData*) data;
        
        /* clear and draw the channel */
        pfClearChan (chan);
        pfDraw();

        if (shared->showStats) pfDrawChanStats(chan);

        zfunction (ZF_ALWAYS);  /* HUD always drawn */
        zwritemask (0x0);

        pfPushState();
        pfBasicState();
        ortho2 (-0.5, 10.0, -0.5, 10.0);
        pfPushIdentMatrix();
                cpack(0x000000);
                cmov2 (0.0, 0.0);
                sprintf(string, "x = %2.2f    y = %2.2f    z = %2.2f", 
                        pass->x, pass->y, pass->z);
                charstr (string);
        pfPopMatrix();
        pfPopState();
        zfunction (ZF_LEQUAL);  /* the default */
        zwritemask (0xffffffff);

        while (qtest()) 
        {
                dev = qread(&val);
                if (val) switch (dev)
                {
                        case ESCKEY:
                                shared->exitFlag=1;
                                break;
                        case F1KEY:
                        case GKEY:
                                shared->showStats = !shared->showStats;
                                break;
                        case TKEY:
                                if (pfGetEnable(PFEN_TEXTURE)) 
                                        pfDisable (PFEN_TEXTURE);
                                else pfEnable (PFEN_TEXTURE);
                                break;
                        case WKEY:
                                if (pfGetEnable(PFEN_WIREFRAME)) 
                                        pfDisable (PFEN_WIREFRAME);
                                else pfEnable (PFEN_WIREFRAME);
                                break;
                }
        }

}

/* /////////////////////////////////////////////////////////////////////// */


--PART-BOUNDARY=.19507111656.ZM3566.reading.sgi.com--



From guest  Tue Jul 11 01:33:08 1995
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	 id KAA20145; Tue, 11 Jul 1995 10:28:44 +0200
From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9507111028.ZM20143@bitch.reading.sgi.com>
Date: Tue, 11 Jul 1995 10:28:44 -0600
In-Reply-To: chaos@renoir.sait.samsung.co.kr (Cho Tae Hee)
        "GL vs. Performer" (Jul 11,  9:42am)
References: <199507102342.JAA10292@renoir.sait.samsung.co.kr>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: chaos@renoir.sait.samsung.co.kr (Cho Tae Hee)
Subject: Re: GL vs. Performer
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

> Hi
>
> I'm a novice in Performer and have a question. In making an object
>
> using Performer, making pfGeode and inserting it into DB is
>
> faster than directly using GL functions in draw callbacks?
>
> or,... it depends?
>
> Sorry for my short English and Thanks in advance...

The idea is that performer gives you good performance for a given geometry
description. There are some exceptions such as drawing a cylinder where
you could shave off every other surface normal in GL and you don't have
that flexibility in Performer.

Performer will also try to reduce texture binds and material binds but
can only do this if you've added your geometry to the scane graph, so
this is probably what you want to stick to. Non indexed geosets could be
faster (unless you are short of memory).

There are circumstances where you wouldn't want to add some geometry
to the scene graph but you could still build geosets and draw them using
libpr.

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


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From: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>
Message-Id: <9507111838.ZM8740@lig.di.epfl.ch>
Date: Tue, 11 Jul 1995 18:38:35 +0200
In-Reply-To: bmcquear@dw3f.ess.harris.com
        "Joysticks" (Jul 11, 11:20am)
References: <9507111520.AA00369@dw3si.ess.harris.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: bmcquear@dw3f.ess.harris.com, info-performer@sgi.sgi.com
Subject: Re: Joysticks
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Status: O

On Jul 11, 11:20am, bmcquear@dw3f.ess.harris.com wrote:

> Can someone reccomend the names of some joystick vendors to use with a
> Performer based flight simulation?

Check out http://www.cybernet.com/
$13000 with SGI controller (90-day warranty)
1 year warranty: ~$6000

Still waiting for it to arrive.


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From: "Kowsik Guruswamy" <kowsik@buggy.coryphaeus.com>
Message-Id: <9507111008.ZM10546@buggy.coryphaeus.com>
Date: Tue, 11 Jul 1995 10:08:20 -0700
In-Reply-To: Tanner Lovelace <LOVELACE@dcscorp.com>
        "Intersections with Performer" (Jul 11, 10:57am)
References: <s002591b.052@dcscorp.com>
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To: Tanner Lovelace <LOVELACE@dcscorp.com>, info-performer@sgi.sgi.com
Subject: Re: Intersections with Performer
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On Jul 11, 10:57am, Tanner Lovelace wrote:
> Subject: Intersections with Performer
> Greetings,
>
> I'm trying to use performer's intersection routines to test for
> obstacles in front of a vehicle.  Unfortunately, I don't think
> I entirely understand performer's approach to intersections.
> Basically, given some base coordinate, I want to test for
> intersections straight ahead, and to either side at a 40 degree
> angle.  I want to limit the test to about 100 meters in front of
> the vehicle (it's not necessary to go out any further).

Performer does intersection testing using line segments, which is pretty
straight forward to use. You set up a pfSegSet with all the line segments and
then call pfSegsIsectNode() to do the collision. Each line segment has an
origin a *DIRECTION VECTOR* [not a HPR triplet] and a length. If you don't want
the line segments to intersect with the vehicle, you need to set the
intersection traversal mask and node traversal masks [see pfNodeTravMask] so
that collision detection is done only on the desired objects.

Since, it's line segments that do the actual intersection, you might want to do
some field of view testing to check for the proximity of the object and then
call pfSegsIsectNode to get the actual collision point. Your line segments may
not work all the time, since there might be some object that can get in between
these three line segments that you have set up.


> What follows is the code I have to do this.  Unfortunately,
> it doesn't seem to work.  I'm sure I'm just overlooking something
> obvious, and if anyone has any suggestions, I would be appreciative.
> Thanks in advance.

[snip]


>   // Copy the base coordinate to our segments.  This will form three
>   // vectors starting at the same place and pointing to the same direction.
>   memcpy(&seg_set.segs[0].pos, &base_coord.xyz, sizeof(pfVec3));
>   memcpy(&seg_set.segs[0].dir, &base_coord.hpr, sizeof(pfVec3));
>
>   memcpy(&seg_set.segs[1].pos, &base_coord.xyz, sizeof(pfVec3));
>   memcpy(&seg_set.segs[1].dir, &base_coord.hpr, sizeof(pfVec3));
>
>   memcpy(&seg_set.segs[2].pos, &base_coord.xyz, sizeof(pfVec3));
>   memcpy(&seg_set.segs[2].dir, &base_coord.hpr, sizeof(pfVec3));

Something that I can spot immediately, is that the 'dir' component of the
pfSegSet takes a direction vector and *****NOT***** a hpr triplet. You should
convert the hpr into a direction vector using something like pfMakePolarSeg:

  pfMakePolarSeg (&seg, pos, heading, pitch, length);
  // seg.dir contains the direction vector.

>   // Now, lets point two of the vectors to either side.
>   seg_set.segs[1].dir[0] = base_coord.hpr[0] - 40.0;  // 40 degs ccw
>   seg_set.segs[2].dir[0] = base_coord.hpr[0] + 40.0;  // 40 degs cw

Same problem as above!

>   // Setup length of our rays to intersect with.
>   seg_set.segs[0].length = 100; //  100 meters
>   seg_set.segs[1].length = 100; //  100 meters
>   seg_set.segs[2].length = 100; //  100 meters
>
>   // Set up segment to be tested against geometry
>   seg_set.mode       = PFTRAV_IS_PRIM | PFTRAV_IS_CULL_BACK;
>   seg_set.userData   = 0;
>   seg_set.activeMask = 0x7; // bit vector specifying which segs to use
>   seg_set.isectMask  = PFUCOLLIDE_MASK;
>   seg_set.bound      = 0;
>   seg_set.discFunc   = 0;

[snip]

>-- End of excerpt from Tanner Lovelace



-- 
kowsik@coryphaeus.com



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Date: Tue, 11 Jul 1995 10:10:47 -0700 (PDT)
From: Michael Macedonia <macedoni@cs.nps.navy.mil>
To: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>
Cc: bmcquear@dw3f.ess.harris.com, info-performer@sgi.sgi.com
Subject: Re: Joysticks
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Status: O


How about Thrustmaster at $69 ?

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

On Tue, 11 Jul 1995, Fernando D. Mato Mira wrote:

> On Jul 11, 11:20am, bmcquear@dw3f.ess.harris.com wrote:
> 
> > Can someone reccomend the names of some joystick vendors to use with a
> > Performer based flight simulation?
> 
> Check out http://www.cybernet.com/
> $13000 with SGI controller (90-day warranty)
> 1 year warranty: ~$6000
> 
> Still waiting for it to arrive.
> 
> 


From guest  Tue Jul 11 11:23:10 1995
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From: "Dave Russell" <drussell@vsl.ist.ucf.edu>
Message-Id: <9507111417.ZM16196@crusader.vsl.ist.ucf.edu>
Date: Tue, 11 Jul 1995 14:17:45 -0400
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Subject: Real-time Database Manipulations
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Status: O

All right, so I've spent several months working on code which I knew broke a
basic rule of Performer.  On the Indigo2 that I've been developing on,
everything seemed fine, so I assumed that I had gotten away with something
despite the protests of my resident Performer notable ( Mr. Marrou :) ).

I am working on producing free play destructable buildings.  On the Indigo2,
(or an Onyx 4 CPU in APPCULLDRAW), I modify the Performer tree from a sproc'ed
and haven't had any problems.  As someone obviuosly knew, my cute little trick
doesn't woek well at all on the Onyx in multiprocess mode.  The problem that I
have now is how to correct my obviuos mistake without destroying the neat class
structure that I developed in the process.  (I'd also like to keep from
hampering the overall applications speed anymore than I have to.)

>From what I understand, in Performer 1.2, I will have to move all of my
Performer Tree manipulation into the APP process if I want the system to work
properly.  In Performer 2.0, it looks like I could use the pfBuffers in order
to do almost exactly what I'm doing now.

I guess my question boils down to this:  is there any way that I can generate
ANY perform tree infromation in a process sproc'ed off the APP and get the
system to work?

(And maybe someone could give a brief reason for why heirarchy construction is
limited to the APP process.  Preferrably something more than the "just because"
that I'm getting from the guys here.)

Thanks for your help.  I'd be glad to go into a little more detail of the
system if it would helpl someone give me a solution to the problem.  I just
figured since I knew I was doing something that I shouldn't do, I'd start from
there.


-- 
David Russell				|    	
Visual Systems Lab			|	Static worlds breed	
Institute for Simulation and Training	|	   static minds.
					|	     
drussell@vsl.ist.ucf.edu		|   CHANGE YOUR (virtual) WORLD!


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Date: Tue, 11 Jul 95 14:54:45 EDT
From: yocum@sparticus.cybernet.com (todd yocum)
Message-Id: <9507111854.AA15171@sparticus.cybernet.com>
To: bmcquear@dw3f.ess.harris.com, info-performer@sgi.sgi.com,
        matomira@lig.di.epfl.ch
Subject: Re: Joysticks
Status: O

On Tue, 11 Jul 1995, Fernando D. Mato Mira wrote:

> On Jul 11, 11:20am, bmcquear@dw3f.ess.harris.com wrote:
> 
> > Can someone reccomend the names of some joystick vendors to use with a
> > Performer based flight simulation?
> 
> Check out http://www.cybernet.com/
> $13000 with SGI controller (90-day warranty)
> 1 year warranty: ~$6000
> 
> Still waiting for it to arrive.
> 
> 


The joystick Fernando is referring to is a commercial product
developed by Cybernet Systems Corp. If you are wondering about the
hefty price tag(13K for a joystick!) it is because Cybernet
specializes in a line of force-feedback devices. The price Fernando
mentions is a quote for our 3DOF force-feedback joystick + software.

If you have any questions, feel free to contact me and ask. Also,
as Fernando pointed out, we have a web page. Not included in the
Web pages, however, is the recent addition of a 1DOF force-feedback
steering wheel and our 2DOF force-feedback flight yoke.

						Todd Yocum

						yocum@sparticus.cybernet.com

+-----------------------------------------------------------------------------+
| Todd Yocum                                       yocum@gateway.cybernet.com |
| Cybernet Systems Corporation                     http://www.cybernet.com/   |
| 1919 Green Road, Suite B-101                     Phone: 313-668-2567        |
| Ann Arbor, MI 48105                                Fax: 313-668-8780        |
+-----------------------------------------------------------------------------+


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From: "Bernard Leclerc" <bleclerc@cats.cae.ca>
Message-Id: <9507111455.ZM10574@cats.cae.ca>
Date: Tue, 11 Jul 1995 14:55:23 -0400
In-Reply-To: bmcquear@dw3f.ess.harris.com
        "Joysticks" (Jul 11, 11:20am)
References: <9507111520.AA00369@dw3si.ess.harris.com>
X-Mailer: Z-Mail (3.1.0 22feb94 MediaMail)
To: bmcquear@dw3f.ess.harris.com, info-performer@sgi.sgi.com
Subject: Re: Joysticks
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Status: O

> Can someone reccomend the names of some joystick vendors to use with a
> Performer based flight simulation?


Have you considered the BG Systems, Inc. FlyBox?

The Silicon Graphics Developer Program Applications Directory contains a whole
section on peripherals which include joysticks and the like. In the 94/95
edition, you'll find the FlyBox description on page 539. Call (415) 858-2628
for more info on the FlyBox.

--
      ___/      |        ___/	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: "Russ Navarre" <rnavarre@ford.com>
Date: Tue, 11 Jul 1995 15:16:12 -0400
In-Reply-To: bmcquear@dw3f.ess.harris.com
        "Joysticks" (Jul 11, 11:20am)
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Status: O



> Can someone reccomend the names of some joystick vendors to use with a
> Performer based flight simulation?

BG Systems Inc.  has an excellant joystick with a serial interface card
and serial drivers which make it very easy to interface to an
SGI workstation.   (415) 858-2628  Palo Alto, CA.

Adams-Rite in Glendale, CA does some prototype joystick development
as does Measurment Systems.  Sorry I don't have the phone numbers but
you can get that info from the Thomas Register in any reputable library.


-- 
------------------------------------------------------------------------------
Russ Navarre				Phone: (313) 322-9588
Ford Motor Company			Fax:   (313) 594-1193
Room 1122, Building#5			Email: rnavarre@pms582.pms.ford.com
20000 Rotunda Drive
Dearborn, MI 48121
------------------------------------------------------------------------------


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From: dorrie@beamish.mit.edu (Dorrie Hall)
Message-Id: <199507112056.QAA10433@beamish.mit.edu>
To: info-performer@sgi.sgi.com
Subject: Python
Status: O


	Has anybody done the Performer bindings for Python?
	If not, does anybody have any ideas about whether this
	would be worthwhile?
		Thanks for any comments:
	Dorrie Hall dorrie@beamish.mit.edu


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From: jrohlf@tubes (John Rohlf)
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Subject: Re: Real-time Database Manipulations
To: guest (Dave Russell)
Date: Tue, 11 Jul 95 14:58:04 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9507111417.ZM16196@crusader.vsl.ist.ucf.edu>; from "Dave Russell" at Jul 11, 95 2:17 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> All right, so I've spent several months working on code which I knew broke a
> basic rule of Performer.  On the Indigo2 that I've been developing on,
> everything seemed fine, so I assumed that I had gotten away with something
> despite the protests of my resident Performer notable ( Mr. Marrou :) ).
> 
> I am working on producing free play destructable buildings.  On the Indigo2,
> (or an Onyx 4 CPU in APPCULLDRAW), I modify the Performer tree from a sproc'ed
> and haven't had any problems.  As someone obviuosly knew, my cute little trick
> doesn't woek well at all on the Onyx in multiprocess mode.  The problem that I
> have now is how to correct my obviuos mistake without destroying the neat class
> structure that I developed in the process.  (I'd also like to keep from
> hampering the overall applications speed anymore than I have to.)
> 
> >From what I understand, in Performer 1.2, I will have to move all of my
> Performer Tree manipulation into the APP process if I want the system to work
> properly.  In Performer 2.0, it looks like I could use the pfBuffers in order
> to do almost exactly what I'm doing now.
> 
> I guess my question boils down to this:  is there any way that I can generate
> ANY perform tree infromation in a process sproc'ed off the APP and get the
> system to work?

	Unfortunately no. 

> (And maybe someone could give a brief reason for why heirarchy construction is
> limited to the APP process.  Preferrably something more than the "just because"
> that I'm getting from the guys here.)

	Performer has global, internal data structures which you
	will collide on when sproc'ed since sproc'ed processes
	normally share address space. With fork() and pfBuffer in 
	2.0 you will be able to asynchronously create hierarchies.





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From: plevy@nvl.army.mil (Paul Levy)
Subject: PVD
To: info-performer@sgi.sgi.com
Date: Tue, 11 Jul 1995 18:13:01 -0400 (EDT)
Reply-To: plevy@camberva.com
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Status: O

I am trying to write a simple plan-view display in Perfomer which means
I need to keep the eye point pitched straight down, scroll around
the database, and draw some routes. The first problem I have is
getting an orthogonal frustum.  I use pfMakeOrthoFrust and supply
it with the channel size and also set ChanAutoAspect to 
PFFRUST_CALC_NONE.  When I do this, it looks as though the screen
is not being cleared because the stats start painting the screen.
Are there any other calls that have to be made to get an orthogonal
frustum beside pfMakeOrthoFrust and pfChanAutoAspect?

Second problem is that I need to be able to draw line segments
on the map.  How do I get world coodinates from a mouse position
without having to pick objects.

Also if anyone has done one of these I would appreciate any
pointers.

Thanks

========================================================================
Paul A. Levy                            Visualization Technologies Group
Camber Corporation                      E-mail: plevy@camberva.com
7411 Alban Station Court, Ste B250      Voice:  (703)866-5404   
Springfield, Virginia 22150             Fax:    (703)866-5409


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From: aschaffe (Allan Schaffer)
Message-Id: <9507111852.ZM5595@holodeck.asd.sgi.com>
Date: Tue, 11 Jul 1995 18:52:31 -0700
In-Reply-To: rama@graphics.cis.upenn.edu
        "Re: depth map" (Jul 11, 10:32am)
References: <199507071231.IAA07864@aladdin.cis.upenn.edu> 
	<199507111432.KAA08825@aladdin.cis.upenn.edu>
X-Mailer: Z-Mail-SGI (3.2S.1 10apr95 MediaMail)
To: rama@graphics.cis.upenn.edu, "Rob Jenkins" <robj@barney.reading.sgi.com>
Subject: Re: depth map
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jul 11, 10:32am, rama@graphics.cis.upenn.edu wrote:
> 
> The problem I am having is that I am not able to read the zbuffer 
> correctly.  I am using the perfly program as my base. All that I am 
> trying to do is to read the zbuffer after the scene has been drawn 
> on the screen.  I found that my problem relates to the EarthSky Model.

Ah-ha --

In addition to turning the Z buffer on again, you need to re-allocate
some bits for it to use.  Calling getgconfig(GC_BITS_ZBUFFER) should
reveal that you were actually being given 0 bitplanes for the Z
buffer.

Why?  When multisampling, it's recommended to free up the framebuffer
bits which would have been your standard Z-planes, so they can be
used otherwise.  Performer does this automatically when you set up a
window, and will do all the necessary reconfiguration if you
enter/exit multisample mode [ie, via pfAntialias()]

I think this should do it:

	> drawmode(NORMALDRAW);
	> multisample(FALSE);
	> zclear();
	> zbuffer(TRUE);
	> zfunction(ZF_ALWAYS);

zbsize(24);

	> pixmode(PM_ZDATA,1);
	> readsource(SRC_ZBUFFER);
	> pfDraw();
	> pixmode(PM_ZDATA,1);
	> readsource(SRC_ZBUFFER);
	> lrectread(...)

zbsize(0);

> 1) If I set the earthsky mode to PFES_SKY_GRND (as it is set in perfly),
>    I have no problems. The zbuffer is read correctly.
> 
> 2) If I set the earthsky mode to PFES_FAST, then the zbuffer just has
>    one constant value, ff00000, which is obviously wrong.

Yep, these have to do with interactions between EarthSky and
multisampling, and the missing call (zbsize) to restore the standard
Z buffer to a usable state.

For case 1, we are always in non-multisample mode and pfInitGfx() had
already configured the window to use the standard Z buffer via
zbuffer(TRUE) and zbsize(24), so everything works properly.

For case 2, it's an odd combination of mixing the multisample-mode
"TAG" clear with a non-multisampling window, and neglecting to
allocate some Z buffer bits.

Keep in mind, reconfiguring the framebuffer each frame (enabling &
disabling multisampling, and configuring the Z buffer) is expensive.

Allan

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


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Date: Wed, 12 Jul 1995 15:53:41 +1000 (BEST)
From: Simon Bennett <simonb@wormald.com.au>
X-Sender: simonb@zippy
To: Michael Macedonia <macedoni@cs.nps.navy.mil>
Cc: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>,
        bmcquear@dw3f.ess.harris.com, info-performer@sgi.sgi.com
Subject: Re: Joysticks
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On Tue, 11 Jul 1995, Michael Macedonia wrote:

> How about Thrustmaster at $69 ?

These are a tad more expensive in Oz (several hundred dollars) but still 
far cheaper that FlyBoxes and control-loaded joysticks.  This makes them 
seem like an attractive option for prototyping and demos etc...

Has anybody used a Thrustmaster product with an SGI?  Are there any 
publically availble drivers or documentation for connecting up one to an 
SGI and driving a Performer application?  I know that such material 
exists for connecting up a Logitech Cyberman as a spaceball 
"alternative".  The big plus for the FlyBox is that there is existing 
Performer support for it...

+--------------------------------------------------------------------------------+
    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




From guest  Tue Jul 11 17:50:12 1995
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9507120244.ZM21135@bitch.reading.sgi.com>
Date: Wed, 12 Jul 1995 02:44:44 -0600
In-Reply-To: plevy@nvl.army.mil (Paul Levy)
        "PVD" (Jul 11,  6:13pm)
References: <m0sVnY5-00009XC@nvl.army.mil>
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> I am trying to write a simple plan-view display in Perfomer which means
> I need to keep the eye point pitched straight down, scroll around
> the database, and draw some routes. The first problem I have is
> getting an orthogonal frustum.  I use pfMakeOrthoFrust and supply
> it with the channel size and also set ChanAutoAspect to
> PFFRUST_CALC_NONE.  When I do this, it looks as though the screen
> is not being cleared because the stats start painting the screen.
> Are there any other calls that have to be made to get an orthogonal
> frustum beside pfMakeOrthoFrust and pfChanAutoAspect?
>

This sounds like it a tag clear problem. Where are your clip planes,
and are you clipping out geometry? Try changing the clear screen method,
to avoid using a tag clear.

> Second problem is that I need to be able to draw line segments
> on the map.  How do I get world coodinates from a mouse position
> without having to pick objects.

Ortographic plan views is the easiest case for trying this
Apply an appropriate scale and translation to the mouse coordinates.

Should be something like:

xporldcoord = xleftscreenworldcoord + MOUSEX/windowpixelwidth *
         (xrightscreenworldcoord - xleftscreenworldcoord);

and similar for ypos.



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


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From: "Bernard Leclerc" <bleclerc@cats.cae.ca>
Message-Id: <9507120858.ZM12802@cats.cae.ca>
Date: Wed, 12 Jul 1995 08:58:15 -0400
In-Reply-To: Simon Bennett <simonb@wormald.com.au>
        "Re: Joysticks" (Jul 12,  3:53pm)
References: <Pine.APO.3.91.950712154624.18545U-100000@zippy>
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To: Simon Bennett <simonb@wormald.com.au>,
        Michael Macedonia <macedoni@cs.nps.navy.mil>
Subject: Re: Joysticks
Cc: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>,
        bmcquear@dw3f.ess.harris.com, info-performer@sgi.sgi.com
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On Jul 12,  3:53pm, Simon Bennett wrote:

> Has anybody used a Thrustmaster product with an SGI?

Yes, I've already interfaced a ThrustMaster Joystick, Throttle and Rudder
Pedals to a SGI Onyx. ThrustMaster devices are aimed at the PC market - and so
are the demo programs supplied with them.

