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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9508010832.ZM11041@barney.reading.sgi.com>
Date: Tue, 1 Aug 1995 08:32:53 +0100
In-Reply-To: "Nathaniel Bletter" <nat@od.sri.com>
        "Re: tools to do texture" (Jul 31,  5:30pm)
References: <9507311639.ZM16798@cathy.rennes.sgi.com> 
	<9507311918.ZM4373@sage.mpik-tueb.mpg.de> 
	<9507311730.ZM15000@od.sri.com>
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To: "Nathaniel Bletter" <nat@od.sri.com>, info-performer@sgi.sgi.com
Subject: Re: tools to do texture
Mime-Version: 1.0
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Status: O

On Jul 31,  5:30pm, Nathaniel Bletter wrote:
> Subject: Re: tools to do texture
> 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
>-- End of excerpt from Nathaniel Bletter

Nat

try using oneband to make the alpha channel alone an image and then use over:

oneband inimage.rgb outimage.bw band

where band is 3 will extract the alpha channel.

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: "Dietrich Opitz" <dio@sage.mpik-tueb.mpg.de>
Message-Id: <9508010929.ZM6368@sage.mpik-tueb.mpg.de>
Date: Tue, 1 Aug 1995 09:29:22 +0000
In-Reply-To: "Nathaniel Bletter" <nat@od.sri.com>
        "Re: tools to do texture" (Jul 31,  5:30pm)
References: <9507311639.ZM16798@cathy.rennes.sgi.com> 
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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: "Nathaniel Bletter" <nat@od.sri.com>, info-performer@sgi.sgi.com
Subject: Re: tools to do texture
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Status: O

Hi Nathaniel,

the fastest way to get the effect is to take a screen snapshot of the
alphadraw window. In an noninteractive tool you have to redo the
blending function to blend overlay and background pixels.
Formulas are given in the blendfunction manpage.

May be someone should write it.

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


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From: barker@kahuna.cs.nps.navy.mil (Randall Barker)
Message-Id: <199508011557.IAA02092@kahuna.cs.nps.navy.mil>
To: barker@kahuna.cs.nps.navy.mil, info-performer@sgi.sgi.com
Subject: terrain database paging
Status: O

I have been given the task of implementing a terrain data base paging
system in a Performer 1.2 application (NPSNET-IV).  I have read
through previous postings about paging and know that libpf calls
should not be called from a sproc'd process with out putting a datalock
around each call in both the app process and the paging process.  

I was wondering however, if I build the terrain page in a sproc'd 
process (ie calling pfAddChild etc) without adding it to the main
scene graph and then pass the pointer back to the app and add the
page to the scene graph in the app, would this still have the potential
of causing contention? 
--
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


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From: "Konstantin Weiner" <weiner@video1.bloomberg.com>
Message-Id: <9508011200.ZM10266@video1.bloomberg.com>
Date: Tue, 1 Aug 1995 12:00:41 -0400
In-Reply-To: aschaffe@holodeck.asd.sgi.com (Allan Schaffer)
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To: info-performer@sgi.sgi.com
Subject: Performer Warning Question
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Status: O

During execution of a program I occasionally get the following output:


> Performer Warning (1): Attempt to modify deleted object

and

> Performer Debug (1): Cannot access this object from this process. Object type
> is pfDCS, id is 529 and process id is 10248
(Cull proc id)

I believe they are related, but could be I am wrong.

Configured to run PFMP_APP_CULL_DRAW on a 4 processor ONYX
sproc'ed threads are manipulating shared data (but I believe proper
synchronization of access is provided)

I am particularly puzzled by the msg since I am not pfDelete'ing nor pfFree'ing
anything.

I was wondering if anybody has encountered either of the two msgs and could
share any insight about the issue.

Thanks, KW


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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9508010936.ZM22376@lee.electrogig.com>
Date: Tue, 1 Aug 1995 09:36:03 -0700
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To: info-performer@sgi.sgi.com
Subject: pfSequence
Mime-Version: 1.0
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Status: O

Yes, I am also having problem with pfSequence when it has more than one
children. It works on only one child. I have used:

pfSeqMode(seq, PFSEQ_START)
with or without pfSeqTime(seq, -1, 1)

I didn't explicitly specify
pfSeqInterval because it is supposed to do this with default interval
of 0 to numChildren - 1.

anita

---------------------------------------------------------------------------
Anita Kishore
Software Engineer
Electrogig
----------------------------------------------------------------------------


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Date: Tue, 1 Aug 1995 18:17:18 +0100 (BST)
From: Martin Nicholas <mnick@dircon.co.uk>
To: Jordan Green <jordan@macmail.coryphaeus.com>
Cc: Holger Krumm <hok@hni.uni-paderborn.de>,
        Performer Mailing List <info-performer@sgi.sgi.com>,
        David Weller <dweller@Starbase.NeoSoft.COM>
Subject: Re: Re->OpenFlight Format reall
In-Reply-To: <n1404910355.684c@macmail.coryphaeus.com>
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Status: O

Dear Jordan,
	I don't know if MultiGens's approach is that bad.  Transformation 
Software in the UK told me that they gave the format specification to 
someone only to find that they were starting to write a modelling package 
that competed directly with them.  I can't think of a single modelling 
package that doesn't have some control over it's binary (as opposed to 
ascii) format. Either they license the format spec itself or you have to 
buy software library support instead.  What's .dwb format  ascii or 
binary ?