The joystick I interfaced had a built-in A/D converter, hence the output was a
simple serial interface using RS-232 type connector. However the connector was
not appropriate for a SGI Onyx so I had to build a small adapter cable. The
task was quite simple. If I remember well, the adapter cable was routing the
following 3 pins from the joystick to the Onyx:

	Joystick pin 3 -----> Onyx pin 2
	Joystick pin 2 -----> Onyx pin 3
	Joystick pin 5 -----> Onyx pin 7

As you can see the adapter was quite simple. Once the joystick is wired to the
Onyx, the demos supplied by ThrustMaster should tell you how to read it on a
Unix workstation - as oppose to a PC.

A small note:	I did this work back in 1993/1994 with the ThrustMaster devices
		available at that moment. No need to say it may have changed.

Bye...

--
      ___/      |        ___/	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: "Dietrich Opitz" <dio@sage.mpik-tueb.mpg.de>
Message-Id: <9507121547.ZM4932@sage.mpik-tueb.mpg.de>
Date: Wed, 12 Jul 1995 15:47:14 +0000
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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Subject: Texture-archive, where?
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Status: O

Hi,

does anyone know about a public domain texture-archive with images of
terrain/surface features?

Thanks in advance

Dietrich


-- 
Dietrich Opitz

MPI fuer biologische Kybernetik
Spemannstr. 38
72076 Tuebingen
GERMANY  

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


From guest  Wed Jul 12 09:41:29 1995
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To: info-performer@sgi.sgi.com
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Status: O

Hi folks,

Please add me to your Performer mailing list.

Paul Brown
peb2580@aw101.iasl.ca.boeing.com

subscribe


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From: giraffe.asd.sgi.com!sgi.sgi.com!uunet.uu.net!atrhost!lu (chris lu)
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To: uunet.uu.net!uunet!sgi.com!info-performer
Subject: intersect
Status: O


Hi folks:

I have a question with the sample code of "intersect.c".
This code is located at "/usr/src/Performer/src/pguide/libpf/progs". 

If I change the the array size of scs to 5 (any number less than 8), 
the program will die when hitting the first object.
The error message I get is: "Illegal instruction (core dumped)".
The machine I used is Indigo 2 Extreme.

That is two changes in the code:
1). line # 68:
pfSCS       *scs[10];	(original)
pfSCS       *scs[5];	(changed)

2). line #123:
for (loop=0; loop < 10; loop++)	(original)
for (loop=0; loop < 5; loop++)	(changed)

I will appreciate if any body can tell me what cause this problem and how to 
fix it.
-------------------------------------------------------------------------------
 Chris J. Lu
 Advanced Technology & Research Corp.            Voice:301-989-2499 Ext.8170
 Springpointe Executive Center                         410-792-7500
 15210 Dino Drive                                Fax  :301-989-8000
 Burtonsville, MD  20866-1172 USA                E-Mail: clu@atrcorp.com


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From: matomira@lig.di.epfl.ch (Fernando D. Mato Mira)
To: info-performer@sgi.sgi.com
Subject: vidtotex -> pfTexture ?
Reply-To: matomira@epfl.ch
Status: O


How do I encapsulate a live video texture in a pfTexture?

Thanks in advance,

Fernando D. Mato Mira			 http://ligwww.epfl.ch/matomira.html
Computer Graphics Lab                         	
Swiss Federal Institute of Technology (EPFL)  Phone    : +41 (21) 693 - 5248
CH-1015 Lausanne			      FAX      : +41 (21) 693 - 5328
Switzerland				      E-mail   : matomira@di.epfl.ch
                                           

"The limits of my language mean the limits of my world" -Ludwig Wittgenstein


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From: "`Bwana' Bob Buckley" <bbuckley@ctaeng.com>
Message-Id: <9507121313.ZM4687@getreal.mss.ctaeng.com>
Date: Wed, 12 Jul 1995 13:13:54 -0600
In-Reply-To: jrohlf@tubes.asd.sgi.com (John Rohlf)
        "Re: Real-time Database Manipulations" (Jul 11,  2:58pm)
References: <199507112158.OAA18311@tubes.asd.sgi.com>
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To: info-performer@sgi.sgi.com
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On Jul 11,  2:58pm, John Rohlf wrote:
> Subject: Re: Real-time Database Manipulations
> >
> > All right, so I've spent several months working on code which I knew broke
a
> > basic rule of Performer.  On the Indigo2 that I've been developing on,
> > everything seemed fine, so I assumed that I had gotten away with something
> > despite the protests of my resident Performer notable ( Mr. Marrou :) ).
> >
> > I am working on producing free play destructable buildings.  On the
Indigo2,
> > (or an Onyx 4CPU in APPCULLDRAW),I modify the Performer tree from a
sproc'ed
> > and haven't had any problems.As someone obviuosly knew, my cute little
trick
> > doesn't woek well at all on the Onyx in multiprocess mode.The problem that
I
> > have nowis how tocorrect my obvious mistake withoutdestroying the neat
class
> > structure that I developed in the process.  (I'd also like to keep from
> > hampering the overall applications speed anymore than I have to.)
> >
> > >From what I understand, in Performer 1.2, I will have to move all of my
> > Performer Tree manipulation into the APPprocess if I want the system to
work
> > properly. In Performer 2.0, it looks like I could use the pfBuffers in
order
> > to do almost exactly what I'm doing now.
> >
> > I guess my question boils down to this: is there any way that I can
generate
> > ANY perform tree infromation in a process sproc'ed off the APP and get the
> > system to work?
>
> 	Unfortunately no.
>

Or allocate your performer hierarchy prior to a fork (not a sproc) and no
dynamic allocation/deallocation is done afterwards. Or make allowances for
dynamic allocations/deallocation prior to a fork by creating enough performer
structures to handle the run. Lance knows the tricks.

>
> > (And maybe someone could give abrief reason forwhy heirarchy construction
is
> > limited tothe APP process. Preferrably something more than the"just
because"
> > that I'm getting from the guys here.)
>
> 	Performer has global, internal data structures which you
> 	will collide on when sproc'ed since sproc'ed processes
> 	normally share address space. With fork() and pfBuffer in
> 	2.0 you will be able to asynchronously create hierarchies.
>
>
>
>-- End of excerpt from John Rohlf



===========================================================================
'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
===========================================================================




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From: ledogar@flanders.mtv.gtegsc.com
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To: info-performer@sgi.sgi.com
Subject: Re: vidtotex -> pfTexture ?  
In-Reply-To: Your message of "Wed, 12 Jul 95 19:48:00 +0700."
             <m0sW5u3-0001TZC@ligsg10.epfl.ch> 
Date: Wed, 12 Jul 95 14:26:45 -0700
X-Mts: smtp
Status: O

> How do I encapsulate a live video texture in a pfTexture?

We've got a similar problem, encapsulating a "live" X pixmap into a pfTexture.  
We've had reasonable success on a sw-texmapping Indigo but haven't been able to 
get the code running on our Onyx yet.

It seems the Onyx has a facility for "dynamic textures" involving the use of the 
FAST_DEFINE token when calling texdef from gl (refer to the texdef man page).  
Apparently non-FAST_DEFINE textures are loaded into a secondary CPU memory array 
(which the hardware texture memory reads and swaps out to), permitting some 
useful effects like mipmapping but causing a delay too large for live video.  
FAST_DEFINE tells the hardware to read/swap out to your array directly.  The 
texture memory can be rapidly updated using subtexload (or perhaps in your case 
using fbsubtexload).

However we've encountered two problems:
1) specifying FAST_DEFINE gives us difficult-to-trace seg faults, and
2) Performer has a facility for specifying FAST_DEFINE, but doesn't seem to have 
a facility for subtexload (although if we were able to find out the gl "texture 
id" of a pfTexture, that would let us use the subtexload directly).

Hope you have better luck!

---Charlie Ledogar
GTE Government Systems
Mountainview, CA 
chl2@gte.com



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From: fox@atcf.ncsc.navy.mil
Date: Thu, 13 Jul 1995 06:44:26 -0500
Message-Id: <95071306442656@atcf.ncsc.navy.mil>
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Status: O

Please

 subscribe

me to Performer news. 

Stan R. Fox
Code 120B
NSWC Coastal Systems Station
6703 W.Hwy 98
Panama City, FL 32407-7001


fox@atcf.ncsc.navy.mil


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From: matomira@lig.di.epfl.ch (Fernando D. Mato Mira)
To: info-performer@sgi.sgi.com
Subject:  matrix -> pfFrustrum ?
Reply-To: matomira@epfl.ch
Status: O


How do I set matrix of a pfFrustrum to a given one?
I want to do off-axis projections were the near and
far planes are not parallel to the projection plane.

Thanks in advance,

Fernando D. Mato Mira			 http://ligwww.epfl.ch/matomira.html
Computer Graphics Lab                         	
Swiss Federal Institute of Technology (EPFL)  Phone    : +41 (21) 693 - 5248
CH-1015 Lausanne			      FAX      : +41 (21) 693 - 5328
Switzerland				      E-mail   : matomira@di.epfl.ch
                                           

"The limits of my language mean the limits of my world" -Ludwig Wittgenstein


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From: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Message-Id: <9507131244.ZM2229@comarts.es>
Date: Thu, 13 Jul 1995 12:44:14 -0700
In-Reply-To: ledogar@flanders.mtv.gtegsc.com
        "Re: vidtotex -> pfTexture ?" (Jul 12,  2:26pm)
References: <9507122126.AA10705@flanders.mtv.gtegsc.com>
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Subject: Re: vidtotex -> pfTexture ?
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Status: O




   There is a call called pfGetGLHandle that gives you back the texture indexes
for safe subtexloading. We've used that with no problem.


    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
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From guest  Thu Jul 13 13:28:12 1995
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From: sarkars@VTC.TACOM.Army.Mil (Susanta Sarkar)
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To: info-performer@sgihub.corp.sgi.com
Subject: Porting 1.2 code to 2.0
Status: O


Will this be painless in Performer 2.0.

If not, is code translator available?

Susanta Sarkar


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Date: Thu, 13 Jul 1995 18:45:57 -0400
From: thom decarlo <thom@dogwood.tec.army.mil>
Message-Id: <199507132245.SAA08555@dogwood.tec.army.mil>
To: info-performer@sgi.sgi.com
Subject: BIG Trouble with MultiGen loader 14.1g
X-Sun-Charset: US-ASCII
Status: O

Hi,
Is anyone else out there trying to use the new loader which came
with MultiGen 14.2? I've tried compiling it into our MaK Technologies
Stealth viewer, only to have it crash while loading the models.
On models built using MultiGen 14.2 I get an unknown opcode (102),
and it consistantly crashes when loading the "hind.psi.flt" model
which is distributed with Stealth. The message it gives is 
something like "pfChild index 0 is out of range 0,-1"

Does this sound familiar?

Thom


From guest  Thu Jul 13 17:31:31 1995
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From: chaos@chagal.hana.nm.kr (Cho Tae Hee)
Message-Id: <199507132315.JAA00870@chagal>
Subject: Add/Remove Child vs. Switch
To: info-performer@sgi.sgi.com
Date: Fri, 14 Jul 1995 09:15:41 +1000 (KST)
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Status: O



Hi everyone,

I made a simple program firing laser beam to enemy vehicle. 
Laser beam is implemented using pfDCS -> pfClone -> pfAddChild.
When a beam hits enemy vehicle, then it is pfRemoveChilded.
It was successful, but when the beam disappears, the scene stopped
for about 0.2~0.3 second. 

Now my questions :
1) Is pfRemoveChild so complex job? 

2) If it is, is it reasonable to implement the beams using pfDCS -> 
pfSwitch -> pfClone and pfAddChild at the beginning of the program, 
and only manipulating pfSwitch when a beam fires or hits?

3) 2)'s approach has a problem that we must know the maximum number of 
beam to be used. Is there other dynamic allocating and not-so-slow method?

Thanks in advance.

					fox@venus.sait.samsung.co.kr



From guest  Thu Jul 13 18:00:39 1995
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Date: Thu, 13 Jul 95 20:47:14 -0500
To: info-performer@sgi.sgi.com, thom@dogwood.tec.army.mil
Subject: Re: BIG Trouble with MultiGen loader 14.1g
Status: O

WHUPS! I got new info.
the error message I was getting was "pfGetChild indoex 0
out of range 0,-1"

But thanks to Steve at MultiGen, I have the right answer.
It seems that the loader which shipped with MultiGen R14.2
was the wrong one. I got version 14.1g when I should have
gotten the 14.2 loader. I'm waiting right now for the
correct one to arrive via email. Hopefully, all will go
right , now.

Thom


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From: SSPSU91@aol.com
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Date: Fri, 14 Jul 1995 08:01:02 -0400
Message-Id: <950714080100_32548190@aol.com>
To: info-performer@sgi.sgi.com
Subject: Performer color mask???
Status: O

Does Performer have a call similar to RGBwritemask in GL?  I have an
application which is split into 4 channels and I want one of the channels to
be masked so it only displays green.  Can this be done with Performer? 
Thanks, Stephanie Sroczyk, JJM Systems


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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9507141426.ZM13250@barney.reading.sgi.com>
Date: Fri, 14 Jul 1995 14:26:26 +0100
In-Reply-To: SSPSU91@aol.com
        "Performer color mask???" (Jul 14,  8:01am)
References: <950714080100_32548190@aol.com>
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To: SSPSU91@aol.com
Subject: Re: Performer color mask???
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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Status: O

On Jul 14,  8:01am, SSPSU91@aol.com wrote:
> Subject: Performer color mask???
> Does Performer have a call similar to RGBwritemask in GL?  I have an
> application which is split into 4 channels and I want one of the channels to
> be masked so it only displays green.  Can this be done with Performer?
> Thanks, Stephanie Sroczyk, JJM Systems
>-- End of excerpt from SSPSU91@aol.com

As long as you make sure it's in your draw process ( see page 364 of Performer
Programming Guide and man pfChanDrawFunc ) you can just call RGBwritemask. I
could find any Pf euivalent - I'm sure someone else will post it if there is
one.

Cheers
Rob

-- 
________________________________________________________________
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: Fri, 14 Jul 1995 10:40:55 PST
Subject: Re: BIG Trouble with MultiGe 
Status: O

        Reply to:   RE>BIG Trouble with MultiGen loader 14.1g
Hi Tom,

>Date: Thu, 13 Jul 1995 18:45:57 -0400
>From: thom decarlo <thom@dogwood.tec.army.mil>
>Message-Id: <199507132245.SAA08555@dogwood.tec.army.mil>
>To: info-performer@sgi.com
>Subject: BIG Trouble with MultiGen loader 14.1g
>
>Hi,
>Is anyone else out there trying to use the new loader which came
>with MultiGen 14.2? I've tried compiling it into our MaK Technologies
>Stealth viewer, only to have it crash while loading the models.

MultiGen V14.2 is not officially released yet.  You are using a
pre-release copy.  As stated in your subject line, the R14.1g
loader that you're using cannot read OpenFlight V14.2 files.

MultiGen has been shipping the R14.2 loader for Performer 1.2
for only about 10 days now.  I believe MultiGen Technical
Support emailed you the R14.2 loader last night.  It should
solve your problems.  If you have further problems, please
contact:

  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

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




From guest  Fri Jul 14 13:36:38 1995
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From: grollins@arinc.com
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Date: Fri, 14 Jul 95 15:47:07 EST
To: info-performer@sgi.sgi.com
Subject: lat/long tracking
Status: O

          Hi everyone,
          
          I'm new to the group and Performer as well.  I want to do some 
          tracking of objects using lat/long coordinates.  I need to build an 
          accurate scene of an area (locally accessible) which will be 
          monitored.  Accurately meaning visually identifiable as well as when 
          the lat/long position is given to the object being tracked it is not 
          in the water when it should to be on land.  Any suggestions on the 
          best approach to building the scene and applying lat/long to it would 
          be greatly appreciated.
          
          I haven't purchased a modeler yet so any recommendations there would 
          also be appreciated.
          
          Thank you for your help,
          Greg Rollins
          grollins@arinc.com



From guest  Fri Jul 14 07:31:16 1995
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9507141459.ZM23317@bitch.reading.sgi.com>
Date: Fri, 14 Jul 1995 14:59:56 -0600
In-Reply-To: SSPSU91@aol.com
        "Performer color mask???" (Jul 14,  8:01am)
References: <950714080100_32548190@aol.com>
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Status: O

> Does Performer have a call similar to RGBwritemask in GL?  I have an
> application which is split into 4 channels and I want one of the channels to
> be masked so it only displays green.  Can this be done with Performer?
> Thanks, Stephanie Sroczyk, JJM Systems

You can use the GL call as long as you do this in your draw process
so in the callback you add using pfChanDrawFunc() for that channel you
can set and unset the writemask either side of your clear and pfDraw()
calls.


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


From guest  Fri Jul 14 17:30:34 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199507150024.RAA27259@tubes.asd.sgi.com>
Subject: Re: Add/Remove Child vs. Switch
To: guest (Cho Tae Hee)
Date: Fri, 14 Jul 95 17:24:43 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199507132315.JAA00870@chagal>; from "Cho Tae Hee" at Jul 14, 95 9:15 am
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Status: O

> 
> 
> 
> Hi everyone,
> 
> I made a simple program firing laser beam to enemy vehicle. 
> Laser beam is implemented using pfDCS -> pfClone -> pfAddChild.
> When a beam hits enemy vehicle, then it is pfRemoveChilded.
> It was successful, but when the beam disappears, the scene stopped
> for about 0.2~0.3 second. 
> 
> Now my questions :
> 1) Is pfRemoveChild so complex job? 


RemoveChild should be very fast. Its speed is dependent on:

1. The number of children in the list.
2. The scene graph depth of the removed child.

If 1 and 2 are *very* large then RemoveChild could take a while.




From guest  Mon Jul 17 09:47:00 1995
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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9507171739.ZM18360@barney.reading.sgi.com>
Date: Mon, 17 Jul 1995 17:39:08 +0100
In-Reply-To: "Daniela Rainer" <zrgr0390@awssg7.rus.uni-stuttgart.de>
        "stereo projection" (Jul 17,  6:07pm)
References: <9507171807.ZM6655@awssg7.rus.uni-stuttgart.de>
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To: "Daniela Rainer" <zrgr0390@awssg7.rus.uni-stuttgart.de>,
        info-performer@sgi.sgi.com
Subject: Re: stereo projection
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Status: O

On Jul 17,  6:07pm, Daniela Rainer wrote:
> Subject: stereo projection
> Hi,
>
> I have a question about stereo projection.
> I know how to set a stereo projection in Performer/GL, but I don't know
> how to set the channel parameters (left, right or FOV, near) and the
> view offset so, that objects, that are in the word coordinate system in
> front of the screen, look in the projection as they are in front of the
> screen. My scene looks stereo, but the objects don't pop out of the screen.
>
> Thanks
> Daniela
>
> --
> Daniela Rainer
> rainer@rus.uni-stuttgart.de
>-- End of excerpt from Daniela Rainer

I've seen a question similar to this before - check out the info-performer
archives:

%ftp sgigate.sgi.com as anonymous ftp and look in /pub/Performer

If you don't find anything let me know.

Cheers
Rob


-- 
________________________________________________________________
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,



From guest  Mon Jul 17 10:31:54 1995
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In-Reply-To: "Rob Jenkins" <robj@barney.reading.sgi.com>
        "Re: stereo projection" (Jul 17,  5:39pm)
References: <9507171807.ZM6655@awssg7.rus.uni-stuttgart.de> 
	<9507171739.ZM18360@barney.reading.sgi.com>
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On Jul 17,  5:39pm, Rob Jenkins wrote:
> Subject: Re: stereo projection

> I've seen a question similar to this before - check out the info-performer
> archives:

Still, nothing there says how to setup the Performer structures for:


  ---------------------------------------- far clipping plane


    \
      \
        \
          \
            \   projection plane
              \
                \
                  \
                    \



         -------  near clipping plane


           . eye






From guest  Mon Jul 17 09:10:47 1995
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From: "Daniela Rainer" <zrgr0390@awssg7.rus.uni-stuttgart.de>
Message-Id: <9507171807.ZM6655@awssg7.rus.uni-stuttgart.de>
Date: Mon, 17 Jul 1995 18:07:16 +0000
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To: info-performer@sgi.sgi.com
Subject: stereo projection
Mime-Version: 1.0
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Status: O

Hi,

I have a question about stereo projection.
I know how to set a stereo projection in Performer/GL, but I don't know
how to set the channel parameters (left, right or FOV, near) and the
view offset so, that objects, that are in the word coordinate system in
front of the screen, look in the projection as they are in front of the
screen. My scene looks stereo, but the objects don't pop out of the screen.

Thanks
Daniela

-- 
Daniela Rainer
rainer@rus.uni-stuttgart.de


From guest  Mon Jul 17 06:53:54 1995
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From: "knut ivar foshaug" <knut@knut.stavanger.sgi.com>
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-- 
-------------------------------------------------
Knut Ivar Foshaug, INO-335, VM: *58600
MOB: +47 90147109 
Silicon Graphics , STAVANGER 
St.Olavs gt 9a
4005 STAVANGER Tel: +47 51522708/10 Fax +47 51522211 
-------------------------------------------------


From guest  Mon Jul 17 22:27:10 1995
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From: fair@iss.nus.sg (Kim Michael Fairchild)
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In-Reply-To: <9507171807.ZM6655@awssg7.rus.uni-stuttgart.de> (zrgr0390@awssg7.rus.uni-stuttgart.de)
Subject: Re: stereo projection
Status: O

Hi,

I have a similar problem. I was told earlier just to cross the eye
positions and to remove the near clipping. 

I would REALLY appreciate it if someone would just send me the code
fragments showing how to do this. I have a show next week with a 20'
by 15' screen and it would be wonderful to have it working.

thanks, kim.



From guest  Tue Jul 18 09:15:47 1995
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From: Wim Elhorst <wim@fss.fokker.nl>
Message-Id: <199507181611.AA18605@beatrix.fss.fokker.nl>
Subject: dxf converters (any info?)
To: info-performer@sgi.sgi.com
Date: Tue, 18 Jul 1995 18:11:52 +0200 (MET DST)
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Status: O

Hi;

we have a database (40Mb) in dxf format and want to prune it using modelgen.
Modelgen does not easily digest this file, so the question is,
are there any sgi-based tools available for segmenting dxf files into
smaller dxf files; or tools for direct dxf to flight format translation ?

Thanks in advance

-wim

-- 
___________________________________________________________________________
Wim Elhorst.             Fokker Space & Systems BV.
wim@fss.fokker.nl        P.O.Box 32070
phone:    (71)245405     2303DB Leiden
fax:      (71)245498     The Netherlands


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Date: Tue, 18 Jul 1995 15:44:54 -0400
From: dorrie@beamish.mit.edu (Dorrie Hall)
Message-Id: <199507181944.PAA11351@beamish.mit.edu>
To: info-performer@sgi.sgi.com
Subject: Re  dxf converters (any info?)
Status: O



>Hi;

>we have a database (40Mb) in dxf format and want to prune it using modelgen.
>Modelgen does not easily digest this file, so the question is,
>are there any sgi-based tools available for segmenting dxf files into
>smaller dxf files; or tools for direct dxf to flight format translation ?

>Thanks in advance

>-wim

	I downloaded a nice converter called DxfToIv (from sgi I think).
I don't know what tools you could use after that for editing but
I had a dxf file that I couldn't load into Performer and after it was
converted to .iv it loaded correctly.

	Dorrie


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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, 18 Jul 1995 12:32:18 PST
Subject: Re: dxf converters (any info 
Status: O

        Reply to:   RE>dxf converters (any info?)
>From: Wim Elhorst <wim@fss.fokker.nl>
>Message-Id: <199507181611.AA18605@beatrix.fss.fokker.nl>
>Subject: dxf converters (any info?)
>To: info-performer@sgi.com
>Date: Tue, 18 Jul 1995 18:11:52 +0200 (MET DST)
>
>Hi;
>
>we have a database (40Mb) in dxf format and want to prune
>it using modelgen. Modelgen does not easily digest this file,
>so the question is, are there any sgi-based tools available for
>segmenting dxf files into smaller dxf files; or tools for direct
>dxf to flight format translation ?
>
>Thanks in advance
>

What DXF constructs is ModelGen having trouble with?  The DXF
option for the upcoming V14.2 release has an enhanced importer
and also an exporter.  About the only geometry that's still
not imported are: SHAPE, TEXT, and curve fit/spline control
point vertices.