	Regards,

	Martin Nicholas.


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Message-Id: <n1404847904.6136b@macmail.coryphaeus.com>
Date: 1 Aug 1995 10:50:13 -0800
From: "Jordan Green" <jordan@MacMail.coryphaeus.com>
Subject: Re: Re->OpenFlight Format r
To: "Martin Nicholas" <mnick@dircon.co.uk>
Cc: "David Weller" <dweller@Starbase.NeoSoft.COM>,
        "Holger Krumm" <hok@hni.uni-paderborn.de>,
        "Performer Mailing List" <info-performer@sgi.sgi.com>
X-Mailer: Mail*Link SMTP-QM 3.0.1
Status: O

        Reply to:   RE>>Re->OpenFlight Format reall

Dear Martin,

The world in which we all operate is based on competition. Competition drives
the rapid development of technology, quality product and market size. An open
format available to be adopted as an industry standard (such as dwb) is what
users are demanding in every area of computing from operating systems to CAD
to word processing.

Coryphaeus has both ascii and binary versions of our public domain file
format. The ascii version will be released later this year.

As far as I know another example of a modeling package with a public domain
file format is the Wavefront 3Design package. I am sure there are others.

Controlling the format for structured development is one thing. Closing the
format under restrictive legal agreements is holding the user's data hostage.
Large Image Generator companies with proprietary hardware do this to the
extreme but, the customer knows it is a proprietary solution going in.
Software companies providing tools for use in an open systems environment
such as SGI should not cripple the potential of the user's investment.

Martin I hope that this helps you understand that my point is two fold:

o OpenFlight is not open; and
o user's have the right to own and control their database investment without
limit

The later is why the Coryphaeus dwb binary file format is both open and user
extensible.

Regards,

Jordan


__________________________________________________________
Jordan Green                                                                 
                   REP
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
__________________________________________________________



--------------------------------------
Date: 1/8/95 10:34
To: Jordan Green
From: Martin Nicholas
Dear Jordan,
	I don't know if MultiGens's approach is that bad.  Transformation 
Software in the UK told me that they gave the format specification to 
someone only to find that they were starting to write a modelling package 
that competed directly with them.  I can't think of a single modelling 
package that doesn't have some control over it's binary (as opposed to 
ascii) format. Either they license the format spec itself or you have to 
buy software library support instead.  What's .dwb format  ascii or 
binary ?


	Regards,

	Martin Nicholas.


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From guest  Tue Aug  1 13:47:44 1995
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From: "Rejean Chartrand" <rejeanc@cae.ca>
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Date: Tue, 1 Aug 1995 16:18:36 -0400
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Subject: Filtering of DMA DTED database
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Status: O

Sorry, for sending this question here but I think people from
this mailing list can answer my question.

I would like to know if anybody has source code to reduce the number
of polygons for representing the terrain from DMA DTED files. I'm pretty
sure somebody creating visual databases from DMA DTED files for a
Performer application has already been coding this thing before.

Thanks in advance !

Rejean.

E-mail : rejeanc@cae.ca



From guest  Tue Aug  1 18:30:06 1995
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From: "Konstantin Weiner" <weiner@video1.bloomberg.com>
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Status: O

Due to the buffered nature of the scene database, most of scene database
manipulation must be done in the APP proc

I would like to know if I can create new performer geometry by sproc'ed procs
and pass it on to the APP.

In particular I was wondering if it is legal to call pfNewXXXX functions by
sproc'ed procs, while the APP is running and manipulating the scene

Thanks in advance, KW


From guest  Wed Aug  2 07:19:02 1995
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Subject: Re: Filtering of DMA DTED database, DITTO!
To: rejeanc@cae.ca (Rejean Chartrand)
Date: Wed, 2 Aug 95 8:19:57 MDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9508011618.ZM15507@popsie.cae.ca>; from "Rejean Chartrand" at Aug 1, 95 04:18:36 pm
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Status: O


> 
> Sorry, for sending this question here but I think people from
> this mailing list can answer my question.
> 
> I would like to know if anybody has source code to reduce the number
> of polygons for representing the terrain from DMA DTED files. I'm pretty
> sure somebody creating visual databases from DMA DTED files for a
> Performer application has already been coding this thing before.
> 
> Thanks in advance !
> 
> Rejean.
> 
> E-mail : rejeanc@cae.ca
>

  YES!  I am also in search of this information.  Will you please pass 
any replys my way.  I am doing an extensive search on the net regarding 
this and I will also contribute if I find anything worth while.

 Mario Torres
 STC @ ARMY Research Lab
 WSMR, N.M.
 