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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To: info-performer@sgi.sgi.com
Subject: Problems with picking.
Date: Tue, 18 Jul 95 16:58:23 -0400
From: Douglas Soo <stimpy@media.mit.edu>
X-Mts: smtp
Status: O


I am having trouble with getting picking to work properly.  The basic
problem is that some objects are not being recognized, i.e. pfChanPick
returns 0 when I call it with the coordinates of the mouse when it is on
top of an object.  I am able to pick some objects in the scene, but not
others.  This is the call that I am using:

 pfChanPick(world->chan, PFTRAV_IS_PRIM,
		user->GetPickX(),
		user->GetPickY(), 0.0f, picklist)

where user->GetPickX() and user->GetPickY() are the normalized channel
screen coordinates, and picklist is defined as pfHit **picklist[10].

Earlier in the program I call pfNodePickSetup on the scene of the channel.

Is it possible that somehow it is not traversing the nodes correctly?
Any suggestions as to what could be causing this?

Thanks,

Douglas Soo
stimpy@mit.edu

Visible Language Workshop
MIT Media Lab



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From: "Eric S. Hirschorn" <erich@pike.cecer.army.mil>
Message-Id: <199507182108.QAA13598@pike.cecer.army.mil>
Subject: Re: Re  dxf converters (any info?)
To: info-performer@sgi.sgi.com
Date: Tue, 18 Jul 1995 16:05:21 -0500 (CDT)
Cc: erich@pike.cecer.army.mil
In-Reply-To: <199507181944.PAA11351@beamish.mit.edu> from "Dorrie Hall" at Jul 18, 95 03:44:54 pm
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Content-Length: 1224      
Status: O

> 
> >Hi;
> 
> >we have a database (40Mb) in dxf format and want to prune it using modelgen.
> >Modelgen does not easily digest this file, so the question is,
> >are there any sgi-based tools available for segmenting dxf files into
> >smaller dxf files; or tools for direct dxf to flight format translation ?
> 
> >Thanks in advance
> 
> >-wim
> 
> 	I downloaded a nice converter called DxfToIv (from sgi I think).
> I don't know what tools you could use after that for editing but
> I had a dxf file that I couldn't load into Performer and after it was
> converted to .iv it loaded correctly.
> 
> 	Dorrie
> 
> 

I've also found this path from .dxf to .iv to Performer through the
pfiv loader works well.

To get the DxfToIv loader you have to sign a beta-site license.  Try
writing to Gavin Bell at gavin@engr.sgi.com .

The Inventor loader is available at:

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

where XX is the version #.

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/erich/erich.html



From guest  Tue Jul 18 14:43:19 1995
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Date: Tue, 18 Jul 1995 14:20:35 -0700 (PDT)
From: "Paul S. Cutt" <cutt@netcom.com>
Subject: Re: Re dxf converters (any info?)
To: Dorrie Hall <dorrie@beamish.mit.edu>
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199507181944.PAA11351@beamish.mit.edu>
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Hi,


We have a DXF to performer library that will go from DXF to
performer applications directly, no conversion to another
format first. It also does polygon cleanups, etc. We found that
converting to another format , we lost info.

Thanks,

Paul



From guest  Tue Jul 18 17:21:45 1995
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To: "Eric S. Hirschorn" <erich@pike.cecer.army.mil>
Cc: info-performer@sgi.sgi.com
Subject: Re: Re dxf converters (any info?) 
In-Reply-To: Your message of "Tue, 18 Jul 1995 16:05:21 JST."
             <199507182108.QAA13598@pike.cecer.army.mil> 
Reply-To: wry@dst.nk-exa.co.jp
Date: Wed, 19 Jul 1995 09:18:10 +0900
Message-Id: <7927.806113090@dimwit.dst.nk-exa.co.jp>
From: Masahiko Yamanaka <wry@dimwit.dst.nk-exa.co.jp>
Status: O

Excuse me,

^^) To get the DxfToIv loader you have to sign a beta-site license.  Try
^^) writing to Gavin Bell at gavin@engr.sgi.com .

Is this a different version from /usr/lib/Showcase/ift/DxfToIv ?
Is this command under developing ?

Thanks,
--
M.Y.



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Date: Wed, 19 Jul 1995 10:23:13 +1000 (EST)
From: Robert Webb <robertw@wormald.COM.AU>
Subject: pfPassChanData :-(
To: Performer mailing list <info-performer@sgi.sgi.com>
Message-Id: <Pine.3.89.9507190959.A4344-0100000@krusty>
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Status: O

Hi Performer-people,

In my application pfPassChanData() doesn't seem to be doing quite what it
should :-(   I have two modes which I can toggle between with the hit of a
key:

Mode 1:
    Channel 1: Calls pfDraw() once.
    Channel 2: Turned off.

Mode 2:
    Channel 1: Calls pfDraw() once.
    Channel 2: Calls pfDraw() twice.

When I hit the key, the chan-data for channel 1 changes and I call
pfPassChanData() to make sure it gets sent down the pipeline to the DRAW
process.  However I am printing out the value of the data passed to my draw
call-back (from within that call-back) and after a few hits of the key, it
starts changing between the value it should have (for the current mode), and
the value it should have in the other mode.  I have a printf at every call
to pfPassChanData(), so I know it is NOT being called unless I hit the key,
but still the data being passed to the draw call-back is oscillating between
two different values.  It is as if Performer is still using an older copy of
the chan-data sometimes, rather than the new one I asked to pass down.

Has anyone heard of this sort of behaviour before?  I am also using a
different draw-mask for channel 1 in the two different modes, if that makes
a difference.  And the problem only happens in multiprocess mode, NOT when I
run in a single process.  I am using Performer 1.2.

Thanks in advance,
Rob.

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

"Informer, you no say daddy me Snow me I'll go blame, a licky boom boom down"
								- Snow.

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



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From: "Eric S. Hirschorn" <erich@pike.cecer.army.mil>
Message-Id: <199507190119.UAA14523@pike.cecer.army.mil>
Subject: Re: Re dxf converters (any info?)
To: info-performer@sgi.sgi.com
Date: Tue, 18 Jul 1995 20:15:45 -0500 (CDT)
Cc: erich@pike.cecer.army.mil
In-Reply-To: <7927.806113090@dimwit.dst.nk-exa.co.jp> from "Masahiko Yamanaka" at Jul 19, 95 09:18:10 am
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Status: O


> Excuse me,
> 
> ^^) To get the DxfToIv loader you have to sign a beta-site license.  Try
> ^^) writing to Gavin Bell at gavin@engr.sgi.com .
> 
> Is this a different version from /usr/lib/Showcase/ift/DxfToIv ?
> Is this command under developing ?

I just tried out the DxfToIv in /usr/lib/Showcase/ift on some of my
.dxf files, and it generated similar results to my beta-site copy.
I wasn't aware that an earlier version was hiding in the Showcase
distribution.

This program was developed by the Inventor development group at SGI. 
I don't know if they have reached a "final" version yet.

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/erich/erich.html


From guest  Wed Jul 19 01:18:13 1995
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Date: Wed, 19 Jul 1995 15:49:31 +1000 (EST)
From: Robert Webb <robertw@wormald.COM.AU>
Subject: Decals with projected textures??
To: Performer mailing list <info-performer@sgi.sgi.com>
Message-Id: <Pine.3.89.9507191416.A5556-0100000@krusty>
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Status: O

Hi all,

I have been working on something that uses a projected texture type of idea
for quite a while now.  It requires pfDraw() to be called twice in each
frame.  Now I've got it all kind of working except for co-planar polygons
(and multiprocessing because changing the draw-mask doesn't seem to be
having any effect, but that's another problem!).

The first call to pfDraw() is really just there to get the zbuffer right,
and the second call is done using zfunction(ZF_EQUAL).  Now for geometry
drawn with pfDecal() I have a problem.

If I use PFDECAL_BASE_DISPLACE, then the laters do not appear at all.  What
I would expect to be happening is this:

    - First call to pfDraw():
	- Base geometry is drawn, with z=1 say.
	- displacepolygon() is called.
	- Layer geometry is draw, with z=1, but displacepolygon() offsets
	    this and makes it, say, z=2 instead (this avoids "Z-flickering").
    - zfunction(ZF_EQUAL) is called.
    - Second call to pfDraw():
	- Base geometry is drawn, with z=1, exactly overwriting what was
	    there before, but leaving blank the sections where the layer
	    geometry was drawn (since here z==2).
	- displacepolygon() is called.
	- Layer geometry is draw, with z=1, but displacepolygon() offsets
	    this and makes it z=2 instead, exactly overwriting what was
	    previously rendered by the layer geometry.

However this is not what happens, since I do not see my layers at all.  In
fact the base is rendered as if the layers were never drawn.

Please help, I'm going mad.
Rob.

PS. Has anyone else had problems with the draw-mask apparently not having
any effect in multiprocess mode when set from the APP after pfConfig()????
My CULL seems to still be using the old value ;-(

Thanks (I'm having a bad day).

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

"Informer, you no say daddy me Snow me I'll go blame, a licky boom boom down"
								- Snow.

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



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Date: Wed, 19 Jul 1995 16:24:10 +1000 (EST)
From: Robert Webb <robertw@wormald.COM.AU>
Subject: Decals with projected textures again??
To: Performer mailing list <info-performer@sgi.sgi.com>
Message-Id: <Pine.3.89.9507191647.A5938-0100000@krusty>
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Hello again,

I am following up my own posting because I have found out what the problem
was, but I still don't know how to fix it.

I wrote:

> I have been working on something that uses a projected texture type of idea
> for quite a while now.  It requires pfDraw() to be called twice in each
> frame.  Now I've got it all kind of working except for co-planar polygons
> (and multiprocessing because changing the draw-mask doesn't seem to be
> having any effect, but that's another problem!).
> 
> The first call to pfDraw() is really just there to get the zbuffer right,
> and the second call is done using zfunction(ZF_EQUAL).  Now for geometry
> drawn with pfDecal() I have a problem.
> 
> If I use PFDECAL_BASE_DISPLACE, then the laters do not appear at all.  What
> I would expect to be happening is this:
> 
>     - First call to pfDraw():
> 	- Base geometry is drawn, with z=1 say.
> 	- displacepolygon() is called.
> 	- Layer geometry is draw, with z=1, but displacepolygon() offsets
> 	    this and makes it, say, z=2 instead (this avoids "Z-flickering").
>     - zfunction(ZF_EQUAL) is called.
>     - Second call to pfDraw():
> 	- Base geometry is drawn, with z=1, exactly overwriting what was
> 	    there before, but leaving blank the sections where the layer
> 	    geometry was drawn (since here z==2).
> 	- displacepolygon() is called.
> 	- Layer geometry is draw, with z=1, but displacepolygon() offsets
> 	    this and makes it z=2 instead, exactly overwriting what was
> 	    previously rendered by the layer geometry.
> 
> However this is not what happens, since I do not see my layers at all.  In
> fact the base is rendered as if the layers were never drawn.

Using gldebug, I have discovered that the decal layers in a pfLayer node are
drawn using zwritemask(0x0).  This is usually fine, but makes it impossible
to do what I wanted to do above (or the standard projected texture
algorithm) as the ZF_EQUAL pass will fail for this geometry.  All I need to
do now is stop the call to zwritemask(0x0), but HOW?  There is no way to
pfOverride it.

The only solution I can think of (which I DON'T like the idea of), is to
change all the pfLayer nodes to pfGroup nodes and add call-backs to handle
the decaling myself.  There must be a better way!?!?!?

Rob :-/

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

"Informer, you no say daddy me Snow me I'll go blame, a licky boom boom down"
								- Snow.

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




From guest  Wed Jul 19 00:26:39 1995
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From: "Jorge Figueroa" <figueroa@ricechex.me.iastate.edu>
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Date: Wed, 19 Jul 1995 02:23:17 -0500
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        HI! I can currently  view an Inventor file into Performer using the
convertor,
however I cant load this file into my office's Boom. It is easy to add this
option to  cmndline.c  but without All of the source code I cannot recompile.
 Where can I get this code? Is there another way to load this file onto the
Boom?   THANKS :)
                        Jorge
                        figueroa@iastate.edu



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From: "Axel Sammet" <axel@elwood.hannover.sgi.com>
Message-Id: <9507190907.ZM175@elwood.hannover.sgi.com>
Date: Wed, 19 Jul 1995 09:07:25 +0000
X-Face: +.n!QKG7O5w\:2hJh%S}+iu)$t[N^n/eh9w-}^>U?i6]!O|,ubP5E$:C05Wot=|3?_N&bjk 4w%$@iFnNm&KCFms>NC]uX!T)xVcoM32jd`qO\VWkG6zc(!H)d`?1>CNrT:HOyT2mtxJ$(*M,QBe4d LYJVuvh!kn}3M}wqP6}cd(b0%+q9$.{+kIFC3ECFnZ3/ok|NqVgtG0^/{+9-6i52'n,H::f|!_du_e Gd*A~4xUbln#@
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To: info-performer@sgi.sgi.com
Subject: N-Vision HMD
Content-Type: text/plain; charset=us-ascii
Mime-Version: 1.0
Status: O

Hi Folks,

Has anyone successfully connected an N-Vision HMD to an ONYX RE2 using
field sequential output mode?

The setmon command I am using is:

setmon -n -sb 1280x960_180qi


I have a 13W3 to 3BNC cable connected to the Monitor outlet and connected
the HMD to the Blue Cable (where the sync is on).

I have an application in 24-Bit RGB mode running and expect a color image
on the HMD display.

Unfortunately I only get a B&W signal on the HMD as well as on my field
sequential control monitor.

I have another FieldSequential control monitor with three BNC inputs (one
for each color component). This one works perfectly so I might still have
an RGB parallel signal and not the expected sequential.

Are there ways to check the fieldsequential signal which leaves the ONYX?
Has anyone experienced similar problems?

Any help and hints greatly appreciated.

Thanks

Axel


-- 

______________________________________________________________________

      _/_/_/_/_/   _/_/_/_/_/   _/
     _/           _/           _/
    _/           _/           _/
   _/_/_/_/_/   _/  _/_/_/   _/
          _/   _/  _/  _/   _/
         _/   _/      _/   _/
_/_/_/_/_/   _/_/_/_/_/   _/

Axel Sammet, SE
Visual Simulation, Digital Media, CAD/CAM

Silicon Graphics GmbH         | Tel:    +49 511 9017229
Ahrensburger Strasse 3        | Fax:    +49 511 6138115
30659 Hannover                | VM #:   59191  M/S: IHA-314
Germany                       | E-Mail: axel@hannover.sgi.com
                              | URL:    http://www.hannover.sgi.com/
_____________________________________________________________________



From guest  Wed Jul 19 05:46:13 1995
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From: "Brian Furtaw" <brian@sonic.clubfed.sgi.com>
Message-Id: <9507190843.ZM26303@sonic.clubfed.sgi.com>
Date: Wed, 19 Jul 1995 08:43:10 -0400
In-Reply-To: Wim Elhorst <wim@fss.fokker.nl>
        "dxf converters (any info?)" (Jul 18,  6:11pm)
References: <199507181611.AA18605@beatrix.fss.fokker.nl>
X-Mailer: Z-Mail-SGI (3.2S.1 10apr95 MediaMail)
To: Wim Elhorst <wim@fss.fokker.nl>, info-performer@sgi.sgi.com
Subject: Re: dxf converters (any info?)
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On Jul 18,  6:11pm, Wim Elhorst wrote:
> Subject: dxf converters (any info?)
> Hi;
>
> we have a database (40Mb) in dxf format and want to prune it using modelgen.
> Modelgen does not easily digest this file, so the question is,
> are there any sgi-based tools available for segmenting dxf files into
> smaller dxf files; or tools for direct dxf to flight format translation ?
>
> Thanks in advance
>
> -wim
>
> --
> ___________________________________________________________________________
> Wim Elhorst.             Fokker Space & Systems BV.
> wim@fss.fokker.nl        P.O.Box 32070
> phone:    (71)245405     2303DB Leiden
> fax:      (71)245498     The Netherlands
>-- End of excerpt from Wim Elhorst

I don't know of a flight format converter for dxf but your SGI comes equipped
with DxfToIv, which outputs inventor format files, which Performer can read.
Look for /usr/lib/Showcase/ift/DxfToIv on your system DxfToIv -h will explain
the rest. Hope this helps.

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


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  Wed, 19 Jul 1995 09:07:11 -0400
From: "James Korotney" <jkorotne@ford.com>
Date: Wed, 19 Jul 1995 09:12:04 -0400
In-Reply-To: "Axel Sammet" <axel@elwood.hannover.sgi.com>
        "N-Vision HMD" (Jul 19,  9:07am)
References: <9507190907.ZM175@elwood.hannover.sgi.com>
X-Mailer: Z-Mail (3.2.1 15feb95)
To: "Axel Sammet" <axel@elwood.hannover.sgi.com>
Subject: Re: N-Vision HMD
Cc: info-performer@rose
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>-- On Jul 19,  9:07am, Axel Sammet wrote:
> Subject: N-Vision HMD
> Hi Folks,
>
> Has anyone successfully connected an N-Vision HMD to an ONYX RE2 using
> field sequential output mode?
>
> The setmon command I am using is:
>
> setmon -n -sb 1280x960_180qi
>
>
> I have a 13W3 to 3BNC cable connected to the Monitor outlet and connected
> the HMD to the Blue Cable (where the sync is on).
>
> I have an application in 24-Bit RGB mode running and expect a color image
> on the HMD display.
>
> Unfortunately I only get a B&W signal on the HMD as well as on my field
> sequential control monitor.
>
> <snip>

We tend to have problems often when not doing a hardware (eeprom) reprogram
in the setmon command.  Not always, but common enough.  The BW signal did
happen periodically.  Though should be able to go to field sequential as you
did in software (setmon -n) (providing your x display is not larger than the
eeprom setting), it does not seem to be a stable thing.

To avoid it, we do a hardware reset remotely.  This means restarting graphics,
so you kill the x session on the machine, logging out anyone on the display.

try	prompt_remote% /usr/gfx/setmon -x -srgba 1280_960_180qi
                                       ^^^
                          specifies an eeprom reprogram on graphics restart

	prompt_remote% /usr/gfx/stopgfx
	prompt_remote% /usr/gfx/startgfx

Check the setmon man page.
see what happens.  Good luck.
-james

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



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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9507191619.ZM22386@barney.reading.sgi.com>
Date: Wed, 19 Jul 1995 16:19:12 +0100
In-Reply-To: Robert Webb <robertw@wormald.COM.AU>
        "pfPassChanData :-(" (Jul 19, 10:23am)
References: <Pine.3.89.9507190959.A4344-0100000@krusty>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Robert Webb <robertw@wormald.COM.AU>
Subject: Re: pfPassChanData :-(
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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Status: O

Robert

I don't know enough about this to be sure but I found a support call in our
database that had a similar problem. Jim Helman got them to try using
pfGetChanData as a workaround - could you try this ? it may help narrow the
problem down. Also this sounds like a problem you should be able to reproduce
with a small piece of test code - it would really help if you could.

Cheers
Rob

-- 
________________________________________________________________
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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From: "Javier Castellar" <javier@sixty>
Message-Id: <9507190945.ZM7797@sixty.asd.sgi.com>
Date: Wed, 19 Jul 1995 09:45:33 -0700
In-Reply-To: "Axel Sammet" <axel@elwood.hannover.sgi.com>
        "N-Vision HMD" (Jul 19,  9:07am)
References: <9507190907.ZM175@elwood.hannover.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Axel Sammet" <axel@elwood.hannover.sgi.com>
Subject: Re: N-Vision HMD
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Yes, i have tried it several times in the past and it seems to work. Let me
check the details on our helmet. Which RM rev. are you using?

-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                             *
*************************************************************************
"The violence is the resource of non competent people."
				                       Hari Seldon 



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Date: Wed, 19 Jul 1995 12:16:55 -0700
From: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Message-Id: <199507191916.MAA09443@INDY3.comarts.es>
To: info-performer@sgi.sgi.com, robertw@wormald.com.au
Subject: Decals with projected textures again??
Status: O


Hi, Bob.

  We had a similar problem with zwritemasks, and maybe it'd be best if you can
handle the displacepolygon in callbacks by yourself. Even if you consider
using callbacks in the decaled nodes to reset the zwritemask, that might not
work properly, since the writemask ( at least in our case ) were changed
after the draw node callback.

  Jim Helman told me a few weeks ago  that ...

>In 1.2, PFTR_NO_OCCLUDE transparency and PFDECAL_BASE_FAST/DISPLACE,
>diddle the zwritemask as part of their operation.


  About the multiproc, when you call pfConfig the forks are separated from
the main process, and it's kind of hard to change the mp mode afterwards.

  Maybe there's a way to do it, but not easily.


  It's a bad day here too :)

---------------------------------------------------	    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: Wed, 19 Jul 1995 15:29:04 -0700
From: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Message-Id: <199507192229.PAA09829@INDY3.comarts.es>
To: info-performer@sgi.sgi.com, axel@elwood.hannover.sgi.com
Subject: Re: Nvision HMD
Status: O



Hi, axel.


  Besides the setmon eeprom hard setting, there might be an additional
problem:

  If the revision of your RMs is less or equal to 0102, the field sequential
outputs might only output 'triple blue' sequential signals, and you'll get a
B&W signal.

  You can see the revision with /usr/gfx/gfxinfo -v.

  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: SSPSU91@aol.com
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Date: Wed, 19 Jul 1995 18:58:33 -0400
Message-Id: <950719185833_36370723@aol.com>
To: info-performer@sgi.sgi.com
Subject: Performer and VAPS
Status: O

Has anyone used a product called VAPS from Virtual Prototypes Inc. located in
Canada?  If so, can it be combined with or called from Performer.  I
currently use both VAPS and Performer and see many uses for applications
which could call VAPS from the Performer draw process.
Stephanie Sroczyk, JJM Systems Inc.
SSPSU91@aol.com


From guest  Wed Jul 19 16:21:08 1995
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Date: Wed, 19 Jul 1995 19:02:05 -0400
Message-Id: <950719190200_36373070@aol.com>
To: info-performer@sgi.sgi.com
Subject: Performer and GL blinking prob
Status: O

I have a Performer application and I call a GL program from the draw process
which draws overlay graphics on the Performer scene. It works good except the
GL overlay graphics blink pretty bad.  Could anyone identify a cause for
this?
Stephanie Sroczyk, JJM Systems Inc.
SSPSU91@aol.com


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Date: Wed, 19 Jul 1995 16:41:11 -0700
From: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Message-Id: <199507192341.QAA09998@INDY3.comarts.es>
To: info-performer@sgi.sgi.com
Subject: Tlut performance
Status: O



Hi,

  Does anyone know about the performance impact on the fill rate of the use of tluts ?

  Is it very costly to bind a new tlut for every frame ?

  Does tlut action only occur at the texdef moment, or is it continiously referenced for later
texture accesses ( are tluts precomputed in texture memory or used all the time to translate
texture values ? ) ?

  Thanks in advance

  




---------------------------------------------------	    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  Wed Jul 19 17:33:34 1995
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From: ledogar@flanders.mtv.gtegsc.com
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To: info-performer@sgi.sgi.com
Subject: Re: Tlut performance  
In-Reply-To: Your message of "Wed, 19 Jul 95 16:41:11 PDT."
             <199507192341.QAA09998@INDY3.comarts.es> 
Date: Wed, 19 Jul 95 17:07:07 -0700
X-Mts: smtp
Status: O

We are using dynamic textures with subtexload, with TX_IA_8 as the internal 
format (although we're only storing intensity).  We have a 4-component lookup 
table, so I looks up ABGR.  We only use that table for one geode in our scene, 
so we call tlutbind twice per frame.

If the lookup is applied to the image data as it goes _into_ texmem, I can't see 
how all four components would fit into our 16-bits-per-texel texture-memory 
region.  So I think the texture lookup is done for each texel as it comes _out_ 
of texture memory, and before it goes through the texture environment function.