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From guest  Wed Aug  2 09:27:45 1995
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From: "Pradeep Solanki" <pradeep@vashi.csd.sgi.com>
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on sgigate.sgi.com:~ftp/pub/Performer/monthly-archives

Pradeep


From guest  Wed Aug  2 07:29:10 1995
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From: "Dietrich Opitz" <dio@sage.mpik-tueb.mpg.de>
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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: overlay tools for alphakeyed images 
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Hi,

Some imagetools for overlays can be ftp'ed from :

eddie.mpik-tueb.mpg.de

at

/pub/incoming/overlay.tar.Z

Over and out ;-)

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 Aug  2 09:38:16 1995
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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
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Date: Wed, 2 Aug 1995 17:30:22 +0100
In-Reply-To: "Konstantin Weiner" <weiner@video1.bloomberg.com>
        "is this mailing list archived anywhere?" (Aug  2, 11:47am)
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use anonymous ftp to sgigate.sgi.som and cd pub/PERFORMER/monthly-archives

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  Wed Aug  2 10:27:04 1995
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From: "AnitaKishore" <kishore@electrogig.com>
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Date: Wed, 2 Aug 1995 10:14:09 -0700
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To: info-performer@sgi.sgi.com
Subject: making moovies with pfuNewProjector
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Status: O

Can someone tell me how to use pfutil functions to create moovie?
I want to be able to create a moovie of textures (available as .rgb files)
and texture map it onto some object - say a cube.

The small example in the man page is of no help. I don't get a clear
understanding of this process from the man pages. It would be of great
help if some one had a sample code to do something similar.

Thanks for any help

-anita

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


From guest  Wed Aug  2 11:12:36 1995
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From: "Lionel Maiaux" <maiaux@quartz.corys.fr>
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Date: Wed, 2 Aug 1995 18:31:46 +0100
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Subject: pfBoxIsectFrust vs pfShereIsectFrust
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Hi,

I ask this question again because I receive no answer :

Does anybody knows which of pfBoxIsectFrust and pfSphereIsectFrust is the
faster function and the performance ratio between them ?



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


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From: "Lionel Maiaux" <maiaux@quartz.corys.fr>
Message-Id: <9508021834.ZM10535@quartz>
Date: Wed, 2 Aug 1995 18:34:50 +0100
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To: info-performer@sgi.sgi.com
Subject: Doc on libpfdu
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Status: O

Hi,

I'm interested whith documentation on libpfdu functions (man pages, ...).
Does anybody knows where I can find it ?

Lionel MAIAUX


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


From guest  Wed Aug  2 11:41:58 1995
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From: "Bryan Larson" <bryan@control.mdc.com>
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Date: Wed, 2 Aug 1995 11:18:37 -0700
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Status: O

Here's a good one.

We have a 2 pipe ONYX which has the Sirius video option installed on pipe 1.
We want to run a 2 channel performer application and overlay the video
from pipe 0 (the one not containing the Sirius hardware) onto pipe 1.  This
is displayed on a polygon via texture memory.
Has anyone done live video on a polygon within performer??

-- 

talk to ya
Bryan

_____________________________________________________________________
                                          |
Bryan Larson                              |  bryan@sgidev.mdc.com
McDonnell Douglas                         |      
(310) 593-6766                            |
---------------------------------------------------------------------



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To: info-performer@sgi.sgi.com
Subject: Problems with picking
Date: Wed, 02 Aug 95 14:30:17 -0400
From: Douglas Soo <stimpy@media.mit.edu>
X-Mts: smtp
Status: O


I've got a strange problem with picking that I'm wondering if anybody has
ever encountered before:

The problem is that when I attempt to pick objects, you need to pick a
position that is rotated (or otherwise transformed) from the actual
position, in order to pick the
object.

Here's the code that I'm using to generate the channel view matrix:

  pfMakeIdentMat(view_matrix);
  pfPostRotMat(view_matrix, view_matrix, -90.0, 1.0, 0.0, 0.0);
  pfPostRotMat(view_matrix, view_matrix, hpr[PF_R], 0.0, 0.0, 1.0);
  pfPostRotMat(view_matrix, view_matrix, hpr[PF_P], 1.0, 0.0, 0.0);
  pfPostRotMat(view_matrix, view_matrix, hpr[PF_H], 0.0, 1.0, 0.0);
  pfPostTransMat(view_matrix,
                 view_matrix, xyz[PF_X], xyz[PF_Y], xyz[PF_Z]);

where hpr is just the heading, pitch and roll.  The reason it's done this
way, as opposed to the standard way, is so with heading, pitch, and roll
equal to zero, the Z axis is the viewing axis.

Now here's the strange part: This only occurs under a very specific camera
position.  If I rotate the camera just a small bit away from the Z axis
(around the x or y axes), everything works normally.  If I rotate about the
Z axis, the transformation (or whatever it is) between the actual place
being picked and the position it seems to pick changes.

Any ideas on what could be going wrong?  I'm assuming that I'm doing
something wrong with the channel view matrix, even though it seems to draw
correctly.

Thanks muchly in advance,

Douglas Soo
stimpy@media.mit.edu
Visible Language Workshop
MIT Media Lab


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From: mwilliam@ldsa.com (Micheal J. Williams)
Message-Id: <9508022048.AA23781@igate>
To: info-performer@sgi.sgi.com
Subject: pfutility GLX routines
Status: O


Hello, 

   Is there any sample code which uses the pfutility code to create
and bind a GLX window?  I have seen the example GLX code in 4dGifts,
but I really want to see something that sticks to the performer
routines.  Is this out there anywhere?

Mike Williams
mwilliam@ldsa.com
My confusion does not necessarily represent that of my company.



From guest  Wed Aug  2 13:51:31 1995
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From: mtorres@arl.mil (Torres Mario 678-3280 AMSRL-BE-M)
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Subject: pfTexture Scaling?
To: info-performer@sgi.sgi.com
Date: Wed, 2 Aug 95 14:49:45 MDT
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Status: O


  I was successful in getting and changing a texture from an FLT (multigen) 
terrain database.  The problem now is how to change the texture 
scale/size or position on the terrain.  The scale seems to be 1:1.  Is 
there a way to get to the geometry coordinates or the texture coordinates 
so as to be able to scale and move the textures on the terrain?  
How can I get at the corresponding PFGS_TEXCOORD2 attributes?

   If I have a handle to the texture mapped to the terrain, then can I 
get a handle to the texture coordinates used on the terrain geometry?

 Can we get source code on the specific contents of the pfTexture 
structure? I have yet to find a full definition or description of its 
contents.

   Any clues are greatly appreciated.

 Mario Torres
 STC @ ARMY Research Lab.
 WSMR, N.M.  USA



From guest  Wed Aug  2 14:00:52 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199508022049.NAA01633@tubes.asd.sgi.com>
Subject: Re: terrain database paging
To: guest (Randall Barker)
Date: Wed, 2 Aug 95 13:49:54 PDT
Cc: barker@kahuna.cs.nps.navy.mil, info-performer@sgi.sgi.com
In-Reply-To: <199508011557.IAA02092@kahuna.cs.nps.navy.mil>; from "Randall Barker" at Aug 1, 95 8:57 am
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Status: O

> 
> I have been given the task of implementing a terrain data base paging
> system in a Performer 1.2 application (NPSNET-IV).  I have read
> through previous postings about paging and know that libpf calls
> should not be called from a sproc'd process with out putting a datalock
> around each call in both the app process and the paging process.  
> 
> I was wondering however, if I build the terrain page in a sproc'd 
> process (ie calling pfAddChild etc) without adding it to the main
> scene graph and then pass the pointer back to the app and add the
> page to the scene graph in the app, would this still have the potential
> of causing contention? 


	Unfortunately this will not work. You will have to 
get 2.0 which supports database paging.



From guest  Wed Aug  2 14:08:02 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199508022053.NAA01642@tubes.asd.sgi.com>
Subject: Re: Performer Warning Question
To: guest (Konstantin Weiner)
Date: Wed, 2 Aug 95 13:53:31 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9508011200.ZM10266@video1.bloomberg.com>; from "Konstantin Weiner" at Aug 1, 95 12:00 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> During execution of a program I occasionally get the following output:
> 
> 
> > Performer Warning (1): Attempt to modify deleted object
> 
> and
> 
> > Performer Debug (1): Cannot access this object from this process. Object type
> > is pfDCS, id is 529 and process id is 10248
> (Cull proc id)
> 
> I believe they are related, but could be I am wrong.
> 
> Configured to run PFMP_APP_CULL_DRAW on a 4 processor ONYX
> sproc'ed threads are manipulating shared data (but I believe proper
> synchronization of access is provided)
> 
> I am particularly puzzled by the msg since I am not pfDelete'ing nor pfFree'ing
> anything.
> 
> I was wondering if anybody has encountered either of the two msgs and could
> share any insight about the issue.
> 
> Thanks, KW

	
	You are illegally modifying a pfDCS in your CULL process.
When multiprocessing, Performer creates copies of nodes for the APP
and CULL processes so each process only modifies its own copy 
to avoid multiprocessed data collisions. My guess is that you 
are modifying a pfDCS before its copy is created in the CULL. This 
error is safe 99% of the time but can crash your program the other 1%
of the time. 




From guest  Wed Aug  2 05:57:34 1995
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From: "Ariane GENTY" <agenty@jazz>
Message-Id: <9508021454.ZM8371@jazz.paris.sgi.com>
Date: Wed, 2 Aug 1995 14:54:46 -0600
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: gfx-tech@csd.sgi.com
Subject: Performer and texture paging mechanisms
Cc: info-performer@sgihub.corp.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hello,

I would like to extract in real time 2 sets of textures for a same set of
object : have them loaded and retrieve 1 set or the other when needed,
optimizing texture hardware memory management on an ONYX, RE2.

Does anyone know where i can get information or an example about texture paging
mechanism with Performer using pfIdleTex and pfIsTexLoaded ?

Thanks a lot for any information ...!