As far as I can tell, these calls have no effect on performance, and the 
textures on the other geodes come through normally.

I guess that means the tluts are loaded into some hardware registers somewhere 
(for speed)... I wonder what the limit is on the size/number of tluts?

Disclaimer: our code isn't totally debugged yet, so my results might be 
accidental...

--- Charlie Ledogar
GTE Government Systems
Mountain View, CA


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Date: Thu, 20 Jul 1995 10:26:22 +1000 (EST)
From: Robert Webb <robertw@wormald.COM.AU>
Subject: Re: Decals with projected textures again??
To: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199507191916.MAA09443@INDY3.comarts.es>
Message-Id: <Pine.3.89.9507201043.B6287-0100000@krusty>
Mime-Version: 1.0
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Status: O

Hey Nacho,

> We had a similar problem with zwritemasks, and maybe it'd be best if you
> can handle the displacepolygon in callbacks by yourself. Even if you
> consider using callbacks in the decaled nodes to reset the zwritemask,
> that might not work properly, since the writemask ( at least in our case )
> were changed after the draw node callback.
> 
>   Jim Helman told me a few weeks ago  that ...
> 
> >In 1.2, PFTR_NO_OCCLUDE transparency and PFDECAL_BASE_FAST/DISPLACE,
> >diddle the zwritemask as part of their operation.

This is sad :-(  It's a pity I can't say pfOverride(PFSTATE_ZWRITEMASK) or
something like that.  But you mention that it happens in 1.2, will anything
be different in 2.0?  I assume it will still diddle the zwritemask.

It seems like such a simple thing to just stop the call to zwritemask(), but
instead I will have to traverse the scene graph, replace all the pfLayer
nodes with pfGroups, and add my own call-backs to all the children (or at
least the first two) to handle the decal stuff.  This will be an even bigger
pain when we use the Performer 2.0 large-area data-base management stuff.

>   About the multiproc, when you call pfConfig the forks are separated from
> the main process, and it's kind of hard to change the mp mode afterwards.
> 
>   Maybe there's a way to do it, but not easily.

Huh?  I don't want to change the mp mode at all.  What I wrote was this:

> PS. Has anyone else had problems with the draw-mask apparently not having
> any effect in multiprocess mode when set from the APP after pfConfig()????
> My CULL seems to still be using the old value ;-(

At some point after pfConfig (ie, after the CULL & DRAW have forked off), I
want to change the draw-mask for one of my channels with (from the APP):
    pfChanTravMask(channel, PFTRAV_DRAW, mask);
But it seems to still be using the mask that was set before pfConfig.
Everything works if I run in a single process though.

>   It's a bad day here too :)

It's been a bad week!

Thanks,
Rob.

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

"Informer, you no say daddy me Snow me I'll go blame, a licky boom boom down"
								- Snow.

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



From guest  Wed Jul 19 17:58:29 1995
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Date: Thu, 20 Jul 1995 10:35:22 +1000 (EST)
From: Robert Webb <robertw@wormald.COM.AU>
Subject: Re: pfPassChanData :-(
To: Rob Jenkins <robj@barney.reading.sgi.com>
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9507191619.ZM22386@barney.reading.sgi.com>
Message-Id: <Pine.3.89.9507201057.A7595-0100000@krusty>
Mime-Version: 1.0
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Status: O

Hi Rob J,

> I don't know enough about this to be sure but I found a support call in our
> database that had a similar problem. Jim Helman got them to try using
> pfGetChanData as a workaround - could you try this ? it may help narrow the
> problem down.

I did try using pfGetChanData() and it produced the same results.

> Also this sounds like a problem you should be able to reproduce with a
> small piece of test code - it would really help if you could.

Hmmmm... Yeah I may have to come up with some.  But what's the bet my little
sample code won't reproduce the problem?!  (Sorry, I'm having a bad and
cynical week :-)

Rob W.

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

"Informer, you no say daddy me Snow me I'll go blame, a licky boom boom down"
								- Snow.

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



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Date: Wed, 19 Jul 1995 21:01:08 -0400
From: dorrie@beamish.mit.edu (Dorrie Hall)
Message-Id: <199507200101.VAA27484@beamish.mit.edu>
To: info-performer@sgi.sgi.com
Subject: Performer and GL blinking prob
Status: O



>I have a Performer application and I call a GL program from the draw process
>which draws overlay graphics on the Performer scene. It works good except the
>GL overlay graphics blink pretty bad.  Could anyone identify a cause for
>this?

Hi Stephanie,

   I used to use overlay mode but based on some very helpful
information posted by Sharon Rose Clay which said that
switching to overlay was a costly operation I draw things
I want on top of the scene by "turning off" the z buffering
in the postdraw callback.

something like this:

  
   /* draw in the same x,y coords as scene */
    pfPushState();
    pfBasicState();

    pfDisable(PFEN_TEXTURE);
    pfDisable(PFEN_LIGHTING);
    pfDisable(PFEN_FOG);
    zfunction(ZF_ALWAYS);



    zwritemask(0x000000);

   /* draw labels or instruments */

   zwritemask(0xFFFFFF);
   pfPopState();


   If you are adding code to pickfly it maybe clearing the 
overlay planes and causing the "blinking".

        Dorrie


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From: 1LMS.DSKPO33B@DSKBGW1.ITG.ti.com (Laura Schmid)
Date: Wed, 19 Jul 1995 19:08 CST
To: info-performer@sgi.sgi.com, guest
Subject: re: Performer and VAPS
Status: O

Yes, my group does alot of VAPS and Performer
applications.  What we have done is isolate the 
VAPS and performer into completely seperate 
isolated processes that communicate.  So, even
though VAPs and Performer share the same screen
space and work together, they are not intertwined.

The reason (in the major simplified form) is that both VAPs 
and Performer are "frameworks" and it is difficult to make one a 
slave of the other.  From our last discussions with
the VPI people, it is possible, but people who were
trying to do this had many problems getting their 
applications to work.  They may have addressed this problem 
in VAPs 3.2, but we have not looked into it further.  

Laura Schmid
Visualization & Simulation Technology
Texas Instruments, Inc.
email:	laura-schmid@ti.com
-------------
Original Text
>From SSPSU91 @ SMTP (SSPSU91) {guest@holodeck.asd.sgi.com}, on 7/19/95 6:28 PM:
To: laura-s @ SMTP (laura-schmid) {laura-schmid@ti.com}

Has anyone used a product called VAPS from Virtual Prototypes Inc. located in
Canada?  If so, can it be combined with or called from Performer.  I
currently use both VAPS and Performer and see many uses for applications
which could call VAPS from the Performer draw process.
Stephanie Sroczyk, JJM Systems Inc.
SSPSU91@aol.com




From guest  Wed Jul 19 19:08:00 1995
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Date: Thu, 20 Jul 1995 11:50:43 +1000 (EST)
From: Robert Webb <robertw@wormald.COM.AU>
Subject: Using PFDECAL_BASE_STENCIL?
To: Performer mailing list <info-performer@sgi.sgi.com>
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Status: O

Hi all, it's me again,

By default, pfLayer nodes (as loaded from a multigen model, in our case) use
PFDECAL_BASE_DISPLACE, which uses the GL displacepolygon() function.

How do I make them all use PFDECAL_BASE_STENCIL instead?  The obvious thing
to try would be:
    pfDecal(PFDECAL_BASE_STENCIL);
    pfOverride(PFSTATE_DECAL, PF_ON);

But this stops Performer from ever calling pfDecal again, which means it
won't call pfDecal(PFDECAL_LAYER) for the decal layers in each pfLayer node,
so you end up with just lots of flickering polygons (because everything in
the scene graph is treated as base geometry!).

Do I have to traverse the whole scene graph and individually change the type
of decaling used for each pfLayer node I come across?  (Everything I want to
do these days seems to require traversing the whole scene graph :-(. ).

Thanks,
Rob.

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

"Informer, you no say daddy me Snow me I'll go blame, a licky boom boom down"
								- Snow.

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



From guest  Thu Jul 20 00:07:56 1995
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To: info-performer@sgi.sgi.com
From: sit9501@technet.sg (Ng Kian Bee)
Subject: [Q] Performer vs other tool
X-Mailer: <PC Eudora Version 1.4>
Status: O

Hi,

I need this help urgently:

I am preparing a proposal to recommend to buy a software to do some 
walk-through. I understand that Performer can do it quite well, however, I 
need to know if there is any other tools, prefably those click-click type 
rather than programming type, that u experience users would recommend. 
Budget wise should not be a problem. The main thing is that I need to have a 
very high degree of interactivity.

Thanx a million.

************************************
*                                  *
* Kian                             *
* email : sit9501@slip.technet.sg  *
*                                  *
* Nanyang Polytechnic              *
* School of Information Technology *
* 20 Yishun Avenue 9               *
* Singapore 2776                   *
* Republic of Singapore            *
* Tel (65) 750 1440                *
* Fax (65) 755 5571                *
*                                  *
************************************



From guest  Thu Jul 20 02:24:56 1995
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From: Marco Crocetta  <giraffe.asd.sgi.com!sgi.sgi.com!relay.iunet.it!hpdtmt2!onyx>
Subject: Performer 2.0: When ?
To: info-performer@sgi.sgi.com
Date: Thu, 20 Jul 95 11:04:47 METDST
Mailer: Elm [revision: 66.25]
Status: O

Hi,


I read with attention at the mail messages about Performer 2.0 
features, and I found them very interesting.

I think some of these new features could be very useful for my
project.

Unfortunatelly, I'll have to do the final test of my Performer 
application very soon.

So, if possible, I would know if 2.0 will be ready before October.


Thanks in advance, and sorry for my short English...

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





From guest  Thu Jul 20 04:51:22 1995
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From: "John A. Collier" <jcollier@alexandra.mtl.com>
Message-Id: <9507200747.ZM8344@Maddie.mtl.com>
Date: Thu, 20 Jul 1995 07:47:45 -0400
In-Reply-To: sit9501@technet.sg (Ng Kian Bee)
        "[Q] Performer vs other tool" (Jul 20,  3:04pm)
References: <199507200704.PAA15576@einstein.technet.sg>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
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Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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Status: O

Hi,
You might try EasyScene 2.0.  It has a really nice GUI that allows a lot of the
"click-click" type stuff you are looking for.

Call Coryphaeus at (408) 395-4537 (California, USA) for more info or you can
email me and I can answer some questions.

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: SSPSU91@aol.com
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Date: Thu, 20 Jul 1995 08:58:18 -0400
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To: info-performer@sgi.sgi.com
Subject: Get channel id
Status: O

Does anyone know of a pf call which will return the channel id of the current
channel being drawn.  I want to call this function in the draw process and
only do certain things when a certain channel is being drawn. I know there is
a pfGetChanPipe call to return the pipe of the channel so I think there may
be one similar for channels.
Stephanie Sroczyk, JJM Systems Inc.
email SSPSU91@aol.com


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Posted: Thu, 20 Jul 95 13:58:13 +0200
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From: "KUMMERFELDT" <kummerfeldt@dbag.ulm.DaimlerBenz.COM>
Message-Id: <21853102705991/15781@FI3500>
To: info-performer@sgi.sgi.com
Subject: collision detection
Status: O

Hello,
having tried to implement a collision detector for Inventor scenes, I
experienced this is a pretty tough task. My intention is to move a single picked
object in an Inventor scene and to detect whether collisions occurred. Bounding
box collision detection is not sufficient and more comfortable detectors are
either intricate and/or time consuming. Therefore I'm trying to find an already
implemented detector this way. Can anybody help? I hardly can imagine this
problem has not been solved already. Possibly software can be bought anywhere?
Hints are highly appreciated. 
Thanks in advance 
Georg Kummerfeldt 


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From: "Brian Furtaw" <brian@sonic.clubfed.sgi.com>
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Date: Thu, 20 Jul 1995 09:26:46 -0400
In-Reply-To: SSPSU91@aol.com
        "Performer and VAPS" (Jul 19,  6:58pm)
References: <950719185833_36370723@aol.com>
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To: SSPSU91@aol.com, info-performer@sgi.sgi.com
Subject: Re: Performer and VAPS
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jul 19,  6:58pm, SSPSU91@aol.com wrote:
> Subject: Performer and VAPS
> Has anyone used a product called VAPS from Virtual Prototypes Inc. located in
> Canada?  If so, can it be combined with or called from Performer.  I
> currently use both VAPS and Performer and see many uses for applications
> which could call VAPS from the Performer draw process.
> Stephanie Sroczyk, JJM Systems Inc.
> SSPSU91@aol.com
>-- End of excerpt from SSPSU91@aol.com

>From what I have seen of VAPS it creates code tied directly into the
XtMainLoop() in fact VAPS has its own main loop at least the version I saw one
year ago did. That VAPS main loop did not look to flexible either, VAPS is
however a great product, and maybe Performer 2.0, if it follows the OpenGL
paradigm will have allow access to XWindows.

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


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From: "Michael Jones" <mtj@babar>
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Date: Thu, 20 Jul 1995 07:26:53 -0700
In-Reply-To: "KUMMERFELDT" <kummerfeldt@dbag.ulm.DaimlerBenz.COM>
        "collision detection" (Jul 20,  3:01pm)
References: <21853102705991/15781@FI3500>
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To: "KUMMERFELDT" <kummerfeldt@dbag.ulm.DaimlerBenz.COM>,
        info-performer@sgi.sgi.com
Subject: Re: collision detection
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jul 20,  3:01pm, KUMMERFELDT wrote:
> Subject: collision detection
:Hello,
:having tried to implement a collision detector for Inventor scenes, I
:experienced this is a pretty tough task. My intention is to move a single
picked
:object in an Inventor scene and to detect whether collisions occurred.
Bounding
:box collision detection is not sufficient and more comfortable detectors are
:either intricate and/or time consuming. Therefore I'm trying to find an
already
:implemented detector this way. Can anybody help? I hardly can imagine this
:problem has not been solved already. Possibly software can be bought anywhere?
:Hints are highly appreciated.
:Thanks in advance
:Georg Kummerfeldt

Georg:

It sounds like you want scene-graph .vs scene-graph intersection
detection. This is a very difficult problem to do quickly, and one
that is supported in neither OpenInventor nor IRIS Performer.

Sorry,
Michael T. Jones

-- 

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: Thu, 20 Jul 1995 08:04:42 -0700
From: ib@ivan.engr.sgi.com (Ivan Bach)
Message-Id: <199507201504.IAA16259@ivan.engr.sgi.com>
To: info-performer@sgi.sgi.com,
        "KUMMERFELDT" <kummerfeldt@dbag.ulm.DaimlerBenz.COM>
Subject: Re:  collision detection
Status: O

"KUMMERFELDT" <kummerfeldt@dbag.ulm.DaimlerBenz.COM> writes:
> Therefore I'm trying to find an already implemented (collision) detector
Article 17570 of comp.archives:
From: ponamgi@cs.unc.edu (ponamgi)
Subject: [comp.graphics.algorithms] Collision Detection Code Release
Date: 24 Jun 1995 03:36:13 GMT
Organization: The University of North Carolina at Chapel Hill
Sender: adam@yggdrasil.com
Distribution: world

(Please forward comments to geom@cs.unc.edu)

                    I_COLLIDE Collision Detection Library
                    -------------------------------------

  We announce the release of Version 1.0 of I_COLLIDE collision detection
library. I_COLLIDE is an interactive and exact collision detection library for
large environments composed of convex polyhedra. Many non-convex polyhedra may
be decomposed into a set of convex polyhedra, which may then be used with this
library. I_COLLIDE exploits coherance (the property of a simulation to change
very litle between consecutive time steps) and the properties of
convexity to achieve very fast collision detection which is exact to the
accuracy of the input models. We've tested the library in both an
architectural walkthrough and multi-body simulations , impulse-based
simulations and the time required for collision detection is typically small
compared to the time to generate the graphics for these simulations.
I_COLLIDE has been developed by researchers at the University of N. Carolina
Chapel Hill and the University of California at Berkeley.

For more information, check out the I_COLLIDE WWW page:

http://www.cs.unc.edu/~geom/I_COLLIDE.html

You can ftp the tar file (it has the installation instructions) using

ftp cs.unc.edu (anonymous ftp)

cd pub/users/manocha/CODE/COLLISION

get I_COLLIDE.tar.Z (use binary mode)

For questions or comments related to I_COLLIDE send e-mail to geom@cs.unc.edu .

-------------------------------------------------------------------------
Dinesh Manocha                      Tel : 919-9621749
Department of Computer Science              Fax : 919-9621799
CB #3175, Sitterson Hall                    WWW : http://www.cs.unc.edu/~manochaUniversity of N. Carolina                   INTERNET: manocha@cs.unc.edu
Chapel Hill, NC 27599-3175
-------------------------------------------------------------------------

Ivan Bach, ib@sgi.com


From guest  Thu Jul 20 02:03:02 1995
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From: "Dennis Saluaar" <dennis@challenge.vtd.volvo.se>
Message-Id: <9507201058.ZM17226@challenge>
Date: Thu, 20 Jul 1995 10:58:31 -0600
In-Reply-To: "Axel Sammet" <axel@elwood.hannover.sgi.com>
        "N-Vision HMD" (Jul 19,  9:07am)
References: <9507190907.ZM175@elwood.hannover.sgi.com>
X-Mailer: Z-Mail (3.1.0 22feb94 MediaMail)
To: "Axel Sammet" <axel@elwood.hannover.sgi.com>
Subject: Re: N-Vision HMD
Cc: info-performer@sgi.sgi.com
Content-Type: text/plain; charset=us-ascii
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Status: O

Hi !

We run VR-stuff on a Onyx with one RE2 and a MCO for dual channels.
We have 4xRM4s and the revisions are : 00112/00112/00112/00112.
We use the n-Vision HMD with a stereoscopic setting.

We have succesfully used the following commands for 180 Hz field-sequential:

	./setmon -x -s b 640x480_180q	(640x480 monoscopic)

	./setmon -x -s b 1280x960_180qi	(1280x960 monoscopic)

	./setmon -S -x -s b 2@640x480_180q (640x480 stereoscpoic)

The last command use the MCO option ( -S ) and we always use stopgfx and
startgfx to restart the graphics. Sometimes the sync does not follow the blue
and therefore the clour fails. We use the syncs from two of the MCO-channels
and connect them to VS and the HS inputs on the HMD electronics box.

The first time we tested a field-sequential device we also experienced problems
with colour and after a while it was discovered that our RMs were too old.
Upgrading the RMs to revision 00112 made a big difference, though it took the
SGI guys here in Sweden a while to figure this out.

So, my guess is that it is either the revision of the RMs or the sync.

Good luck !


-- 
>From : Dennis Saluaar  					   
       06260 Cognitive Ergonomics, PVO21	   ---   __o				
       AB Volvo, Technological Development	 ------  \<,		
       S-405 08 Gothenburg			----- ( )/ ( )
       SWEDEN	    		 
	
       Tel : +46-31-665317, Fax : +46-31-546710, E-mail : dennis@vtd.volvo.se 	 		





From guest  Thu Jul 20 11:42:11 1995
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From: "Daniela Rainer" <zrgr0390@awssg7.rus.uni-stuttgart.de>
Message-Id: <9507202034.ZM1792@awssg7.rus.uni-stuttgart.de>
Date: Thu, 20 Jul 1995 20:34:47 +0000
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To: info-performer@sgi.sgi.com
Subject: projection plane
Mime-Version: 1.0
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Status: O

Hi,

I don't know how to set a channel like this:


----------------------------------  far clipping plane
\                                /
 \                              /
  \                            /
   \                          /
    \                        /
     \                      /
      ----------------------   projection plane
       \                  /
        \                /
         \              /
          --------------   near clipping plane
           .          .
            .        .
             .      .
              .    .
               .  .
                ..
                eye


Thanks for any help
Daniela

-- 
Daniela Rainer
rainer@rus.uni-stuttgart.de


From guest  Thu Jul 20 17:47:15 1995
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To: info-performer@sgi.sgi.com
Subject: Horizon Line
Date: Thu, 20 Jul 1995 17:38:54 PDT
From: "William J. Moore" <bmoore@world.nad.northrop.com>
Status: O

I have a question on alignment of a pitch
ladder to the horizon. The horizon line appears
displaced from it's true position based on the
far clip plane and current Z position. I've
tried using PFES_HORIZ_ANGLE but this
only makes the problem worse. Is there something else
that needs to be set with the Earth-Sky model to 
get the horizon to appear at infinity?


Thanks 
Bill 


From guest  Thu Jul 20 23:07:41 1995
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Date: Fri, 21 Jul 1995 14:04:42 +1000 (EST)
From: Robert Webb <robertw@wormald.COM.AU>
Subject: Re: Decals with projected textures again??
To: "Nacho Sanz-Pastor. Computer Arts + Developments" <nacho@comarts.es>
Cc: Performer mailing list <info-performer@sgi.sgi.com>
In-Reply-To: <Pine.3.89.9507201043.B6287-0100000@krusty>
Message-Id: <Pine.3.89.9507211305.A11663-0100000@krusty>
Mime-Version: 1.0
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Status: O

On Thu, 20 Jul 1995, Robert Webb (that's me!) wrote:

> Hey Nacho,
> 
> > We had a similar problem with zwritemasks, and maybe it'd be best if you
> > can handle the displacepolygon in callbacks by yourself. Even if you
> > consider using callbacks in the decaled nodes to reset the zwritemask,
> > that might not work properly, since the writemask ( at least in our case )
> > were changed after the draw node callback.
> > 
> >   Jim Helman told me a few weeks ago  that ...
> > 
> > >In 1.2, PFTR_NO_OCCLUDE transparency and PFDECAL_BASE_FAST/DISPLACE,
> > >diddle the zwritemask as part of their operation.
> 
> This is sad :-(  It's a pity I can't say pfOverride(PFSTATE_ZWRITEMASK) or
> something like that.  But you mention that it happens in 1.2, will anything
> be different in 2.0?  I assume it will still diddle the zwritemask.
> 
> It seems like such a simple thing to just stop the call to zwritemask(), but
> instead I will have to traverse the scene graph, replace all the pfLayer
> nodes with pfGroups, and add my own call-backs to all the children (or at
> least the first two) to handle the decal stuff.  This will be an even bigger
> pain when we use the Performer 2.0 large-area data-base management stuff.

Well it turned out not to be quite that bad.  All I needed to do was put a
pre-draw call-back on the second child of each pfLayer node, and all the
call-back does is "zwritemask(0xffffffff);".  The first child is considered
to be the base geometry, and the following children are the decal layers.
It turns out that the pfDecal(PFDECAL_LAYER) call, which called
zwritemask(0x0), is done before the pre-draw call-back (thankfully!), so I
have this chance to set the zwritemask back how I want it.  This means I
can't have more than one level of layering, but that's fine for me.

That's one of my problems solved!
Rob.

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

"Informer, you no say daddy me Snow me I'll go blame, a licky boom boom down"
								- Snow.

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



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Date: Fri, 21 Jul 95 10:31:26 BST
From: rmorris@tswl.co.uk (Roger Morris)
Message-Id: <9507210931.AA23421@tswl.co.uk>
To: sit9501@technet.sg
Subject: Performer vs other tool
Cc: info-performer@sgi.sgi.com
Status: O


Vega from Paradigm Simulation is based on Performer, but gives you a
point-and-click interface and a much simpler programming environment.
You can still access the complete Performer toolset if you wish.

Contact marketing@paradigmsim.com


Regards,


Roger Morris
Transformation Software Ltd.


From guest  Fri Jul 21 07:52:51 1995
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From: "Lionel Maiaux" <maiaux@QUARTZ.corys.fr>
Message-Id: <9507211632.ZM18517@quartz>
Date: Fri, 21 Jul 1995 16:32:20 +0100
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To: info-performer@sgi.sgi.com
Subject: pfBoxIsectFrust vs pfSphereIsectFrust
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Status: O

Hi,

Can anybody knows which of pfBoxIsectFrust and pfSphereIsectFrust is the faster
function ?

Thanks.