-- 
-----------------------------------------    
I   Ariane Genty 			I        
I   Technical Support Engineer		I
I   Software Support			I
I   SGI FRANCE				I           
I   Tel : (33) 1  34 88 80 88		I     
I   Fax : (33) 1  34 88 80 76		I
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From guest  Wed Aug  2 14:32:41 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199508022116.OAA01696@tubes.asd.sgi.com>
Subject: Re: Calling pfNewXXXX  by sproc'ed procs, while execution of APP
To: guest (Konstantin Weiner)
Date: Wed, 2 Aug 95 14:16:27 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9508012124.ZM12693@video1.bloomberg.com>; from "Konstantin Weiner" at Aug 1, 95 9:24 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> Due to the buffered nature of the scene database, most of scene database
> manipulation must be done in the APP proc
> 
> I would like to know if I can create new performer geometry by sproc'ed procs
> and pass it on to the APP.
> 
> In particular I was wondering if it is legal to call pfNewXXXX functions by
> sproc'ed procs, while the APP is running and manipulating the scene
> 

	This is not legal. Instead check out the pfBuffer man page
in 2.0.



From guest  Wed Aug  2 15:26:39 1995
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From: "Sharon Clay (Fischler)" <src@rose>
Message-Id: <9508021510.ZM27809@rose.asd.sgi.com>
Date: Wed, 2 Aug 1995 15:10:34 -0700
In-Reply-To: mwilliam@ldsa.com (Micheal J. Williams)
        "pfutility GLX routines" (Aug  2,  4:48pm)
References: <9508022048.AA23781@igate>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: mwilliam@ldsa.com (Micheal J. Williams), info-performer@sgi.sgi.com
Subject: Re: pfutility GLX routines
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O


+>---- On Aug 2,  4:48pm, Micheal J. Williams wrote:
> Subject: pfutility GLX routines
->
->Hello, 
->
->   Is there any sample code which uses the pfutility code to create
->and bind a GLX window?  I have seen the example GLX code in 4dGifts,
->but I really want to see something that sticks to the performer
->routines.  Is this out there anywhere?

Look in /usr/src/Performer/src/lib/libpfutil/xwin.c
The routine of interest is pfuGLXWinopen().
Example programs that use this GLX interface include
perfly and pguide/libpfutil/progs/utilui.c

FYI, Performer 2.0 has a windowing API in libpr and libpf
that works with pure IRIS GL, IRIS GLX, and OpenGL.
The pfuGLXWinopen() interface is kept in 2.0 for compatibility.

src.

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



From guest  Wed Aug  2 18:48:41 1995
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To: "Lionel Maiaux" <maiaux@quartz.corys.fr>
Cc: info-performer@sgi.sgi.com
Subject: Re: pfBoxIsectFrust vs pfShereIsectFrust 
In-Reply-To: Your message of "Wed, 02 Aug 95 18:31:46 BST."
             <9508021831.ZM10525@quartz> 
Date: Wed, 02 Aug 95 18:34:16 -0700
From: Jim Helman <jimh@surreal>
Status: O

>  Does anybody knows which of pfBoxIsectFrust and pfSphereIsectFrust is the
>  faster function and the performance ratio between them ?
  
The times depend on the exact geometric configuration,
since some rejections are quicker than others, but in
general, spheres are a fair amount quicker to test than
bounding boxes.

Also, a 2.0 note.  As part of the C++ conversion, these
CAPI were changed since they are now member functions of
pfFrustum.

 pfFrustum::contains(pfSphere) -> pfFrustContainsSphere(frust, sphere)
 pfFrustum::contains(pfBox)    -> pfFrustContainsBox(frust, box)

Note that the new API names reflects the fact that these
are really cull tests to see if "A contains B" rather than
symmetric tests of the intersection of two volumes "A and B".
We apologize for breaking API like this, but the 2.0 porting
scripts will take care of nettlesome name changes like these.

rgds,

-jim helman

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




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From: d3@po.iijnet.or.jp
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Date: Thu, 3 Aug 1995 11:32:33 +0900
Message-Id: <199508030232.LAA17181@sh0.po.iijnet.or.jp>
Subject: Performer on NT?
To: info-performer@sgi.sgi.com
X-Mailer: AIR Mail 3.X (SPRY, Inc.)
Status: O

Hello.
I heard that Performer 2.0 will be built on OpenGL. If this version is 
released, will it become to be open in the future? Namely, will it be on 
WindowsNT? If something like "OpenPerformer" runs on NT, I will be glad I will 
develop truely multi-threaded application for NT..
	Yutaka Kanou(3D Incorporated)
	d3@po.iijnet.or.jp




From guest  Thu Aug  3 04:55:32 1995
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Date: Thu, 3 Aug 1995 12:42:59 +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.3.89.9508031232.A1443-0100000@krusty>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O

Hi guys,

It's me again, and I'm still trying to get my projected textures working
properly.  Just one problem left! (I think).

I am doing two passes of pfDraw() in the one draw traversal callback.  The
first pfDraw draws everything in a grey colour that represents the colour of
the ambient light, and resolves the zbuffer in preparation for the second
pass.

The second pass uses zfunction(ZF_EQUAL) to ensure that each pixel is
touched only once, and also uses this:
    blendfunction(BF_DC, BF_ZERO);
instead of the usual:
    blendfunction(BF_ONE, BF_ZERO);

This means instead of each pixel getting set to the SOURCE colour, it is set
to SOURCE*DEST, ie it is multiplied by the colour which is already there
(and represents the ambient lighting).

HOWEVER!  It seems the SOURCE colour includes the colour adjustment caused
by the fog, even though I really want fog to be added later.  This means
that the fog colour is also being multiplied by the DEST colour, hence
making my fog seem darker for the geometry which goes through this projected
texture process (lightpoints etc do not, and hence have the normal fog,
making them appear light grey while everything else is a darker grey, for
very thick fog).

HELP!  Someone must have tackled this before.  Someone must have used fog
with projected textures successfully.  How is it done?

Many 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 Aug  3 01:43:54 1995
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From: "Lionel Maiaux" <maiaux@quartz.corys.fr>
Message-Id: <9508030937.ZM13072@quartz>
Date: Thu, 3 Aug 1995 09:37:28 +0100
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To: info-performer@sgi.sgi.com
Subject: Man pages of 2.0 ?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi,

I work with Performer 1.2 and like all non beta-tester I'm waiting for the 2.0,
however could I get man pages of this release at this time (ftp, ...) ?

Lionel MAIAUX

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


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From: "Konstantin Weiner" <weiner@video1.bloomberg.com>
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Date: Thu, 3 Aug 1995 10:28:41 -0400
In-Reply-To: "Lionel Maiaux" <maiaux@quartz.corys.fr>
        "Man pages of 2.0 ?" (Aug  3,  9:37am)
References: <9508030937.ZM13072@quartz>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: Man pages of 2.0 ?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Aug 3,  9:37am, Lionel Maiaux wrote:
> Subject: Man pages of 2.0 ?
> Hi,
>
> I work with Performer 1.2 and like all non beta-tester I'm waiting for the
2.0,
> however could I get man pages of this release at this time (ftp, ...) ?
>
>-- End of excerpt from Lionel Maiaux


I would like to get it too, so if anyone has recomendations - please reply to
the mailing list.
Thanks, KW


From guest  Thu Aug  3 08:01:20 1995
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From: "Michael Jones" <mtj@babar>
Message-Id: <9508030758.ZM19471@babar.asd.sgi.com>
Date: Thu, 3 Aug 1995 07:58:17 -0700
In-Reply-To: d3@po.iijnet.or.jp
        "Performer on NT?" (Aug  3, 11:32am)
References: <199508030232.LAA17181@sh0.po.iijnet.or.jp>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: d3@po.iijnet.or.jp, info-performer@sgi.sgi.com
Subject: Re: Performer on NT?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Aug 3, 11:32am, d3@po.iijnet.or.jp wrote:
> Subject: Performer on NT?
:I heard that Performer 2.0 will be built on OpenGL. If this version is
:released, will it become to be open in the future? Namely, will it be
:on WindowsNT? If something like "OpenPerformer" runs on NT, I will be
:glad I will develop truely multi-threaded application for NT..

Let me take a few minutes of your time to answer this and a few
related questions about Performer 2.0 that have been asked.

First, IRIS Performer 2.0 is now in the beta-test phase. We will
be showing it at SIGGRAPH so be sure to stop by the SGI booth(s)
so we can meet you in person and for a look at the new features.
As you might expect from this news, we plan to release it soon.
The release date will depend on beta-tester feedback, but we're
now expecting an early September release, at the latest.

Secondly, this new release of Performer will support *both* the
OpenGL and IRIS-GL graphics libraries (via one Performer API). It
also supports *both* 32-bit and 64-bit operating systems as well
as *both* C and C++ APIs, which is to say that a full software
installation is takes more than a few megabytes. You can seen demos
of new features and see programs running in all modes at the show,
and you can see the Performer-Powered Indigo2/Impact at the Friends
of Performer event during SIGGRAPH (by invitation, be sure to ask).

Finally, the idea of porting IRIS Performer to other machines and
operating systems is an interesting one. Several game development
groups have already used this idea, and have developed subsets that
run on PC's and game consoles for their internal use. No one has
come to us with questions about NT yet though. (If you have ideas
or questions about this, please contact me).

Thanks,
Michael Jones

-- 

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 Amboss oder Hammer sein" -- Goethe



From guest  Thu Aug  3 10:29:19 1995
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Date: Thu, 03 Aug 95 13:23:33 EST
To: info-performer@sgi.sgi.com
Subject: Email list update.
Status: O

     Please remove my name from the Performer email list as I am no longer 
     working on any Performer related projects.
     