-- 
--------------------------------------------------------------------------------                        Lionel Maiaux
                       l.maiaux@corys.fr
--------------------------------------------------------------------------------


From guest  Fri Jul 21 01:56:33 1995
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	 id KAA29131; Fri, 21 Jul 1995 10:52:07 +0200
From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9507211052.ZM29129@bitch.reading.sgi.com>
Date: Fri, 21 Jul 1995 10:52:06 -0600
In-Reply-To: "Daniela Rainer" <zrgr0390@awssg7.rus.uni-stuttgart.de>
        "projection plane" (Jul 20,  8:34pm)
References: <9507202034.ZM1792@awssg7.rus.uni-stuttgart.de>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Daniela Rainer" <zrgr0390@awssg7.rus.uni-stuttgart.de>
Subject: Re: projection plane
Cc: info-performer
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jul 20,  8:34pm, Daniela Rainer wrote:
> Subject: projection plane
> Hi,
>
> I don't know how to set a channel like this:
>
>
> ----------------------------------  far clipping plane
> \                                /
>  \                              /
>   \                            /
>    \                          /
>     \                        /
>      \                      /
>       ----------------------   projection plane
>        \                  /
>         \                /
>          \              /
>           --------------   near clipping plane
>            .          .
>             .        .
>              .      .
>               .    .
>                .  .
>                 ..
>                 eye
>
>
> Thanks for any help
> Daniela
>
> --
> Daniela Rainer
> rainer@rus.uni-stuttgart.de
>
>-- End of excerpt from Daniela Rainer

The projection plane you've drawn above is defined by the viewing vector
and it's distance from the eye doesn't mean much to the rendering process.
Your near and far clip planes will be parallel to this plane.

Use pfFrustNearFar to set clip planes and pfMakePerspFrust to
pfMakePerspFrust determine the size of the frustum at the near
clip and therefore the FOV. If your near clip is at 1 unit and
left = -1 and right = +1, you'll get what you've drawn above with
a horizontal feild of view of 90 degrees.

Hope this helps,
Angus.

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


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From: mwilliam@ldsa.com (Micheal J. Williams)
Message-Id: <9507211814.AA23698@igate>
To: info-performer@sgi.sgi.com
Subject: Mixed Mode problem.
Status: O



I am trying a mixed model program with Performer 1.2, and
IRIX 5.2.  The program is running much slower than we
expected, and we are seeing a great deal cpu time going 
to the system, and interrupts.  

Gldebug gives us many warnings, and errors.  All swapbuffers
get an error because it doesn't register that the program is
in double buffer mode.  All calls to RGBcolor, c3f etc give
warnings that the program is not in RGB mode.  Somebody here
has suggested that the problem may be a result of mismatch
between motif, and GLX windows.

It appears that these warnings are causing the system time to
shoot up dramatically.  Should you stick to purely pfutility
calls in implementing GLX mixed mode?  Are there good examples?

Currently we call (This part is done in ada)

   -- open X display
   XDPY := XLIB.OPENDISPLAY(":0.0");   

   -- create parent window
   XWIN := XLIB.CREATEWINDOW(XDPY, 
                             XLIB.ROOTWINDOW(XDPY, XLIB.DEFAULTSCREEN(XDPY)),
                             1,  -- stick up in corner
                             1, 
                             INTEGER(XSIZE), 
                             INTEGER(YSIZE),
                             0, 
                             XLIB.COPYFROMPARENT, 
                             XLIB.INPUTOUTPUT, 
                             XLIB.COPYFROMPARENT,
                             XLIB.CWBACKPIXEL, 
                             SWA);


    -- create GLX window for GL rendering 
    PERFORMER_UTILITIES.CREATE_GLX_WINDOW (XDPY, 
					   INTEGER(XWIN) , 
					   GLWIN'address, 
					   OVERWIN'address, 
                                           INTEGER(XSIZE), 
					   INTEGER(YSIZE));
    
    XLIB.SELECTINPUT(XDPY, GLWIN, XLIB.EXPOSUREMASK);
    XLIB.MAPWINDOW(XDPY, GLWIN);
    XLIB.MAPWINDOW(XDPY, XWIN);
    XLIB.FLUSH(XDPY);



-------  
   the PERFORMER_UTILITIES.CREATE_GLX_WINDOW is 
   a C shell around pfuGLXCreateWindow as follows
-------  
#include <gl/glws.h>
#include "pfutil.h"

/* prototype */
unsigned long GLXgetvalue(GLXconfig* conf, int buffer, int mode);


void   Create_GLX_Window (pfuXDisplay   *XDpy, 
			  pfuXWindow    parent,
 			  unsigned long *glwin, 
			  unsigned long *overwin,
                          int xSize, 
			  int ySize)
   {  
   GLXconfig    *config;

    /* create window from 0,0 to xsize,  ysize with no border. */
    config = pfuGLXCreateWindow(XDpy, parent, 0, 0, xSize, ySize, 0,
				 GLX_NORMAL, GLX_DOUBLE, TRUE,
				 GLX_NORMAL, GLX_RGB, TRUE,
				 GLX_NORMAL, GLX_ZSIZE, GLX_NOCONFIG,
				 0, 0, 0);
    
    *glwin   = GLXgetvalue(config, GLX_NORMAL,  GLX_WINDOW);
    *overwin = GLXgetvalue(config, GLX_OVERLAY, GLX_WINDOW);
   
   return;
   }



/*
 **  Used to get a value out of the configuration structure returned by
 **  GLXgetconfig.  Scan through the GLX config structure, and, when we
 **  find the proper buffer-mode combination, return the argument relevant 
 **  for that buffer type.
 */
unsigned long GLXgetvalue(GLXconfig* conf, int buffer, int mode)
{
    int	i;
    for (i = 0; conf[i].buffer; i++)
	if (conf[i].buffer == buffer && conf[i].mode == mode)
	    return conf[i].arg;
    return 0;
}



From guest  Sun Jul 23 02:21:36 1995
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From: SSPSU91@aol.com
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Date: Fri, 21 Jul 1995 20:15:06 -0400
Message-Id: <950721201328_120182011@aol.com>
To: info-performer@sgi.sgi.com
Subject: Performer get chan id
Status: O

Does anyone know of a pf call which will return the channel id of the current
channel being drawn.  I want to call this function in the draw process and
only do certain things when a certain channel is being drawn. I know there is
a pfGetChanPipe call to return the pipe of the channel so I think there may
be one similar to get the channel.
Stephanie Sroczyk, JJM Systems Inc.
email SSPSU91@aol.com




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From: keith@anchor.apl.washington.edu (Keith Kerr)
Message-Id: <9507221830.AA04259@anchor.apl.washington.edu.apl.washington.edu>
To: info-performer@sgi.sgi.com
Subject: unscribe me temporarily
Status: O


Apologies -- I know this is not the correct address to
unsubscribe, but I can't find the correct one and I
leaving on vacaton momentarily.  Please unsubscribe me
for now -- I'll re-up in three weeks.
k


From guest  Sat Jul 22 15:18:57 1995
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To: info-performer@sgi.sgi.com
Subject: Channel Data
Date: Sat, 22 Jul 1995 15:13:18 PDT
From: "William J. Moore" <bmoore@world.nad.northrop.com>
Status: O

I've noticed a difference in behavior when passing channel
data in APPCULL_DRAW verses APP_CULL_DRAW multiprocess modes.
It works as expected in APP_CULL_DRAW, but in APPCULL_DRAW
you must force the creation of the channel data buffers with
three calls to pfPassChanData (chan) & pfFrame(). If you don't
the data pointer is null in the draw callback. Is this correct 
or am I not setting it up correctly in APPCULL_DRAW mode?

Bill


From guest  Wed Aug  2 09:59:22 1995
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Replied: "Ravee <rsl@sds.po.my> "
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From: Ravee <rsl@sds.po.my>
To: info-performer-request@sgi.sgi.com
Subject: Virtual Reality Peripherals
X-Mailer: ScoMail 1.0
Date: Mon, 24 Jul 1995 9:01:03 +0800 (MAL)
Message-Id:  <9507240901.aa00912@sds.po.my>
Status: O


I am looking around for VR peripherals such as headsets, gloves etc to hook
up to SGI workstations.  Can anybody recommend vendors who supply reliable
VR peripherals?  For comparison purposes I would also be interested in looking
at VR peripherals that can be hooked up to Pentiums etc.

Regards


Ravee Suntheralingam			Tel   : 6 (03) 293-9322
Sime Darby Systems			Fax   : 6 (03) 293-9376
Malaysia				Email : rsl@sds.po.my




From guest  Mon Jul 24 06:32:24 1995
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From: rupprecr@adadv1.mdc.com
Date: Mon, 24 Jul 1995 08:29:45 -0500
Message-Id: <95072408294550@adadv1.mdc.com>
To: info-performer@sgi.sgi.com
Subject: Spline fog functionality
X-Vms-To: smtp%"info-performer@sgi.com"
Status: O

Has anyone implemented spline fog and have it work as described in 
the Performer Manual Reference pages?

"The range value is specified in a normalized form in the numberic 
range [0..1], with 0.0 corresponding to the fog onset range (plus 
offset) and 1.0 the fog opaque range( plus offset).  This allows the 
ranges to be changed while maintaining the same fog density curve".

This means to me that at some range from the eyepoint (fog onset 
range) the fog will begin and the fog table will specify the density 
of the fog up to the fog oqaque range.  I've tried this but the fog 
always seems to start at the near clip plane. Am I reading this 
wrong?

Thanks in advance,
Rich Rupprecht
MDTS
(rupprecr@adadv1.mdc.com)



From guest  Mon Jul 24 06:35:02 1995
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From: jaydee@thor.ats.qc.ca (Jean Daigle)
Date: Mon, 24 Jul 1995 09:32:30 -0400
In-Reply-To: SSPSU91@aol.com
       "Performer get chan id" (Jul 21,  8:15pm)
X-Mailer: Mail User's Shell (7.2.5 10/14/92)
To: SSPSU91@aol.com
Subject: Re: Performer get chan id
Cc: info-performer@sgi.sgi.com
Status: O

Hello!

On Jul 21,  8:15pm, SSPSU91@aol.com wrote:
...
} Does anyone know of a pf call which will return the channel id of the current
} channel being drawn.  I want to call this function in the draw process and
} only do certain things when a certain channel is being drawn. I know there is
} a pfGetChanPipe call to return the pipe of the channel so I think there may
} be one similar to get the channel.
...
}-- End of excerpt from SSPSU91@aol.com


You may use the pfGetId() call to obtain the unique long integer
identifier associated with each Performer (libpf) object.  

>From the man page:

     All IRIS Performer objects defined in the libpf library have a unique
     integer identifier.  pfGetId returns the identifier of unknown or -1 if
     unknown is not a libpf data type.

FWIW, I have used this function successfully for arguments of type
(pfChannel *) with Performer 1.2/IRIX 5.2.

Hope this helps.


Regards,
Jean Daigle.

 -----------------------------------------------------------------
 | Jean Daigle                         ATS Aerospace Inc.        |
 | Software Designer                   1250 Boul Marie-Victorin  |
 |                                     St. Bruno, QC     J3V 6B8 |
 | jaydee@ats.qc.ca   Tel: (514) 441-9000    Fax: (514) 441-6789 |
 -----------------------------------------------------------------


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Date: Mon, 24 Jul 95 22:30 MET DST
From: matomira@lig.di.epfl.ch (Fernando D. Mato Mira)
To: info-performer@sgi.sgi.com
Subject: PPCR + Performer ?
Reply-To: matomira@epfl.ch
Status: O


Hello,

  Anybody using PPCR with Performer?

Thanks,

Fernando D. Mato Mira			 http://ligwww.epfl.ch/matomira.html
Computer Graphics Lab                         	
Swiss Federal Institute of Technology (EPFL)  Phone    : +41 (21) 693 - 5248
CH-1015 Lausanne			      FAX      : +41 (21) 693 - 5328
Switzerland				      E-mail   : matomira@di.epfl.ch
                                           
GVRAI d* p--- c++++ !l u++ s !g w+ t+ y* v+++ M[o]+++ (((())))


From guest  Mon Jul 24 14:00:54 1995
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From: "Jean-Luc Dery" <dery@cae.ca>
Message-Id: <9507241644.ZM21796@vklm.cae.ca>
Date: Mon, 24 Jul 1995 16:44:19 -0400
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To: info-performer@sgi.sgi.com
Subject: Read-write frame buffer transfer
Content-Type: text/plain; charset=us-ascii
Mime-Version: 1.0
Status: O

Hi,

I'm presently preparing a design document for a realtime application that will
be running on an Onyx system with 2 RE2.  The machine isn't in yet and I would
need to know the transfert rate for reading a 48 bit RGBA color map and 32 bit
zbuffer from the frame buffer to the application's memory and the opposite way.
These are indeed critical values that need to be considered at this stage of
the project.

Many thanks in advance for any informations concerning this.


-- 
___________________________________________________________________

Jean-Luc Dery

CAE Electronics Ltd.
GRAPHICS SOFTWARE TECHNOLOGY ENGINEER    Phone: (514)341-6780 x2275
e-mail:  dery@cae.ca                     FAX:   (514)340-5496
___________________________________________________________________



From guest  Mon Jul 24 16:33:59 1995
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From: barker@kahuna.cs.nps.navy.mil (Randall Barker)
Message-Id: <199507242328.QAA16184@kahuna.cs.nps.navy.mil>
Subject: userData in Discriminator callback
To: info-performer@sgi.sgi.com
Date: Mon, 24 Jul 1995 16:28:17 -0700 (PDT)
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Content-Type: text
Content-Length: 319       
Status: O

I have been trying to access the userData in the discriminator callback
function.  I read the info-performer archives and tried to follow what
was said.  However, when I call pfGetUserData, I am returned a NULL
pointer.  Is there some sample code that shows exactly how userData
is passed and accessed in the callback?


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From: barker@kahuna.cs.nps.navy.mil (Randall Barker)
Message-Id: <199507250025.RAA16462@kahuna.cs.nps.navy.mil>
Subject: Re: userData in Discriminator callback
To: watsen@smorgum.coryphaeus.com (Kent Watsen)
Date: Mon, 24 Jul 1995 17:25:53 -0700 (PDT)
Cc: barker@kahuna.cs.nps.navy.mil, info-performer@sgi.sgi.com
In-Reply-To: <9507241700.ZM5469@smorgum.coryphaeus.com> from "Kent Watsen" at Jul 24, 95 05:00:00 pm
X-Mailer: ELM [version 2.4 PL22]
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Status: O

> I'm not sure if you mean user data or callback data.
> If your multiprocessing, be sure to allocate the callback
> data from an arena. Otherwise, there are no special tricks
> I'm aware of.  The following example uses both:
> 
> >From APP:
> 
>   node_data = (Node_Data*)pfMalloc(sizeof(Node_Data), pfGetSharedArena());
>   if (!node_data)
>     return 0;
>   pfNodeTravFuncs(pfgroup, PFTRAV_CULL, pre_node_cull, NULL);
>   pfNodeTravData(pfgroup, PFTRAV_CULL, (void*)node_data);
>   pfUserData(pfgroup, node_data);
> 
> 
> Also from APP:
> 
>   node_data = (Node_Data*)pfGetUserData(pfnode);
>   if (pfSphereIsectFrust(&pfsphere, eschannel->pfchan) == PFIS_FALSE)
>     {
>     culled = 1;
>     return;
>     }
>   node_data->culled = 0;
> 
> 
> >From CULL:
> 
> long pre_node_cull(pfTraverser *trav, void *data)
> {
>   trav = trav;  // Suppress compiler warning
> 
>   if ( ((unsigned char*)data)[0] )
>     {
>     pfCullResult(PFIS_MAYBE | PFIS_TRUE | PFIS_ALL_IN);
>     return PFTRAV_CONT;
>     }
> 
>   pfCullResult(PFIS_FALSE);
>   return PFTRAV_PRUNE;
> }
> 
> 
I guess I could have been a little more verbose.  I am allocating
from an arena, and I am trying to pass this into the pfSegsIsectNode
discriminator callback as follows:

   live_veh = (int *)pfMalloc(sizeof(int),pfGetSharedArena());
   (*live_veh) = -1;
   the_aim.userData = (void *)live_veh;
   the_aim.mode = PFTRAV_IS_GEODE;
   the_aim.activeMask = 0x01; // 0x1F;
   the_aim.isectMask = ENTITY_MASK;
   the_aim.bound = NULL; // &the_barrel;
   the_aim.discFunc = target_lock;

   if ( (pfSegsIsectNode(G_moving, &the_aim, aim_hits)) > 0 ) {
      cout << "The aim live_veh: " << (*(int *)(the_aim.userData))<< endl;
      live_veh = (int *)pfGetUserData(aim_hits);
      cout << (*live_veh) << endl;
      return TRUE;
   }

However, when pfGetUserData is invoked in target_lock, the discrimnator
call back, it returns a NULL pointer.



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From: Ravee <rsl@sds.po.my>
To: info-performer@sgi.sgi.com
Subject: Virtual Reality peripherals
X-Mailer: ScoMail 1.0
Date: Tue, 25 Jul 1995 9:08:07 +0800 (MAL)
Message-Id:  <9507250908.aa03135@sds.po.my>
Status: O

Hello,

I am looking around for VR peripherals such as headsets, gloves etc to hook up
to SGI workstations.  Can anybody recommend vendors who supply reliable VR
peripherals?  For comparison purposes, I would also be interested in looking
at VR peripherals that can be hooked up to Pentiums etc.

Thanks

 

Ravee Suntheralingam			Tel   : 6 (03) 293-9322
Sime Darby Systems			Fax   : 6 (03) 293-9376
Malaysia				Email : rsl@sds.po.my


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From: "David R. Pratt" <pratt@bond.cs.nps.navy.mil>
Message-Id: <9507241820.ZM2604@bond.cs.nps.navy.mil>
Date: Mon, 24 Jul 1995 18:20:48 -0700
In-Reply-To: barker@kahuna.cs.nps.navy.mil (Randall Barker)
        "userData in Discriminator callback" (Jul 24,  4:28pm)
References: <199507242328.QAA16184@kahuna.cs.nps.navy.mil>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: barker@kahuna.cs.nps.navy.mil (Randall Barker), info-performer@sgi.sgi.com
Subject: Re: userData in Discriminator callback
Mime-Version: 1.0
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Status: O

Look at the impact code. When we fire a missile and there is a intersection, we
use the user data to tell us what got traversed.
  Dave
On Jul 24,  4:28pm, Randall Barker wrote:
> Subject: userData in Discriminator callback
> I have been trying to access the userData in the discriminator callback
> function.  I read the info-performer archives and tried to follow what
> was said.  However, when I call pfGetUserData, I am returned a NULL
> pointer.  Is there some sample code that shows exactly how userData
> is passed and accessed in the callback?
>
>-- End of excerpt from Randall Barker




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From: rmorris@tswl.co.uk (Roger Morris)
Message-Id: <9507250828.AA00359@tswl.co.uk>
To: mtorres@arl.mil
Subject: Re: Performer vs other tool
Cc: info-performer@sgi.sgi.com
Status: O


> From mtorres@arl.mil Fri Jul 21 16:26:03 1995
> From: mtorres@arl.mil (Torres Mario 678-3280 AMSRL-BE-M)
> Subject: Re: Performer vs other tool
> To: rmorris@tswl.co.uk (Roger Morris)
> Date: Fri, 21 Jul 95 9:19:13 MDT
> X-Mailer: ELM [version 2.4dev PL17]
> Content-Length: 916
> 

> 
> The Vega demo I saw looked very nice in terms of gui programming, however, at the
> time I got the impression that you would be limited to what vega has programmed. 
> I was not aware that you still get full access to performer's toolset.  Does this
> mean one can program and add as necessary to the vega toolset?  Will it be
> upgradable with performer 2.0 and up?  How about GL or OpenGl toolset?  Can they 
> be used with vega?  If Vega is truly built from Performer I would think this 
> would be possible.  
> 
>  Thanks in advance for any info.
> 
>  Mario Torres
>  STC @ Army Research Lab.
>   
Vega is sold at two levels.  The Basic package communicates with the Performer
processes through a shared memory interface, so you can't make GL or Performer calls.
The Advanced package gives you direct access to the drawing process, so you can
call Performer and GL.
Performer 2 will be supported, OpenGL is in the works (I think), but only on SGI.

Roger Morris


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From: jose@maria.ffa.se (Johan Saellstroem)
Message-Id: <9507250854.AA03786@maria.ffa.se>
To: info-performer@sgi.sgi.com
Subject: VR demo
Status: O


Hi 

I am about to run a small demo for a potenitally big customer.
They want to do some VR in a very special type of environment.
What type of demo program should I run.

We only have a Indy 4600 XZ at hand right now. Will Performer run
decently on that ?

Johan Sellstroem



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From: "Rod Recker" <rjr@lightscape.com>
Message-Id: <9507250227.ZM2067@topo.lightscape.com>
Date: Tue, 25 Jul 1995 02:27:42 -0700
In-Reply-To: jose@maria.ffa.se (Johan Saellstroem)
        "VR demo" (Jul 25, 10:54am)
References: <9507250854.AA03786@maria.ffa.se>
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Subject: Re: VR demo
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Status: O

On Jul 25, 10:54am, Johan Saellstroem wrote:
> Subject: VR demo
>
> Hi
>
> I am about to run a small demo for a potenitally big customer.
> They want to do some VR in a very special type of environment.
> What type of demo program should I run.
>
> We only have a Indy 4600 XZ at hand right now. Will Performer run
> decently on that ?
>
> Johan Sellstroem
>
>-- End of excerpt from Johan Saellstroem

I know that many people like the Lightscape hall.lsb model from the Friends of
Performer section of Performer 1.2. This shows a realistic environment that
delivers decent performance using perfly. This model gives the best display
speed out of any of our radiosity-rendered models offered in our Friends
directory. It does pretty well even on an Indy (although perfly becomes hard to
control when using slower machines and/or larger datasets).

You're already demoing on a relatively slow machine so you'd at least be able
to show realism using the hall.lsb model. Of course, this only makes sense if
your potential customer wants realism.

-- 
!!  We moved - Please take note of our new address and phone  !!

Rod Recker              Lightscape Technologies, Inc.
rjr@lightscape.com      1054 Saratoga-Sunnyvale Rd., Suite 200
(408) 342-1900 x104     San Jose, CA  95129  USA
(408) 342-1910 (fax)    http://www.lightscape.com
______________________________________________________________

SIGGRAPH '95        Los Angeles  August 8-10  Booth 1965
______________________________________________________________


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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9507251035.ZM579@barney.reading.sgi.com>
Date: Tue, 25 Jul 1995 10:35:37 +0100
In-Reply-To: barker@kahuna.cs.nps.navy.mil (Randall Barker)
        "userData in Discriminator callback" (Jul 24,  4:28pm)
References: <199507242328.QAA16184@kahuna.cs.nps.navy.mil>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: barker@kahuna.cs.nps.navy.mil (Randall Barker), info-performer@sgi.sgi.com
Subject: Re: userData in Discriminator callback
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--
--PART-BOUNDARY=.19507251035.ZM579.reading.sgi.com
Content-Type: text/plain; charset=us-ascii

Randall

Have you looked at Allan Schaffer's example that was in Pipeline ? I have
attached it in case you don't have it. I hope this helps.

Cheers
Rob

-- 
________________________________________________________________
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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Alan Schaffer's Line-Of-Sight example from Pipeline.
Use W key to go to wireframe, and note that distant ramps are not drawn
when hidden by closest ramp.

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/* ////////////////////////////////////////////////////////////////////// */
/*                                                                        */
/* callbacks.c   - Intersection testing sample with callbacks             */
/* Requires IRIS Performer 1.2                                            */
/*                                                                        */ 
/* Available Fia anonymous FTP at ftp.sgi.com                             */
/* in the directory ~ftp/support/Pipeline                                 */
/*                                                                        */
/* To compile:                                                            */
/* cc -o callbacks callbacks.c -O2 -fullwarn -I/usr/include/Performer     */
/*    -L/usr/src/Performer/lib -lpfutil -lpf -lpr -lmpc -limage -lgl_s    */
/*    -lm -lfpe -lC                                                       */
/*                                                                        */
/* To toggle the Statistics display, press the F1 or G keys.              */
/* To toggle wireframe mode, press the W key.                             */
/* To toggle texturing, press the T key.                                  */
/* To exit, press ESC.                                                    */
/*                                                                        */
/* ////////////////////////////////////////////////////////////////////// */

#include <stdio.h>
#include <math.h>
#include <gl/gl.h>
#include <gl/device.h>
#include <Performer/pf.h>
#include <Performer/pr.h>
#include <fmclient.h>

typedef struct SharedData
{
        int exitFlag;
        int showStats;
        float   yval;
        float   zval;
} SharedData;

typedef struct PassData
{
        float x,y,z;
} PassData;

typedef struct NodeData
{
        float   offset;
} NodeData;

static void CullChannel (pfChannel *chan, void *data);
static void DrawChannel (pfChannel *chan, void *data);
static void OpenPipeline (pfPipe *p);
static long PreCullCallback (pfTraverser *trav, void *data);
static long PreDrawCallback (pfTraverser *trav, void *data);
static long PostDrawCallback (pfTraverser *trav, void *data);

SharedData      *shared;

static pfVec3  scoords[] ={     { -1.0f, -1.0f, 1.0f }, 
                                {  1.0f, -1.0f, 1.0f },
                                {  1.0f,  1.0f, 1.0f }, 
                                { -1.0f,  1.0f, 1.0f },
                                { -2.0f, -2.0f, 0.0f }, 
                                {  2.0f, -2.0f, 0.0f },
                                {  2.0f,  2.0f, 0.0f }, 
                                { -2.0f,  2.0f, 0.0f }};

static ushort  svindex[] ={     0, 1, 2, 3, 
                                0, 3, 7, 4,
                                4, 7, 6, 5, 
                                1, 5, 6, 2,
                                3, 2, 6, 7, 
                                0, 4, 5, 1};

static pfVec4  scolors[] ={     {1.0f, 0.0f, 0.0f, 0.5f},
                                {0.0f, 1.0f, 0.0f, 0.5f},
                                {0.0f, 0.0f, 1.0f, 0.5f},
                                {1.0f, 1.0f, 1.0f, 0.5f}};

static ushort  scindex[] ={     0, 1, 2, 3,
                                0, 1, 2, 3,
                                0, 1, 2, 3,
                                0, 1, 2, 3,
                                0, 1, 2, 3,
                                0, 1, 2, 3};

/* ////////////////////////////////////////////////////////////////////// */

void main()
{
        pfPipe          *pipe;
        pfChannel       *chan;
        pfScene         *scene;
        pfEarthSky      *eSky;
        pfGroup         *root;
        pfGeoSet        *gset;
        pfSCS           *scs[10];
        pfGeode         *geode;
        pfMatrix        mat;
        pfCoord         view;
        pfSegSet        segset;
        PassData        *passdata;
        int             loop;

        /* Initialize Performer */
        pfInit();

        /* Use default multiprocessing mode based on number of processors. */
        pfMultiprocess (PFMP_DEFAULT);

        /* Malloc storage in shared memory region for shared data   */
        shared = (SharedData *) pfMalloc(sizeof(SharedData),pfGetSharedArena());

        /* Configure multiprocessing mode and start parallel processes */
        pfConfig();

        shared->exitFlag = 0; 
        shared->showStats = 0;

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

        pfFrameRate(30.0f);

        /* Create & configure channel */
        chan = pfNewChan(pipe);
        pfChanCullFunc (chan, CullChannel);
        pfChanDrawFunc (chan, DrawChannel);
        pfChanNearFar (chan, 0.1f, 10000.0f);
        pfChanFOV (chan, 45.0f, -1.0f);
        passdata = pfAllocChanData (chan, sizeof(PassData));

        /* Add an earth/sky effect */
        eSky = pfNewESky();
        pfESkyMode(eSky, PFES_BUFFER_CLEAR, PFES_SKY_GRND);
        pfESkyAttr(eSky, PFES_GRND_HT, -0.1f);
        pfESkyColor(eSky, PFES_SKY_TOP, 1.0f, 1.0f, 1.0f, 1.0f);
        pfESkyColor(eSky, PFES_SKY_BOT, 0.0f, 0.0f, 0.0f, 1.0f);
        pfESkyColor(eSky, PFES_HORIZ, 0.0f, 0.0f, 0.0f, 1.0f);
        pfESkyColor(eSky, PFES_GRND_FAR, 0.3f, 0.1f, 0.0f, 1.0f);
        pfESkyColor(eSky, PFES_GRND_NEAR, 0.5f, 0.3f, 0.1f, 1.0f);
        pfChanESky(chan, eSky);

        /* ////////////////////////////////////////////////////////////// */
        /* Create pfScene node, attach it to channel */
        scene = pfNewScene();
        pfChanScene (chan, scene);

        /* Create group node to hold SCS's; attach it to scene */
        root = pfNewGroup();
        pfAddChild (scene, root);

        /* Create 10 SCS nodes, spaced equally apart.  Make each one
           a child of 'root', and make 'geode' a child of each SCS    */
        geode = pfNewGeode();
        for (loop=0; loop < 10; loop++)
        {
                NodeData *nodedata = pfMalloc (sizeof(NodeData), 
                        pfGetSharedArena());
                nodedata->offset = (float) loop * 10.0f + 10.0f;
                pfMakeTransMat (mat, 0.0f, (float) loop * 10.0f + 10.0f, 0.0f);
                scs[loop] = pfNewSCS (mat);
                pfAddChild (scs[loop], geode);
                pfAddChild (root, scs[loop]);

                /* set up SCS's (and their children) for intersections */
                pfNodeTravMask (scs[loop], PFTRAV_ISECT, 1, 
                        PFTRAV_SELF, PF_SET);

                /* Add a CULL traversal callback to each SCS */
                pfNodeTravFuncs (scs[loop], PFTRAV_CULL, PreCullCallback, 
                        NULL);
                pfUserData (scs[loop], nodedata);

                pfNodeTravFuncs (scs[loop], PFTRAV_DRAW, 
                        PreDrawCallback, PostDrawCallback);
        }

        /* Create a GeoSet to hold the ramp geometry */
        gset = pfNewGSet (pfGetSharedArena());
        pfGSetAttr (gset, PFGS_COORD3, PFGS_PER_VERTEX, scoords, svindex);
        pfGSetAttr (gset, PFGS_COLOR4, PFGS_PER_VERTEX, scolors,scindex);
        pfGSetPrimType (gset, PFGS_QUADS);
        pfGSetNumPrims (gset, 6);

        /* attach it to the parent geode */
        pfAddGSet (geode, gset);

        /* ////////////////////////////////////////////////////////////// */
        /* set initial view position */
        shared->yval=0.0f;
        shared->zval=0.5f;

        /* set up intersection segment, pointing down 
           for "terrain" following */
        segset.activeMask = 1;
        segset.isectMask = 0xFFFF;
        segset.mode = PFTRAV_IS_PRIM|PFTRAV_IS_NORM|PFTRAV_IS_CULL_BACK;
        pfSetVec3(segset.segs[0].dir, 0.0f, 0.0f, -1.0f);
        segset.segs[0].length = 50000.0f;

        /* ////////////////////////////////////////////////////////////// */
        /* main loop */
        while (!shared->exitFlag)
        {
                pfHit     **hits[100];
                long      isect;

                pfSetVec3(view.xyz, 0.0f, shared->yval, shared->zval);
                pfSetVec3(view.hpr, 0.0f, -5.0f, 0.0f);

                passdata->x = 0.0f;
                passdata->y = shared->yval;
                passdata->z = shared->zval;

                pfChanView (chan, view.xyz, view.hpr);
                pfPassChanData (chan);
                pfFrame();

                /* increment view position; if too far, reset */
                shared->yval += 0.1f;
                if (shared->yval > 110.0f) shared->yval = 0.0f;

                /* update location of intersection segment */
                pfSetVec3(segset.segs[0].pos, 0.0f, shared->yval,shared->zval);

                /* do an intersection test against the scene graph */
                isect = pfSegsIsectNode(root, &segset, hits);

                /* if successful, set our height to that of
                   the point of contact, plus a small offset  */
                if (isect)
                {
                        pfVec3 pnt;
                        pfQueryHit (*hits[0], PFQHIT_POINT, &pnt);
                        shared->zval = pnt[PF_Z] + 0.5;
                }
        }
        pfExit();
}


/* ////////////////////////////////////////////////////////////////////// */
/* Pipe Initialization Callback to open and configure 
 * GL window, and set up GL event handling */

static void OpenPipeline (pfPipe *p)
{
        pfTexture *tex;

        foreground();
        winopen ("Terrain");
        pfInitGfx(p);

        qdevice (ESCKEY);
        qdevice (F1KEY);
        qdevice (GKEY);
        qdevice (TKEY);
        qdevice (WKEY);

        tex = pfNewTex (pfGetSharedArena());
        pfFilePath ("/usr/demos/data/textures");
        pfLoadTexFile (tex, "cafe.rgb");
        pfApplyTex (tex);
        pfApplyTEnv (pfNewTEnv (pfGetSharedArena()));
        if (pfGetEnable (PFEN_TEXTURE)) pfEnable (PFEN_TEXTURE);
}

/* ////////////////////////////////////////////////////////////////////// */
static long PreDrawCallback (pfTraverser *trav, void *data)
{
        if (!pfGetEnable(PFEN_TEXTURE)) return 0;

        texgen(TX_S, TG_SPHEREMAP, 0);
        texgen(TX_T, TG_SPHEREMAP, 0);
        texgen(TX_S, TG_ON, NULL);
        texgen(TX_T, TG_ON, NULL);

        return 0;
}

/* ////////////////////////////////////////////////////////////////////// */
static long PostDrawCallback (pfTraverser *trav, void *data)
{
        if (!pfGetEnable(PFEN_TEXTURE)) return 0;

        texgen(TX_S, TG_OFF, NULL);
        texgen(TX_T, TG_OFF, NULL);

        return 0;
}

/* ////////////////////////////////////////////////////////////////////// */
static long PreCullCallback (pfTraverser *trav, void *data)
{
        PassData *pass = pfGetChanData (pfGetTravChan(trav));
        NodeData *nodedata = pfGetUserData(pfGetTravNode(trav));

        if (pfGetCullResult() & PFIS_FALSE) return PFTRAV_PRUNE; 

        if ((pass->z < 1.0) && (pass->y < nodedata->offset-10.0f))
                return PFTRAV_PRUNE;

        return PFTRAV_CONT;
}


/* /////////////////////////////////////////////////////////////////////// */
/* Cull Process Callback to cull the channel.  Custom traversal would be   */
/* done here..                                                             */

static void CullChannel (pfChannel *chan, void *data)
{
        pfCull();
}

/* /////////////////////////////////////////////////////////////////////// */
/* Draw Process Callback to draw the channel and handle GL events */

static void DrawChannel (pfChannel *chan, void *data)
{
        static pfMatrix tempmat;
        short dev,val;
        char string[40];
        PassData *pass = (PassData*) data;
        
        /* clear and draw the channel */
        pfClearChan (chan);
        pfDraw();

        if (shared->showStats) pfDrawChanStats(chan);

        zfunction (ZF_ALWAYS);  /* HUD always drawn */
        zwritemask (0x0);

        pfPushState();
        pfBasicState();
        ortho2 (-0.5, 10.0, -0.5, 10.0);
        pfPushIdentMatrix();
                cpack(0x000000);
                cmov2 (0.0, 0.0);
                sprintf(string, "x = %2.2f    y = %2.2f    z = %2.2f", 
                        pass->x, pass->y, pass->z);
                charstr (string);
        pfPopMatrix();
        pfPopState();
        zfunction (ZF_LEQUAL);  /* the default */
        zwritemask (0xffffffff);

        while (qtest()) 
        {
                dev = qread(&val);
                if (val) switch (dev)
                {
                        case ESCKEY:
                                shared->exitFlag=1;
                                break;
                        case F1KEY:
                        case GKEY:
                                shared->showStats = !shared->showStats;
                                break;
                        case TKEY:
                                if (pfGetEnable(PFEN_TEXTURE)) 
                                        pfDisable (PFEN_TEXTURE);
                                else pfEnable (PFEN_TEXTURE);
                                break;
                        case WKEY:
                                if (pfGetEnable(PFEN_WIREFRAME)) 
                                        pfDisable (PFEN_WIREFRAME);
                                else pfEnable (PFEN_WIREFRAME);
                                break;
                }
        }

}

/* /////////////////////////////////////////////////////////////////////// */


--PART-BOUNDARY=.19507251035.ZM579.reading.sgi.com--



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Date: Tue, 25 Jul 1995 09:14:16 -0700
From: barker@kahuna.cs.nps.navy.mil (Randall Barker)
Message-Id: <199507251614.JAA17754@kahuna.cs.nps.navy.mil>
To: barker@kahuna.cs.nps.navy.mil, info-performer@sgi.sgi.com
Subject: userData in discriminator callbacks (again)
Status: O


Here is what was said previously on info-performer:

> ->Is there a way to pass user data to a discriminator funtion?  I'm using
> ->pfSegsIsectNode() which has a userData pointer in the pfSegSet structure
> ->but no way that I can tell to retrieve it from the discFunc.  Is there
> ->another way?  I'm using performer 1.2.  Thanks!
> 
> You get a pointer to a pfHit structure in your discriminator function and
> it's userData field should have the user data passed in
> with your SegSet.
> 
> src.
> 
> --
> -----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
> Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Graphics Dev.
> src@sgi.com  (415) 390 - 1002  FAX: (415) 965 - 2658  MS 8U-590
> -----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
> 

What I would like to know is if some one has done what is described above.
I spent most of yesterday trying to get it to work, however, when I 
use pfGetUserData on the pfHit structure in the call back, it returns a
NULL pointer.  Once again, here is the relevant code segments:

...
  live_veh = (int *)pfMalloc(sizeof(int),pfGetSharedArena());
   (*live_veh) = -1;
   the_aim.userData = (void *)live_veh;
   //pfUserData ( &the_aim, (void *)live_veh);
   the_aim.mode = PFTRAV_IS_GEODE;
   the_aim.activeMask = 0x01; // 0x1F;
   the_aim.isectMask = ENTITY_MASK;
   the_aim.bound = NULL; // &the_barrel;
   the_aim.discFunc = target_lock;

   if ( (pfSegsIsectNode(G_moving, &the_aim, aim_hits)) > 0 ) {
      cout << "The aim live_veh: " << (*(int *)(the_aim.userData))<< endl;
      live_veh = (int *)pfGetUserData(aim_hits);
      cout << (*live_veh) << endl;
      G_vehlist[G_dynamic_data->target].vehptr->bbox(TRUE);
      return TRUE;
   }
   else {
      return FALSE;
   }
...

/**************************************************************************/


long target_lock (pfHit *result)
{
   long target_mask;
   pfHit *temp;
   int *live_veh;
   temp = result;

#ifdef DATALOCK
   pfDPoolLock ( (void *) G_dynamic_data );
#endif
  
   live_veh = (int *)((pfHit *)result->userData);
   if (live_veh != NULL) {
      cout << "Live veh: " << (*live_veh) << endl;
      (*live_veh) = L_veh_node;
      pfUserData(result,(void *)live_veh);
   }
   else {
     cout << "NULL pointer." << endl;
   }
...

Sorry to clutter everyones mailbox with this, but I am stumped.

-rb

--
Randall E. Barker
Naval Postgraduate School               e-mail: barker@cs.nps.navy.mil
Computer Science, Code CS/Barker        Phone:  408.656.2251
Monterey, California 93943
Spanagel Hall, Room 525


From guest  Tue Jul 25 09:54:52 1995
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	 id JAA22099; Tue, 25 Jul 1995 09:37:55 -0700
From: jrohlf@tubes (John Rohlf)
Message-Id: <199507251637.JAA22099@tubes.asd.sgi.com>
Subject: Re: Decals with projected textures again??
To: guest (Robert Webb)
Date: Tue, 25 Jul 95 9:37:54 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <Pine.3.89.9507191647.A5938-0100000@krusty>; from "Robert Webb" at Jul 19, 95 4:24 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> Hello again,
> 
> I am following up my own posting because I have found out what the problem
> was, but I still don't know how to fix it.
> 
> I wrote:
> 
> > I have been working on something that uses a projected texture type of idea
> > for quite a while now.  It requires pfDraw() to be called twice in each
> > frame.  Now I've got it all kind of working except for co-planar polygons
> > (and multiprocessing because changing the draw-mask doesn't seem to be
> > having any effect, but that's another problem!).
> > 
> > The first call to pfDraw() is really just there to get the zbuffer right,
> > and the second call is done using zfunction(ZF_EQUAL).  Now for geometry
> > drawn with pfDecal() I have a problem.
> > 
> > If I use PFDECAL_BASE_DISPLACE, then the laters do not appear at all.  What
> > I would expect to be happening is this:
> > 
> >     - First call to pfDraw():
> > 	- Base geometry is drawn, with z=1 say.
> > 	- displacepolygon() is called.
> > 	- Layer geometry is draw, with z=1, but displacepolygon() offsets
> > 	    this and makes it, say, z=2 instead (this avoids "Z-flickering").
> >     - zfunction(ZF_EQUAL) is called.
> >     - Second call to pfDraw():
> > 	- Base geometry is drawn, with z=1, exactly overwriting what was
> > 	    there before, but leaving blank the sections where the layer
> > 	    geometry was drawn (since here z==2).
> > 	- displacepolygon() is called.
> > 	- Layer geometry is draw, with z=1, but displacepolygon() offsets
> > 	    this and makes it z=2 instead, exactly overwriting what was
> > 	    previously rendered by the layer geometry.
> > 
> > However this is not what happens, since I do not see my layers at all.  In
> > fact the base is rendered as if the layers were never drawn.
> 
> Using gldebug, I have discovered that the decal layers in a pfLayer node are
> drawn using zwritemask(0x0).  This is usually fine, but makes it impossible
> to do what I wanted to do above (or the standard projected texture
> algorithm) as the ZF_EQUAL pass will fail for this geometry.  All I need to
> do now is stop the call to zwritemask(0x0), but HOW?  There is no way to
> pfOverride it.
> 
> The only solution I can think of (which I DON'T like the idea of), is to
> change all the pfLayer nodes to pfGroup nodes and add call-backs to handle
> the decaling myself.  There must be a better way!?!?!?


	I'm curious what kind of multipass algorithm you are using,
specifically the blendfunction() you use for the first and second passes.
If, on the second pass you use blendfunction(BF_ZERO, BF_SC) which
modulates the destination color (normal scene color) with the incoming
color (projected light source) then displaced decal should work because 
only the base geometry will affect the frame buffer. 
For the above blendfunction you must use a PFTE_DECAL pfTexEnv:
	
	pfEnable(PFEN_TEXTURE);
	pfApplyTEnv(decalEnv);
	pfApplyTex(projTex);
	pfDisable(PFEN_LIGHTING);

	pfOverride(PFSTATE_TEXTURE | PFSTATE_TEXENV |
		   PFSTATE_ENTEXTURE | PFSTATE_ENLIGHTING, 1);

	
BTW: in 2.0, PFDECAL_LAYER_DISPLACE no longer disables zwritemask. 



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	 id JAA22111; Tue, 25 Jul 1995 09:43:16 -0700
From: jrohlf@tubes (John Rohlf)
Message-Id: <199507251643.JAA22111@tubes.asd.sgi.com>
Subject: Re: Using PFDECAL_BASE_STENCIL?
To: guest (Robert Webb)
Date: Tue, 25 Jul 95 9:43:16 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <Pine.3.89.9507201107.A7832-0100000@krusty>; from "Robert Webb" at Jul 20, 95 11:50 am
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> Hi all, it's me again,
> 
> By default, pfLayer nodes (as loaded from a multigen model, in our case) use
> PFDECAL_BASE_DISPLACE, which uses the GL displacepolygon() function.
> 
> How do I make them all use PFDECAL_BASE_STENCIL instead?  The obvious thing
> to try would be:
>     pfDecal(PFDECAL_BASE_STENCIL);
>     pfOverride(PFSTATE_DECAL, PF_ON);
> 
> But this stops Performer from ever calling pfDecal again, which means it
> won't call pfDecal(PFDECAL_LAYER) for the decal layers in each pfLayer node,
> so you end up with just lots of flickering polygons (because everything in
> the scene graph is treated as base geometry!).
> 
> Do I have to traverse the whole scene graph and individually change the type
> of decaling used for each pfLayer node I come across?  (Everything I want to
> do these days seems to require traversing the whole scene graph :-(. ).
> 

	Traversing the whole scene graph shouldn't be so painful.
The traversal code itself would be very short and if you use 
pfuTraverser the required code gets even smaller. Just register a 
callback with the pfuTraverser and set the layer mode:

	pfLayerMode(layer, PFDECAL_BASE_STENCIL);

If you are using the shipped flt loader then you can explicitly
specify STENCIL-type layers with LoadFltMode().



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Date: Tue, 25 Jul 1995 17:27:06 +0000
To: info-performer@sgi.sgi.com
From: arnaud@pobox.oleane.com (Remi Arnaud)
Subject: source of imgview
X-Mailer: <Windows Eudora Version 1.4.2b16>
Status: O

I know that it is not the good adress for such a question...
I'm looking for source code of imgview, or at least the source code of
window which is launched by "lookup" in the main menu.

Thank you

Excuse for my poor english...

Bompuis olivier



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Organization: MultiGen, Inc.
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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, 25 Jul 1995 11:55:08 PST
Subject: Re: Using PFDECAL_BASE_STENC 
Status: O

        Reply to:   RE>Using PFDECAL_BASE_STENCIL?
>Date: Thu, 20 Jul 1995 11:50:43 +1000 (EST)
>From: Robert Webb <robertw@wormald.COM.AU>
>Subject: Using PFDECAL_BASE_STENCIL?
>To: Performer mailing list <info-performer@sgi.com>
>Message-Id: <Pine.3.89.9507201107.A7832-0100000@krusty>
>
>Hi all, it's me again,
>
>By default, pfLayer nodes (as loaded from a multigen model,
>in our case) use PFDECAL_BASE_DISPLACE, which uses the
>GL displacepolygon() function.
>
>How do I make them all use PFDECAL_BASE_STENCIL
>instead?  The obvious thing to try would be:
>    pfDecal(PFDECAL_BASE_STENCIL);
>    pfOverride(PFSTATE_DECAL, PF_ON);
>

R14.1 and R14.2 revisions of the OpenFlight loader have a
loader mode to enable PFDECAL_BASE_HIGH_QUALITY, which
currently enables stencil layering:

  LoadFltMode( PFFLT_LAYER, TRUE );

or from perfly's command line:
% perfly -O9 file.flt

<snip>

>Thanks,
>Rob.
>

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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Date: Wed, 26 Jul 95 01:05 MET DST
From: matomira@lig.di.epfl.ch (Fernando D. Mato Mira)
To: info-performer@sgi.sgi.com
Subject: allocating performer objects
Reply-To: matomira@epfl.ch
Status: O


I hope that 2.0 comes already with some function to clone objects,
as it's pretty boring to have to write your own function that
checks for the type of an object and calls the appropriate 
constructor.

Fernando D. Mato Mira			 http://ligwww.epfl.ch/matomira.html
Computer Graphics Lab                         	
Swiss Federal Institute of Technology (EPFL)  Phone    : +41 (21) 693 - 5248
CH-1015 Lausanne			      FAX      : +41 (21) 693 - 5328
Switzerland				      E-mail   : matomira@di.epfl.ch
                                           
GVRAI d* p--- c++++ !l u++ s !g w+ t+ y* v+++ M[o]+++ (((())))


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From: steve@mred.hti.com (Steve Baker)
Message-Id: <9507252317.AA15940@mred    >
To: info-performer@sgi.sgi.com
Subject: Blatent Job Advert.
Status: O


Sorry to burden your Mailboxes with such blatent stuff but.....

-------------------------------- WANTED --------------------------------------

Experienced Software Engineers who have significant expertise in real-time graphics
visualization, preferably on SGI/Reality systems and with hands-on experience with
UNIX, X Windows, SGI Performer, C and/or C++. The selected candidate will be
responsible for the development of real-time computer graphics for simulator
training applications. This work will involve system software design and
development, code generation, testing and debugging for both R&D (core real-time
system) and application specific software requirements to include market support.