     Thank you,
     Greg Rollins
     grollins@arinc.com



From guest  Thu Aug  3 12:22:50 1995
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From: "Ian Dillon" <dillon@load.indianapolis.sgi.com>
Message-Id: <9508031418.ZM4935@load.indianapolis.sgi.com>
Date: Thu, 3 Aug 1995 14:18:49 -0500
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Status: O

Please remove me from the Performer email alias

-- 
Ian Dillon					Systems Engineer
Email: dillon@indianapolis.sgi.com		Silicon Graphics, Inc.
Phone:  317-595-6363				FAX: 317-595-6360


From guest  Thu Aug  3 16:49:27 1995
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From: SSPSU91@aol.com
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To: info-performer@sgi.sgi.com
Subject: Atmosphere effects
Status: O

I am trying to follow the atmosphere model in the Programmers guide for cloud
layers but when I implement it my sky appears black.  Can anyone point me to
some example code for this?
S. Sroczyk, JJM Systems Inc.   SSPSU91@aol.com


From guest  Thu Aug  3 16:49:10 1995
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Message-Id: <950803193642_129896373@aol.com>
To: info-performer@sgi.sgi.com
Subject: Smoke trails
Status: O

Does anyone know how to create a smoke trail?  I want to have a smoke trail
effect when I launch a missile in my application.  I tried pfuSmoke but that
only created a puff of smoke, I would like to have a trail.
S. Sroczyk, JJM Systems Inc.  SSPSU91@aol.com


From guest  Thu Aug  3 09:03:14 1995
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From: "Peter Ebbesmeyer" <pe@hni.uni-paderborn.de>
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Date: Thu, 3 Aug 1995 17:57:22 -0600
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To: mtj@babar
Subject: Is there a "RealityEngine3" ?
Cc: info-performer@sgi.sgi.com, pe@hni.uni-paderborn.de
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Dear Micheal,

there have been already a lot of questions and answers concering Performer 2.0
in the performer mailing list. In one of your answers to such a question you
mentioned the new Indigo2/Impact workstation. I have heard some rumours about
the new Impact Graphics. One of it says that the rendering power of the Impact
equals nearly that of the RealityEngine2. Is that really true? If it is true
the next question must be: Does Silicon Graphics currently develop a graphics
subsystem which soon will replace the RealityEngine2, a "RealityEngine3"? I ask
this question because we want to purchase an addditonal RealityEngine2 pipe for
one of our Onyx systems by the end of this year.

Thank you for any information.

Peter

-----------------------------------------------------------------------
Dipl.-Ing. Peter Ebbesmeyer                Universitaet-GH  Paderborn
Raum E1.115                                  Heinz Nixdorf Institut
Tel. + 49 5251 603558                     Rechnerintegrierte Produktion
Fax. + 49 5251 603241                            Pohlweg 47 - 49
email: pe@hni.uni-paderborn.de                   33098 Paderborn
                                                     Germany
-----------------------------------------------------------------------



-- 


From guest  Thu Aug  3 19:04:34 1995
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From: "Michael Jones" <mtj@babar>
Message-Id: <9508031847.ZM20864@babar.asd.sgi.com>
Date: Thu, 3 Aug 1995 18:47:23 -0700
In-Reply-To: "Peter Ebbesmeyer" <pe@hni.uni-paderborn.de>
        "Is there a "RealityEngine3" ?" (Aug  3,  5:57pm)
References: <9508031757.ZM20802@mistral>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Peter Ebbesmeyer" <pe@hni.uni-paderborn.de>
Subject: Re: Is there a "RealityEngine3" ?
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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Status: O

On Aug 3,  5:57pm, Peter Ebbesmeyer wrote:
> Subject: Is there a "RealityEngine3" ?

:there have been already a lot of questions and answers concering
:Performer 2.0 in the performer mailing list. In one of your answers
:to such a question you mentioned the new Indigo2/Impact workstation.
:I have heard some rumours about the new Impact Graphics. One of it
:says that the rendering power of the Impact equals nearly that of
:the RealityEngine2. Is that really true?

A large Indigo2/Impact configuration has the non-antialiased
texture-mapped polygon performance of a small Onyx RealityEngine2
system. It is an amazing thing for a desktop graphics system. It
does not have multisampling, though, so it is not the same as a RE2.

What it is is a very fast, very worthy desktop RealityEngine/Junior.
Come see it at SIGGRAPH next week! In fact, come play with one at
Wednesday's Friends of Performer meeting.

:If it is true the next question must be: Does Silicon Graphics
:currently develop a graphics subsystem which soon will replace
:the RealityEngine2, a "RealityEngine3"?

Well, it is no secret that as soon as one machine is done, the
next one is begun. That's as true of RealityEngines as it is
of cars and other products.  I can't discuss future products,
however, so I suggest that you chat with people in your local
sales office for further information.

:I ask this question because
:we want to purchase an addditonal RealityEngine2 pipe for one of
:our Onyx systems by the end of this year.

Talk to your sales rep for this type of upgrade information.
They will help you understand the options that are available
to you. (i.e., wait and see, buy and be happy, buy with some
form of upgrade program, etc.)