Hughes Training Inc is a leader in the design and development of cost-effective
training systems for the industrial, military and civil airline marketplaces. We offer
a complete line of products and services including total training systems, training
devices, simulators and training course development. We currently have numerous
Software Engineering opportunities available within various programs at our
Arlington, Texas facility.

Hughes offers an excellent salary and a comprehensive benefits package. For
immediate consideration, send your resume to: Hughes Training, Inc., Human
Resources Dept. SE/DMN-H P.O. Box 6171, Arlington, Texas 76005-6171.

Equal Opportunity Employer.

                                               Hughes Training, Inc.
                                               A GM Hughes Electronics Company.
-----------------------------------------------------------------------------

If you are interested, you an email me for the chatty stuff - but formal
stuff like resumes should be sent via snail mail to the above address.

The position is within a small team of highly self-motivated people, working
with lots of cool RE2's, and using leading-edge versions of Performer.

Thanks for your time.

   Steve Baker.

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




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To: info-performer@sgi.sgi.com
Subject: Horizon Line
Date: Tue, 25 Jul 1995 17:45:55 PDT
From: "William J. Moore" <bmoore@world.nad.northrop.com>
Status: O


I'm having a problem with the alignment of
a pitch ladder to the horizon line. The horizon
is displaced from it's true position based on
far clip plane and Z position. I know this has
been done before, so how do you get the horizon 
line to appear at infinity????

thanks 
Bill


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From: "Thomas R. DeCarlo" <decarlo@sun.aitc.rest.tasc.com>
Message-Id: <9507260404.AA18823@sun.aitc.rest.tasc.com>
Subject: Combining Paradigm Sim's AudioWorks with MaK's VRLink
To: info-performer@sgi.sgi.com
X-Mailer: AIR Mail 3.X (SPRY, Inc.)
Status: O

I know this is a little off the topic, but I'm trying to add sound
to my Performer DIS visualizations using AudioWorks. Does anyone
out there use AudioWorks in a DIS application? 

What I am looking for is a simple example of a DIS listener that
generates an explosion sound when it gets a detonation pdu.
(Something like a combination of the AudioWorks onesound.c
example combined with MaK's stealthSound.cc example. And yes,
I've tried combining them. No boom.)

The folks I've talked to at Paradigm Simulations are either
unable or unwilling to give me an example of how this can be
done.
                                                     ,,,
                                                    (o o)
++---------------------------------------++-----oOO--(_)--OOo-------++
||  Thom DeCarlo                         ||                         ||
||  TASC                                 ||    Any sufficiently     ||
||  12100 Sunset Hills Rd.               ||   advanced technology   ||
||  Reston, VA 22090                     ||  is indistinguishable   ||
||  phone:703/834-5000  fax:703/318-7900 ||   from a rigged demo.   ||
||  email:trdecarlo@tasc.com             ||                         ||
++---------------------------------------++-------------------------++




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From: "Michael Jones" <mtj@babar>
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Date: Wed, 26 Jul 1995 07:14:36 -0700
In-Reply-To: "Svend Tang-Petersen" <svend@rex.copen.sgi.com>
        "Performer documentation." (Jul 26,  9:13am)
References: <9507260913.ZM1978@rex.copen.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Svend Tang-Petersen" <svend@rex.copen.sgi.com>,
        info-performer@sgi.sgi.com
Subject: Re: Performer documentation.
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Status: O

On Jul 26,  9:13am, Svend Tang-Petersen wrote:
> Subject: Performer documentation.
:
:Has anyone ever come across other Performer manuals/books besides the
:two from SGI ?
:
: (IRIS Performer programming guide)
: (IRIS Performer reference pages)

These are the only two. Anyone interested in writing a book
should feel free to contact me.

-- 

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



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Date: Wed, 26 Jul 1995 08:56:34 -0600
In-Reply-To: arnaud@pobox.oleane.com (Remi Arnaud)
        "source of imgview" (Jul 25,  5:27pm)
References: <199507251526.RAA04462@relay1.oleane.net>
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Status: O

If you have purchased the ImageVision library as well, you find some
source code located at:

 /usr/people/4Dgifts/examples/ImageVision


-- 

Regards Svend


*********************************************************************
* Svend Tang-Petersen                	Email: svend@copen.sgi.com  *
* Silicon Graphics Denmark		Fax:   (+45) 43438606       *
* Herstedoestervej 27-29		Phone: (+45) 43438600       *
* 2620 Albertslund                      Voice mail: 5-7507          *
* DENMARK                                                           *
*********************************************************************


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From: "Svend Tang-Petersen" <svend@rex.copen.sgi.com>
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Date: Wed, 26 Jul 1995 09:13:25 -0600
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To: info-performer@sgi.sgi.com
Subject: Performer documentation.
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O


Has anyone ever come across other Performer manuals/books besides the
two from SGI ?

 (IRIS Performer programming guide)
 (IRIS Performer reference pages)

-- 

Regards Svend


*********************************************************************
* Svend Tang-Petersen                	Email: svend@copen.sgi.com  *
* Silicon Graphics Denmark		Fax:   (+45) 43438606       *
* Herstedoestervej 27-29		Phone: (+45) 43438600       *
* 2620 Albertslund                      Voice mail: 5-7507          *
* DENMARK                                                           *
*********************************************************************


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	id AA18906; Wed, 26 Jul 95 08:39:01 PDT
Date: Wed, 26 Jul 95 08:39:01 PDT
From: stiles@aic.lockheed.com (Randy Stiles)
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To: decarlo@sun.aitc.rest.tasc.com
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9507260404.AA18823@sun.aitc.rest.tasc.com> (decarlo@sun.aitc.rest.tasc.com)
Subject: Re: Combining Paradigm Sim's AudioWorks with MaK's VRLink
Status: O


I integrated audioworks with the Mak VRLink viewer in
Performer about 2 years ago, using C++ classes.

   Date: Tue, 25 Jul 95 23:04:03 -0500
   From: "Thomas R. DeCarlo" <decarlo@sun.aitc.rest.tasc.com>

   I know this is a little off the topic, but I'm trying to add sound
   to my Performer DIS visualizations using AudioWorks. Does anyone
   out there use AudioWorks in a DIS application? 

   What I am looking for is a simple example of a DIS listener that
   generates an explosion sound when it gets a detonation pdu.
   (Something like a combination of the AudioWorks onesound.c
   example combined with MaK's stealthSound.cc example. And yes,
   I've tried combining them. No boom.)

You have to check to make sure a couple of things are happening:

1) you are constantly adjusting the ear point to where the viewer
actually is

2) Mak's Stealth code often uses 0,0,0 as the viewpoint, and moves
the database, models, etc in inverse of the viewer, to get rid of
floating point error in Performer at larger distances, such as 
those encountered in DIS engagements.  This is a good approach, 
but can be confusing if you use the DIS coordinates for your
entities and the Performer coordinates of the viewer for your earpoint.
Mak has access to the DCS for remote entities in the code, and
if you use the coordinates for this, and make sure it is transformed
by all matrix parents above, you'll get world coordinates that make
sense with respect to the viewer coordinates

3) check your audioworks board, but most cannot do over 8 sounds
at a time - if you try to do more, you'll hang your SGI machine
when it tries to deal with it.  They may have fixed this condition,
I don't know, because we drop sounds outside of a radius from the 
viewer, and we ignore adding sounds if we have 8 already active.
Since this is DIS, you don't know ahead of time how many sounds
(explosions, missile bursts, helicopter rotors, etc) you will have
ahead of time for a given viewpoint, so you have to deal with
this issue.

   The folks I've talked to at Paradigm Simulations are either
   unable or unwilling to give me an example of how this can be
   done.

Paradigm has also worked with VRLink before, it is sold as a module
in their Vega product, which I believe also can run their audioworks
board.  Maybe this is why they are reluctant to help you use one
of their products, because they want to sell you another product, Vega,
to do this.  I dunno.  I can only guess.

Hope this helps,

-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


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From: nicolas@cae.ca (Nicolas Gauvin)
Message-Id: <9507262111.AA04850@cae.ca>
Subject: FLIR effects using Performer
To: info-performer@sgi.sgi.com
Date: Wed, 26 Jul 1995 17:11:29 -0400 (EDT)
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Status: O

I read in the Performer archived message list several messages from
people who were looking for ways to simulate a forward looking
 infrared detection set. The basic approach seems to be to modify the
color table to get shades of grey or green. As anyone gone farther than
that in simulating the FLIR effect? Like is there a way in performer to
simulate the effect of persistance?

Nicolas Gauvin
nic@cae.ca



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Date: Wed, 26 Jul 1995 20:42:42 -0400
Message-Id: <950726204241_123742546@aol.com>
To: info-performer@sgi.sgi.com
Subject: Help with fonts
Status: O

This is not exactly a Performer question, however I am using gl overlay
graphics wih Performer and have gotten good responses whenever I pose
Performer questions to this group, so I thought I would ask.
I need to create a custon font to use for gl overlay graphics.  I have a
drawing package (VAPS) which will allow me to draw a font and save it as a
post script font.  But gl can only read bit map fonts (as far as I can see).
 Is there a Unix / gl / SGI font converter that I can use to convert from a
post script font to a bit map font?
Any advice would be greatly appreciated.  Thanks ---
Stephanie Sroczyk, JJM Systems Inc.  SSPSU91@aol.com


From guest  Wed Jul 26 21:04:29 1995
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	id AA02513; Wed, 26 Jul 95 23:54:55 -0500
Date: Wed, 26 Jul 95 23:54:55 -0500
From: "Thomas R. DeCarlo" <decarlo@sun.aitc.rest.tasc.com>
Message-Id: <9507270454.AA02513@sun.aitc.rest.tasc.com>
Subject: Re: Combining Paradigm Sim's AudioWorks with MaK's VRLink
To: info-performer@sgi.sgi.com
Cc: jperser@paradigmsim.com, craig@paradigmsim.com, stiles@aic.lockheed.com,
        mcclure@chris.gcs.redstone.army.mil
X-Mailer: AIR Mail 3.X (SPRY, Inc.)
Status: O

Boy, do I feel sheepish.

First, Thanks to all who responded to my note. Your messages have helped
improve my understanding of the mechanisms involved in AudioWorks. 

Second, I figured out what I was doing wrong. I fouled up when I copied 
the
.adf file from the onesound example. The spl and splhi values both got 
set
to the same low value (80). So not only did my program look like it was 
working, it was doing just what I told it to. When I bumped it up to 140, 
everything started working the way I thought it should.

Finally, I didn't intend to demean the good people at Paradigm 
Simulation.
I guess the problem may have been crossed communications and perhaps
misunderstandings.
                                                     ,,,
                                                    (o o)
++---------------------------------------++-----oOO--(_)--OOo-------++
||  Thom DeCarlo                         ||                         ||
||  TASC                                 ||    Any sufficiently     ||
||  12100 Sunset Hills Rd.               ||   advanced technology   ||
||  Reston, VA 22090                     ||  is indistinguishable   ||
||  phone:703/834-5000  fax:703/318-7900 ||   from a rigged demo.   ||
||  email:trdecarlo@tasc.com             ||                         ||
++---------------------------------------++-------------------------++




From guest  Thu Jul 27 03:20:17 1995
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Subject: pfuDrawSmokes
To: info-performer@sgi.sgi.com
Date: Thu, 27 Jul 95 9:28:24 METDST
Mailer: Elm [revision: 66.25]
Status: O

Hi,

I'm having some trouble in drawing smokes with pfuDrawSmokes.

What happens is that smokes don't behave as billboards.
In fact, smokes don't rotate to face the eyepoint.
I think that the argument I supply to pfuDrawSmokes function
is not the right.

Here is my source code fragment, in the Channel PostDraw function:

	pfPushMatrix();
	pfuGetXformerCoord(Shared->xformer, &coord);
	pfTranslate( coord.xyz[0], coord.xyz[1], coord.xyz[2] );

	pfSetVec3(vec, ?, ?, ?);  /* I don't know what to put in here */

	pfuDrawSmokes(vec);
	pfPopMatrix();

What does pfuDrawSmokes need as argument ?

Thanks for any help.


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



From guest  Thu Jul 27 02:56:39 1995
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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9507271049.ZM4252@barney.reading.sgi.com>
Date: Thu, 27 Jul 1995 10:49:27 +0100
In-Reply-To: nicolas@cae.ca (Nicolas Gauvin)
        "FLIR effects using Performer" (Jul 26,  5:11pm)
References: <9507262111.AA04850@cae.ca>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: nicolas@cae.ca (Nicolas Gauvin), info-performer@sgi.sgi.com
Subject: Re: FLIR effects using Performer
Mime-Version: 1.0
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Status: O

Nicolas

I think this type of effect is going to be acheived in straight GL. To use GL
in Performer set a pfChanDrawFunc and put any GL in there ( see Pipeline
sept/oct '94 - Extending Iris Performer for a good discussion of this ).

You may be able to use the accumulation buffer - but this usually requires
multiple passes and can be slow, or maybe use convolve() to blur your image. If
you look in the info-performer archives on sgigate.sgi.com there is a
discussion on blurring/sharpening a view which probably covers some ground
common to your problem. Using anonymous ftp, cd /pub/Performer/monthly-archives
to see the archives. If you get perf-95-05 and grep for Blurring you should
find the discussion I mentioned above.

I know neither of these suggestions will really do what you want but it depends
how good a simulation you need - do you just want certian bright objects to
leave a 'trail' when they move or do you want full scene, accurate persistance
?

I'm sure you will get replies from others who have already travelled the road
you are on :-)

Cheers
Rob

-- 
________________________________________________________________
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,



From guest  Thu Jul 27 02:33:52 1995
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From: "Ran Yakir" <rany@genie.bvr.co.il>
Message-Id: <9507271226.ZM14103@genie.bvr.co.il>
Date: Thu, 27 Jul 1995 12:26:34 +0000
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: FLIR effects using Performer" (Jul 27, 11:04am)
References: <9507262111.AA04850@cae.ca> 
	<9507271104.ZM5013@bitch.reading.sgi.com>
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To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Subject: Re: FLIR effects using Performer
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Status: O

On Jul 27, 11:04am, Angus Dorbie wrote:
> Subject: Re: FLIR effects using Performer
>
> B.V.R. Technologies have some impressive sensor simulation software
> which runs on RE2 (multipipe) with all sorts of filters applied using a
> combination of graphics hardware and CPU.
>

Correct. However, our sensor simulation can run on single-pipe machines too.
The database would have to be smaller, though.

Ran

-- 
 __                                  | 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: ib@ivan.engr.sgi.com (Ivan Bach)
Message-Id: <199507271436.HAA24614@ivan.engr.sgi.com>
To: info-performer@sgi.sgi.com, SSPSU91@aol.com
Subject: Re:  Help with fonts
Status: O

Stephanie Sroczyk writes:
> But gl can only read bit map fonts (as far as I can see).
IRIS GL has a default bitmap font (see the man page for 'defrasterfont'),
and it has functions 'defrasterfont' and 'deflfont' that allow you to
specify additional bitmap fonts.
 
IRIS GL (libgl.so) does not support the reading and creating of outline 
fonts, but it can be used to draw vector approximations of character outlines
and exact character outlines if you have all the information needed to draw
character outlines.

The IRIS GL Font Manager (libfm.so) can use bitmap fonts, outline fonts, or
both for a given typeface.  Outline fonts have to be in the ASCII Adobe 
Type 1 format.  In a future release of IRIX, libfm may also support large 
outline fonts in the Adobe CID-keyed format.

If VAPS can be used to prepare an outline font in the Type 1 font format,
you may be able to use it in a program that is linked with both libgl.so and
libfm.so.  Your font should look like the Adobe Type 1 fonts stored in the
directory:

    /usr/lib/DPS/outline/base

The entry FontType must say:

    /FontType 1 def

For more information about the Adobe Type 1 font format, please read the
book "Adobe Type 1 Font Format," Adobe Systems Inc., Addison-Wesley 
Publishing Company, Inc., 1990, ISBN 0-201-57044-0.

Designing a Type 1 font is not trivial.  You may want to just purchase a
Type 1 font that contains the characters you need from a reputable font
foundry.

X, DPS, IRIS GL Font Manager, and Impressario are all able to rasterize 
outline fonts, and produce bitmap fonts in specified sizes.

For information about the adding of bitmap and outline fonts to X, DPS, and 
libfm, please read the Chapter "Working with Fonts" in the InSight on-line 
book "Topics in IRIX Programming" in IRIX 5.3 and higher.

If you create a Type 3 PS font, you will not be able to use it with libfm.
You may be able to use it with Impressario (SGI Print Manager) and Display
PostScript. 

Ivan Bach, ib@sgi.com


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     Subscribe


From guest  Thu Jul 27 09:36:52 1995
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Date: Thu, 27 Jul 95 12:31 EDT
From: akekesi@nvl.army.mil (Alex Kekesi)
To: info-performer@sgi.sgi.com
Subject: Re: FLIR effects using Performer
Cc: lorenzo@nvl.army.mil, dslayton@nvl.army.mil, russ@nvl.army.mil,
        lu@nvl.army.mil, cha@nvl.army.mil, deaso@nvl.army.mil
Status: O

> 
> I read in the Performer archived message list several messages from
> people who were looking for ways to simulate a forward looking
>  infrared detection set. The basic approach seems to be to modify the
> color table to get shades of grey or green. As anyone gone farther than
> that in simulating the FLIR effect? Like is there a way in performer to
> simulate the effect of persistance?
> 
> Nicolas Gauvin
> nic@cae.ca
> 

Nicholas,

There is still is some question here at the lab as to your term "persistance"
when used with FLIRs.  Nonetheless, let me step up to the plate.  As you already
know, the basic method of manipulating the color table on a per polygon basis 
really does not give the proper effect for FLIR simulations.  This is especially
true on databases with low polygon counts.  Something more is needed.  We have
found that a proper balance of software and hardware seems to come very close 
to acheiving a realistic sensor sim.  

When first attacking this problem (ie, real-time blur, bilinear scan, noise, 
etc.) we attempted to do it all in Performer.  The real-time noise was no 
problem.  However, blurring using convolve or the accumulation buffer (as 
mentioned by Rob Jenkins in his previous message) were too slow.  This is where
a hardware solution was needed.  For many of the sensor effects we decided to 
use Datacube's real-time image processor.  This seems to do the trick for real-
time blur, as well as bilinear scan.  The Datacube allows for an 8x8 kernel to
be applied over the image to the get the proper "blur" effect as seen in 1st 
and 2nd gen sensors.  The bilinear scan is done similarly.  

Now, if you are talking about the trailing effect (or "plumbing") that occurs
when an object moves across a sensors FOV this is a more complicated problem.
One possible solution is to use some sort of trailing model.  We're currently 
looking into this with Coryphaeus Software.  They have some really nice visible 
trailing models that we are thinking about adapting for IR simuations.  However,
I'm sure someone out there may have some good ideas as to how IR tracks can be
left in a real-time environment directly through Performer.  (A little bit of 
brain food for the Performer crowd.  :^) )

As our simulation grows I'm sure more and more effects will be added.  If 
you're interested, I could put you in touch with some Datacube representatives
to talk about their real-time image processors.  Further, if you wish to do 
more reading on the subject, we have published a couple papers pertaining to 
real-time FLIR simulations for Distributed Interactive Simuations (DIS).  The
papers are:

"PAINT THE NIGHT: High fidelity IR scene, atmosphere, and sensor simulation 
	enhancements for the DIS environment" - presented at the 12th DIS 
	conference and in the publication.

"DIS IR simulation models for fidelity, signature texture, and atmosphere-
	sensor effects" - presented at SPIE '95.

You may contact me for copies of these papers.

Lastly, if you wish to see our simulation we will be showing a slightly 
modified version of it at SIGGRAPH '95 in the Interactive Communities area.  
(look for OSIRIS - Optimized Synthetic Infra-Red Interactive Simulation).  

Hope this at least points you in the right direction!

Alex Kekesi

============================================================================
Alex Kekesi						phone: (703)704-1770
E-OIR Measurements, Inc.
Night Vision & Electronic Sensor Directorate
Fort Belvoir, Virginia					akekesi@nvl.army.mil
============================================================================






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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9507271104.ZM5013@bitch.reading.sgi.com>
Date: Thu, 27 Jul 1995 11:04:16 -0600
In-Reply-To: nicolas@cae.ca (Nicolas Gauvin)
        "FLIR effects using Performer" (Jul 26,  5:11pm)
References: <9507262111.AA04850@cae.ca>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: nicolas@cae.ca (Nicolas Gauvin)
Subject: Re: FLIR effects using Performer
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jul 26,  5:11pm, Nicolas Gauvin wrote:
> Subject: FLIR effects using Performer
> I read in the Performer archived message list several messages from
> people who were looking for ways to simulate a forward looking
>  infrared detection set. The basic approach seems to be to modify the
> color table to get shades of grey or green. As anyone gone farther than
> that in simulating the FLIR effect? Like is there a way in performer to
> simulate the effect of persistance?
>
> Nicolas Gauvin
> nic@cae.ca
>
>
>-- End of excerpt from Nicolas Gauvin

B.V.R. Technologies have some impressive sensor simulation software
which runs on RE2 (multipipe) with all sorts of filters applied using a
combination of graphics hardware and CPU.

It should be possible to use accumulation buffer to simulate temporal
artefacts.

If you really want realistic I.R. databases you should consider building
a dedicated textured database with 1 component textures holding thermal
data, this can produce a very realistic effect while allowing dynamic gain
control & BH/WH by using TV_BLEND & the blendcolour & underlying polygon
colour. Using tluts would provide even more flexibility with this kind of
database.

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


From guest  Fri Jul 28 04:41:38 1995
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From: blastarr@ix.netcom.com (Kent Miller)
Subject: Picking under a pfSwitch fails
To: info-performer@sgi.sgi.com
Status: O

I don't have the FAQ handy, but I need to find a solution for this one: 

(I don't have the code handy, so please forgive any misreferences)

Picking (w/ pfChanPick) works fine for IS_PRIM | NEAREST when my scene 
graph looks like this:

                 scene
                   |
                 group
                /  |  \
              ch1 ch2 ch3

I add & remove the children, so the group works like a switch. But when 
I use a pfSwitch instead of a pfGroup, I get 0 hits back from ChanPick.

Sound familiar to anyone? I sure could use a hint.

Thanks!



From guest  Fri Jul 28 11:29:16 1995
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Date: Fri, 28 Jul 1995 14:08:13 -0400 (EDT)
From: Rebecca Pearce <pearce@camsysinc.com>
X-Sender: pearce@mail
To: info-performer@sgi.sgi.com
Subject: posting employment position
Message-Id: <Pine.SUN.3.91.950728135842.6469A-100000@mail>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O

I was given this address to ask about posting a notice for a computer 
science/engineering position available with CamSys, Inc.  The description 
is as follows:

A small, high-tech company is to be awarded the second phase of a Small 
Business Innovation Research (SBIR) Project.  When the award is made, a 
computer scientist or engineer will be hired to work full-time on this 
two-year project that may start in the Fall of 1995.  The project 
involves the use of advanced video acquisition and processing technology 
to produce 3D visual databases.  The qualified individual should have a 
B.S. or M.S. in Computer Science or Electrical or Mechanical Engineering, 
and some experience in creating and working with visual databases.  
Experience in processing of video data for tracking and extracting 2D 
features from video, and extracting textures from video would be 
helpful.  Experience using and programming on Silicon Graphics 
workstations is also desired.  If you are interested in this position, 
please contact:

CamSys, Inc.
1223 Peoples Ave.
Troy, NY  12180
Tel: (518) 276-4082
Fax: (518) 276-6380
e-mail: camsys@camsysinc.com

Please let me know whether and how I could post this notice to your 
bulletin board.

Sincerely,
Rebecca Pearce
pearce@camsysinc.com



From guest  Fri Jul 28 18:11:14 1995
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Date: Fri, 28 Jul 1995 18:01:38 -0700
From: sakai@sgi600.msd.lmsc.lockheed.com (Ken Sakai)
Message-Id: <199507290101.SAA12832@sgi600.msd.lmsc.lockheed.com>
To: info-performer@sgi.sgi.com
Subject: pfDelete question
Status: O



I have a simple question regarding pfDelete.
If one does a pfDelete on a pfGeoSet, does one
have to worry about pfFree'ing the geoSet attribute
arrays that one can retrieve using pfGetGSetAttrLists()
and length arrays from pfGetGSetPrimLengths()?  I have seen
code fragments that simply pfDelete the geoSet without 
bothering with the aformentioned data.  Would this result
in a memory leak or is the data automatically dereferenced
and deleted when the geoSet is deleted?

              Thanks,



Kenneth N. Sakai                        Email: sakai@lmsc.lockheed.com      
Research Specialist/Computer Graphics   Phone: (408) 756-0682
Lockheed Martin Missiles & Space    
Sunnyvale, CA  94088-3504


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From: "Darin C. Partridge" <darin@paradox.idec.sdl.usu.edu>
Message-Id: <9507291846.ZM6276@paradox.idec.sdl.usu.edu>
Date: Sat, 29 Jul 1995 18:46:06 -0600
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To: info-performer@sgi.sgi.com
Subject: pfSequence
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Status: O

I have a pfSequence, I'm sure the correct geometry is being loaded up, but
when the sequence runs its course, only one frame (the first) gets displayed.
The rest of the time there is no geometry shown.  I have several pfSequences
in the same scene and only one seems to work correctly.
Are the pfSequence routines stable?  It just seems like I have more than
my share of problems with pfSequence.

Thanks for any info,
Darin Partridge
(darin@chaos.idec.sdl.usu.edu)




From guest  Sat Jul 29 23:18:40 1995
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Date: Sun, 30 Jul 1995 15:16:58 +1000 (EST)
From: Simon Bennett <simonb@wormald.COM.AU>
Subject: Re: pfSequence
To: "Darin C. Partridge" <darin@paradox.idec.sdl.usu.edu>
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9507291846.ZM6276@paradox.idec.sdl.usu.edu>
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Status: O

On Sat, 29 Jul 1995, Darin C. Partridge wrote:

> I have a pfSequence, I'm sure the correct geometry is being loaded up, but
> when the sequence runs its course, only one frame (the first) gets displayed.
> The rest of the time there is no geometry shown.  I have several pfSequences
> in the same scene and only one seems to work correctly.
> Are the pfSequence routines stable?  It just seems like I have more than
> my share of problems with pfSequence.

Have you called:

pfSeqMode(Your_sequence, PFSEQ_START);  

?

+----------------------------------------------------------------------------+
  Simon Bennett       simonb@wormald.com.au
  Wormald Technology  Advanced Systems Engineering Ph: +61 2 9981 0611 (x512)

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




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From: darin@chaos.idec.sdl.usu.edu (Darin C. Partridge)
Message-Id: <9507301415.AA27142@chaos.idec.sdl.usu.edu>
To: info-performer@sgi.sgi.com, simonb@wormald.com.au
Subject: pfSequence
Cc: darin@chaos.idec.sdl.usu.edu
Status: O

I have called pfSeqMode(Your_sequence, PFSEQ_START) with all of my sequences
but only one works correctly.  I have some that display more than one
frame at a time or don't display some frames at all as it goes through its
cycle.  I have verified that all the frames are valid.

My structure is as follows:

         pfSequence
        /   | . . . \
  pfGroup  pfGroup  pfGroup
 /...\     /...\     /...\
pfGeodes  pfGeodes  pfGeodes

Is this kind of structure valid? The pfSequence should cycle(or loop) through
its immediate children?  I don't think I'm too far off since a few 'work'.

Thanks for any help,
Darin
(darin@chaos.idec.sdl.usu.edu)


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Subject: Re: pfSequence
To: darin@chaos.idec.sdl.usu.edu (Darin C. Partridge),
        info-performer@sgihub.corp.sgi.com
Content-Type: text/plain; charset=US-ASCII
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Status: O

        Have you used pfSeqTime to set a frame time for each "frame" in the 
        sequence, and used pfSeqInterval to specify the starting and ending 
        frame?  I haven't tested this, but I suspect that if the time for each 
        frame of a sequence is not an integer multiple of the overall frame 
        time, then some frames may be skipped or displayed longer than desired.  
        Anybody else?
        
        Don Tidrow
        Visual Simulation Developer
        US Army Tank-automotive and Armaments Command


______________________________ Reply Separator _________________________________
Subject: pfSequence
Author:  darin@chaos.idec.sdl.usu.edu (Darin C. Partridge) at TWLAN-SMTP
Date:    7/30/95 8:15 AM


I have called pfSeqMode(Your_sequence, PFSEQ_START) with all of my sequences 
but only one works correctly.  I have some that display more than one
frame at a time or don't display some frames at all as it goes through its 
cycle.  I have verified that all the frames are valid.
        
My structure is as follows:
        
         pfSequence
        /   | . . . \
  pfGroup  pfGroup  pfGroup
 /...\     /...\     /...\
pfGeodes  pfGeodes  pfGeodes
        
Is this kind of structure valid? The pfSequence should cycle(or loop) through 
its immediate children?  I don't think I'm too far off since a few 'work'.
        
Thanks for any help,
Darin
(darin@chaos.idec.sdl.usu.edu)
        


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To: info-performer@sgi.sgi.com
From: sit9501@technet.sg (Ng Kian Bee)
Subject: Need help extremely urgently...
X-Mailer: <PC Eudora Version 1.4>
Status: O

Hi,

I know that this may not be the right place to ask this question. But I 
really desperately need this help urgently.

I am supposed to make some contact to a company call Digiten from Vancouver, 
Canada. I think this company produces games for Nitendo platform and conduct 
training for ppl to make games as well. I do not have their contact number 
and address. And my director will be visiting this company in 2 days' time. 
Could some one who knows abt this company, their contact tel., fax, address, 
person to contact etc. PLEASE mail me.

Thanx a million! Any indirect references would be greatly appreciated.

************************************
*                                  *
* Kian                             *
* email : sit9501@slip.technet.sg  *
*                                  *
* Nanyang Polytechnic              *
* School of Information Technology *
* 20 Yishun Avenue 9               *
* Singapore 2776                   *
* Republic of Singapore            *
* Tel (65) 750 1440                *
* Fax (65) 755 5571                *
*                                  *
************************************



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Date: Mon, 31 Jul 1995 14:46:17 +1000 (EST)
From: Robert Webb <robertw@wormald.COM.AU>
Subject: Fog with projected textures?
To: Performer mailing list <info-performer@sgi.sgi.com>
Message-Id: <Pine.3.89.9507311345.A10522-0100000@krusty>
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Status: O

Hi all,

I am doing a projected textures type of thing, and it's finally very close
to working fully, but I still have a problem with fog.

The standard projected textures demo on the SGIs (which requires four
passes), starts off by clearing the screen to a color that represents the
ambient light.  However I want to first draw the sky and stars etc, so
rather than clear the screen to this grey color, I use the first pass of
pfDraw() to not only prepare the zbuffer, but also to put this grey color
into any pixels that are touched.  I do this by using a completely opaque
pfFog.  This works fine, and means that I only grey out pixels that I know
will be touched again in the second call to pfDraw().

Before the second pfDraw(), I set the fog back to how it should be, but for
some reason it doesn't work correctly.  I have used gldebug and all the GL
fogvertex calls look OK to me, but the fog ends up looking much darker than
it should.  I am using zfunction(ZF_EQUAL) on the second pass, should this
affect the fog though?  Any ideas on why this might be happening, or
alternatively, does anyone know another way to make sure that every pixel
pfDraw() renders comes out in the same color (other than using an opaque
fog)?

Thanks heaps,
Rob.

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

"Informer, you no say daddy me Snow me I'll go blame, a licky boom boom down"
								- Snow.

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



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From: sit9501@technet.sg (Ng Kian Bee)
Subject: RE:Urgent help
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Status: O

Hi,

The company's info I'm looking for is digipen not digiten.

Thanx.

************************************
*                                  *
* Kian                             *
* email : sit9501@slip.technet.sg  *
*                                  *
* Nanyang Polytechnic              *
* School of Information Technology *
* 20 Yishun Avenue 9               *
* Singapore 2776                   *
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* Tel (65) 750 1440                *
* Fax (65) 755 5571                *
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I want my E-mail address at Performer List.


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From: Holger Krumm <hok@hni.uni-paderborn.de>
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Subject: ! OpenFlight Format really open ? !
To: info-performer@sgi.sgi.com
Date: Mon, 31 Jul 1995 09:42:14 +0200 (MDT)
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Hello,

I have a simple question concerning the flt-format: I sometimes read about
the "OpenFlight"-format. Is it really open? If so, where can I find a
description of it? Or is "OpenFlight" the wrong term?

Any help will be appreciated.

Holger Krumm
------------------

  *     *      *    
  **   **     **    Holger Krumm
  *** ***   ****    Student of Computer Science
  *******  *****    EMail: hok@hni.uni-paderborn.de
  *** ***   ****    
  **   **     **    "Very funny, Scotty! And now my clothes..."
  *     *      *



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Subject: Re: ! OpenFlight Format really open ? !
To: hok@hni.uni-paderborn.de (Holger Krumm)
Date: Mon, 31 Jul 1995 05:28:49 -0500 (CDT)
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199507310742.HAA02963@palladio.uni-paderborn.de> from "Holger Krumm" at Jul 31, 95 09:42:14 am
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> I have a simple question concerning the flt-format: I sometimes read about
> the "OpenFlight"-format. Is it really open? If so, where can I find a
> description of it? Or is "OpenFlight" the wrong term?
> 
IMHO, OpenFlight was a marketing ploy to preserve Multigen's share.

Other companies, like Coryphaeus, have model formats that are
genuinely "open" (well, I guess the whole concept is subject to
debate anyway :-/ ).


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From: rmorris@tswl.co.uk (Roger Morris)
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To: hok@hni.uni-paderborn.de
Subject: Re: ! OpenFlight Format really open ? !
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Dear Holger

Yes, OpenFlight is really open.  MultiGen Inc. ask you to sign a non-disclosure
agreement and not to use the information to write your own modeller that produces
OpenFlight-compatible databases.  Apart from that, the format document is available
to anyone!

Apply to MultiGen themselves (email address brian%multigen@uunet.uu.net)

or the German distributor is

Gordian Massing
ATR Industrie-Elektronik GmbH
Textilstrasse 2
D-41751 Viersen
Germany

Phone:	+49 2162 485 223
Fax:	+49 2162 485 148

Roger Morris
Transformation Software Ltd.
(British distributors for MultiGen)


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From: "Ken Schwarz" <kschwarz@schwarzsgi.dallas.sgi.com>
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Date: Mon, 31 Jul 1995 10:12:33 -0500
In-Reply-To: "pierre VERCRUYSSE" <pierre@cathy.rennes.sgi.com>
        "tools to do texture" (Jul 31,  4:39pm)
References: <9507311639.ZM16798@cathy.rennes.sgi.com>
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In my previous life, I would scan textures, or build them with a paint tool
on the PC (Adobe Photoshop, Kai's Power Tools, etc).  There's probably a
better way to do this, but I wrote some code based on
 ~/4Dgifts/iristools/imgtools/writeimg.c to create a new image file that
had transparent (or semi-transparent) alpha values for a certain RGB
pixel value or range of values.

It's likely that TIFF file alpha values can be preserved when converted
to RGB, but I dunno ....

-- 
  .......            Ken Schwarz  SAE SGI Dallas                .......
.......            kschwarz@dallas.sgi.com                        .......
.......            214.788.4122 x232 / 800.963.8187 Pager         .......
  .......            VMail: 57917                   YOURadHERE  .......


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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
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Date: Mon, 31 Jul 1995 16:50:13 +0100
In-Reply-To: "pierre VERCRUYSSE" <pierre@cathy.rennes.sgi.com>
        "tools to do texture" (Jul 31,  4:39pm)
References: <9507311639.ZM16798@cathy.rennes.sgi.com>
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Subject: Re: tools to do texture
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--
--PART-BOUNDARY=.19507311650.ZM10197.reading.sgi.com
Content-Type: text/plain; charset=us-ascii

On Jul 31,  4:39pm, pierre VERCRUYSSE wrote:
> Subject: tools to do texture
> Hello
>
> can somebody tell me a tools to generate texture with alpha key ?
>
> Thanks for your help
>
> Pierre
>
> --
> --
> -- Pierre Vercruysse    pierre@rennes.sgi.com
> 			vmail : 58781
>                         Tel (33) 99-23-12-80
>                         Fax (33) 99-23-18-95
>
> --  .  _   _   _   _    Silicon Graphics France
> | | | |   | | | | |     office RENNES
> --  | |-  |-  |-  |-    Espace Performance
> |   | |_  |\  |\  |_    35769 Saint Gregoire
>
>-- End of excerpt from pierre VERCRUYSSE

Pierre

Angus Henderson has put *lots* of stuff on the ftp site sgigate.sgi.com in
pub/Performer/RealityCenter. Attached is the contents of tools.tar, I can't be
sure but I reckon you might find something to help in there.

Cheers
Rob

-- 
________________________________________________________________
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,


--PART-BOUNDARY=.19507311650.ZM10197.reading.sgi.com
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rwxr-xr-x   0/0   Nov  4 16:58 1994 tools/
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rw-r--r--   0/0    23558 Oct 17 16:24 1994 tools/128env/redball.rgb
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rw-r--r--   0/0    22583 Oct 17 16:24 1994 tools/128env/shar.rgb
rw-r--r--   0/0    33701 Oct 17 16:24 1994 tools/128env/whiteball.rgb
rw-r--r--   0/0    26103 Oct 17 16:24 1994 tools/128env/wow.rgb
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rwxr-xr-x   0/0    94448 Oct 17 16:24 1994 tools/bin/ibrowse
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rwxr-xr-x   0/0  1562484 Nov  4 10:00 1994 tools/bin/xv
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rw-r--r--   0/0      194 Oct 17 16:24 1994 tools/enhance/README
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rw-r--r--   0/0    16886 Oct 17 16:24 1994 tools/enhance/enhance.c
rwxrwxrwx   0/0   Oct 17 16:24 1994 tools/envmaps/
rw-r--r--   0/0       45 Oct 17 16:24 1994 tools/envmaps/README
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rwxrwxrwx   0/0   Nov  4 14:19 1994 tools/imgtools/
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rw-r--r--   0/0    24556 Oct 17 16:24 1994 tools/imgtools/README
rwxr-xr-x   0/0    16432 Oct 17 16:24 1994 tools/imgtools/abs
rw-r--r--   0/0     1130 Oct 17 16:24 1994 tools/imgtools/abs.c
rwxr-xr-x   0/0    16432 Oct 17 16:24 1994 tools/imgtools/add
rw-r--r--   0/0     1523 Oct 17 16:24 1994 tools/imgtools/add.c
rwxr-xr-x   0/0    16432 Oct 17 16:24 1994 tools/imgtools/addborder
rw-r--r--   0/0     1972 Oct 17 16:24 1994 tools/imgtools/addborder.c
rwxr-xr-x   0/0    16432 Oct 17 16:24 1994 tools/imgtools/addframe
rw-r--r--   0/0     1780 Oct 17 16:24 1994 tools/imgtools/addframe.c
rwxr-xr-x   0/0    45104 Oct 17 16:24 1994 tools/imgtools/addnoise
rw-r--r--   0/0     2124 Oct 17 16:24 1994 tools/imgtools/addnoise.c
rwxr-xr-x   0/0    16432 Oct 17 16:24 1994 tools/imgtools/assemble
rw-r--r--   0/0     1891 Oct 17 16:24 1994 tools/imgtools/assemble.c
rwxr-xr-x   0/0    94384 Oct 17 16:24 1994 tools/imgtools/bgpaste
rw-r--r--   0/0     4503 Oct 17 16:24 1994 tools/imgtools/bgpaste.c
rwxr-xr-x   0/0    16432 Oct 17 16:24 1994 tools/imgtools/blend
rw-r--r--   0/0     1715 Oct 17 16:24 1994 tools/imgtools/blend.c
rwxr-xr-x   0/0    49200 Oct 17 16:24 1994 tools/imgtools/blur
rw-r--r--   0/0     1747 Oct 17 16:24 1994 tools/imgtools/blur.c
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From: "Angus Henderson" <angus@death.reading.sgi.com>
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Date: Mon, 31 Jul 1995 17:07:32 +0100
In-Reply-To: "pierre VERCRUYSSE" <pierre@cathy.rennes.sgi.com>
        "tools to do texture" (Jul 31,  4:39pm)
References: <9507311639.ZM16798@cathy.rennes.sgi.com>
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To: "pierre VERCRUYSSE" <pierre@cathy.rennes.sgi.com>,
        info-performer@sgi.sgi.com
Subject: Re: tools to do texture
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copy

sgigate.sgi.com:~ftp/pub/Performer/RealityCentre/tools.tar.Z

if you like

ANGus


From guest  Mon Jul 31 09:45:37 1995
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From: "Graham (Grambo) Beasley" <graham@beast>
Message-Id: <9507310923.ZM21804@beast.asd.sgi.com>
Date: Mon, 31 Jul 1995 09:23:13 -0700
In-Reply-To: "Rob Jenkins" <robj@barney.reading.sgi.com>
        "Re: tools to do texture" (Jul 31,  4:50pm)
References: <9507311639.ZM16798@cathy.rennes.sgi.com> 
	<9507311650.ZM10197@barney.reading.sgi.com>
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To: "Rob Jenkins" <robj@barney.reading.sgi.com>,
        "pierre VERCRUYSSE" <pierre@cathy.rennes.sgi.com>,
        info-performer@sgi.sgi.com
Subject: Re: tools to do texture
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There have been un-supported SGI tools in the past (like taco, which you listed
below tools/taco/textools! and one by D. Voorhies), but now I'd say most
customers who want world-class textures use Photoshop or one of the modellers.


GB

-- 

"It is often easier to fight for one's principles than to
live up to them." , Happy, happy, Joy, joy...

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


From guest  Mon Jul 31 09:44:27 1995
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From: "John A. Collier" <jcollier@alexandra.mtl.com>
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Date: Mon, 31 Jul 1995 12:29:12 -0400
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Subject: Stencil Buffer
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Hi,

Does anyone have example code of how to use the stencil buffer to prevent an
object (say a cockpit) from being drawn over in Performer?

Also, how do you tell Performer not to redraw that model?

Thanks for any inputs,

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


From guest  Mon Jul 31 10:01:23 1995
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From: "Kowsik Guruswamy" <kowsik@buggy.coryphaeus.com>
Message-Id: <9507310943.ZM27458@buggy.coryphaeus.com>
Date: Mon, 31 Jul 1995 09:43:09 -0700
In-Reply-To: sakai@sgi600.msd.lmsc.lockheed.com (Ken Sakai)
        "pfDelete question" (Jul 28,  6:01pm)
References: <199507290101.SAA12832@sgi600.msd.lmsc.lockheed.com>
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To: sakai@sgi600.msd.lmsc.lockheed.com (Ken Sakai), info-performer@sgi.sgi.com
Subject: Re: pfDelete question
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On Jul 28,  6:01pm, Ken Sakai wrote:
> Subject: pfDelete question
>
>
> I have a simple question regarding pfDelete.
> If one does a pfDelete on a pfGeoSet, does one
> have to worry about pfFree'ing the geoSet attribute
> arrays that one can retrieve using pfGetGSetAttrLists()
> and length arrays from pfGetGSetPrimLengths()?  I have seen
> code fragments that simply pfDelete the geoSet without
> bothering with the aformentioned data.  Would this result
> in a memory leak or is the data automatically dereferenced
> and deleted when the geoSet is deleted?

[snip]

>From the Performer man pages:

     If attribute and index lists are allocated from the pfMalloc routines,
     pfGSetAttr will correctly update the reference counts of the lists.
     Specifically, pfGSetAttr will decrement the reference counts of the old
     lists and increment the reference counts of the new lists.  It will not
     free any lists whose reference counts reach 0.  When a pfGeoSet is
     deleted with pfDelete, all pfMalloc'ed lists will have their reference
     counts decremented by one and will be freed if their count reaches 0.

Hope that helps,

K.



-- 
kowsik@coryphaeus.com



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From: "Dietrich Opitz" <dio@sage.mpik-tueb.mpg.de>
Message-Id: <9507311918.ZM4373@sage.mpik-tueb.mpg.de>
Date: Mon, 31 Jul 1995 19:18:50 +0000
In-Reply-To: "pierre VERCRUYSSE" <pierre@cathy.rennes.sgi.com>
        "tools to do texture" (Jul 31,  4:39pm)
References: <9507311639.ZM16798@cathy.rennes.sgi.com>
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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Subject: Re: tools to do texture
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Hi Pierre,

i have a small tool that may help you.

Its like a small drawingprogram to add the alphabyte to
RGB-images.

Its located at:

eddie.mpik-tueb.mpg.de

in

/incoming/alphadraw.tar.Z

Have fun.

DiO




-- 
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.mpik-tueb.mpg.de


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From: "pierre VERCRUYSSE" <pierre@cathy.rennes.sgi.com>
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Date: Mon, 31 Jul 1995 16:39:14 -0600
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Subject: tools to do texture
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Hello

can somebody tell me a tools to generate texture with alpha key ?

Thanks for your help

Pierre

-- 
--
-- Pierre Vercruysse    pierre@rennes.sgi.com
			vmail : 58781
                        Tel (33) 99-23-12-80
                        Fax (33) 99-23-18-95

--  .  _   _   _   _    Silicon Graphics France
| | | |   | | | | |     office RENNES
--  | |-  |-  |-  |-    Espace Performance
|   | |_  |\  |\  |_    35769 Saint Gregoire



From guest  Mon Jul 31 17:35:37 1995
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From: "Nathaniel Bletter" <nat@od.sri.com>
Message-Id: <9507311730.ZM15000@od.sri.com>
Date: Mon, 31 Jul 1995 17:30:51 -0700
In-Reply-To: "Dietrich Opitz" <dio@sage.mpik-tueb.mpg.de>
        "Re: tools to do texture" (Jul 31,  7:18pm)
References: <9507311639.ZM16798@cathy.rennes.sgi.com> 
	<9507311918.ZM4373@sage.mpik-tueb.mpg.de>
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To: info-performer@sgi.sgi.com
Subject: Re: tools to do texture
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Status: O

In the same vein, does anyone know of any tools to overlay one image with an
alpha channel over another. This would be just like the standard "over"
command, except over doesn't seem to pay attention to the alpha channel, or it
gets confused by it.

I didn't find anything like this in the performer/tools.tar collection.

Thanks,

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


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Message-Id: <n1404910355.684c@macmail.coryphaeus.com>
Date: 31 Jul 1995 17:30:32 -0800
From: "Jordan Green" <jordan@MacMail.coryphaeus.com>
Subject: Re->OpenFlight Format reall
To: "Holger Krumm" <hok@hni.uni-paderborn.de>,
        "Performer Mailing List" <info-performer@sgi.sgi.com>
Cc: "David Weller" <dweller@Starbase.NeoSoft.COM>
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Status: O

Dear Holger,

In response to your enquiry in the Performer Mailing List I would like to
amplify on David Weller's accurate response (thanks David).

OpenFlight is a proprietary format and NOT open. The name intentionally
misleads you. As evidenced in the reply from Roger Morris at Transformation
it is necessary to sign a Non-Disclosure Agreement and meet other restrictive
legal conditions to gain access to this "open" format. How can an open format
be subject to non-disclosure??!?

If you would like a truly open format we would be happy to send you a copy of
the format description for Designer's Workbench(tm) (dwb). Just send your
address details to sales@coryphaeus.com along with your request and the
information will be sent to you.

Alternatively, you may wish to contact our local representative in Germany as
detailed below. We support our European clients with our own European office
as well as a network of trained representatives.

Muller Systemtechnik Vertriebs-GmbH
Managing Director: Mr. Klaus Muller
Lindenplatz 13
82223 Eichenau					Tel:	+49.8141-38142
GERMANY						      Fax:	+49.8141-38241

Wishing you all the best in the world of open systems.

Regards,


Jordan


__________________________________________________________
Jordan Green                                            PM
Director - Business Development
Coryphaeus Software, Inc.             Tel: +1.408.395-4537
985 University Avenue, Suite 31       Fax: +1.408.395-6351
Los Gatos  CA 95030           Email: jordan@coryphaeus.com
__________________________________________________________