Sorry I can't say more,
Michael Jones

-- 

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 Amboss oder Hammer sein" -- Goethe



From guest  Fri Aug  4 00:57:10 1995
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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9508040853.ZM7361@barney.reading.sgi.com>
Date: Fri, 4 Aug 1995 08:53:25 +0100
In-Reply-To: SSPSU91@aol.com
        "Smoke trails" (Aug  3,  7:42pm)
References: <950803193642_129896373@aol.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: SSPSU91@aol.com, info-performer@sgi.sgi.com
Subject: Re: Smoke trails
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Status: O

On Aug 3,  7:42pm, SSPSU91@aol.com wrote:
> Subject: Smoke trails
> Does anyone know how to create a smoke trail?  I want to have a smoke trail
> effect when I launch a missile in my application.  I tried pfuSmoke but that
> only created a puff of smoke, I would like to have a trail.
> S. Sroczyk, JJM Systems Inc.  SSPSU91@aol.com
>-- End of excerpt from SSPSU91@aol.com

Have you tried using PFUSMOKE_MISSLE ? ( note spelling different from man page
) you will probably get puffs but you should be able to make then into a trail.
The source for pfuSmoke is in /usr/src/Performer/src/lib/libpfutil - if you
can't get the effect you want then use this as a pointer to writing your own
'long polygon with smoke texture on'. smoke.c does have some comments on smoke
dynamics in. I have asked internally to see if we have any example code for
PFUSMOKE_MISSLE but if anyone 'out there' has some it would help you.

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  Fri Aug  4 01:20:12 1995
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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9508040914.ZM9041@barney.reading.sgi.com>
Date: Fri, 4 Aug 1995 09:14:34 +0100
In-Reply-To: SSPSU91@aol.com
        "Atmosphere effects" (Aug  3,  7:39pm)
References: <950803193458_129897993@aol.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: SSPSU91@aol.com, info-performer@sgi.sgi.com
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On Aug 3,  7:39pm, SSPSU91@aol.com wrote:
> Subject: Atmosphere effects
> I am trying to follow the atmosphere model in the Programmers guide for cloud
> layers but when I implement it my sky appears black.  Can anyone point me to
> some example code for this?
> S. Sroczyk, JJM Systems Inc.   SSPSU91@aol.com
>-- End of excerpt from SSPSU91@aol.com

If you don't have an esky model at all the channel is cleared to black - you
should have something like:

    pfEarthSky	*eSky;

.....

    /* Add an earth/sky effect */
    eSky = pfNewESky();
    pfESkyMode(eSky, PFES_BUFFER_CLEAR, PFES_SKY_GRND);
    pfESkyAttr(eSky, PFES_GRND_HT, -1.0f);
    pfESkyAttr(eSky, PFES_HORIZ_ANGLE, 5.0f);
    pfESkyColor(eSky, PFES_SKY_TOP, 0.0f, 0.0f, 0.2f, 1.0f);
    pfESkyColor(eSky, PFES_SKY_BOT, 0.05f, 0.0f, 0.4f, 1.0f);
    pfESkyColor(eSky, PFES_GRND_NEAR, 0.15f, 0.20f, 0.05f, 1.0f);
    pfESkyColor(eSky, PFES_GRND_FAR, 0.1f, 0.12f, 0.05f, 1.0f);
    pfESkyColor(eSky, PFES_HORIZ, 0.5f, 0.05f, 0.0f, 1.0f);
    pfChanESky(shared->chan, eSky);

....

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: tewari@aic.lockheed.com (Sandeep Tewari)
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To: info-performer@sgi.sgi.com
Subject: IRIS performer mailing list
Status: O


Hi,

  I would like to subscribe to the IRIS performer mailing list.

// Sandeep Tewari           Office: 415.354.5256       Orgn 9620 Bldg 255
// tewari@aic.lockheed.com  Fax: 415.354.5235          3251 Hanover Street 
// Lockheed AI Center       Lab: 415.424.2690          Palo Alto, CA 94304-1191


From guest  Sat Aug  5 08:14:18 1995
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Date: Sat, 5 Aug 1995 10:15:27 -0500
From: vtn@magenta.cc.utexas.edu (Vinod Nair)
Message-Id: <9508051515.AA03712@pixel.cc.utexas.edu>
To: info-performer@sgi.sgi.com
Subject: Performer/MCO/Fakespace-BOOM
Status: O


Hi.

Has anybody here worked with Performer for driving a Fakespace BOOM
system through the MCO ? I'm looking for sample code, tips & and
experiences on this subject.

Graphics is currently single-pipe RE2, 2xRM-4s, MCO & Sirius, 
with 2x90Mhz R8000 CPUs and 512MB memory.

Thanks,

Vinod.


------------------------------------------------------------------------------
Vinod Nair                                      email:  vtn@hpcf.cc.utexas.edu
Scientific Visualization
High Performance Computing Facility
University of Texas at Austin Computation Center            campusmail:  R8700
J.J. Pickle Research Campus - CMS 1.154                     
10100 N. Burnet Road                               
Austin TX 78758-4497 USA                                phone:  (512) 475-9479
------------------------------------------------------------------------------


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To: info-performer@sgi.sgi.com
Subject: Raster Fonts
Date: Sat, 05 Aug 1995 15:33:24 PDT
From: "William J. Moore" <bmoore@world.nad.northrop.com>
Status: O


Does Performer define it's own raster fonts to be 
used by pfDrawChanStats? I have my own set of fonts
that I define and their font id's appear to conflict 
with Performer. Which font id's does Performer use? And what
is the range of available id's for users?

Thanks
Bill


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From: "Sharon Clay (Fischler)" <src@rose>
Message-Id: <9508051623.ZM17582@rose.asd.sgi.com>
Date: Sat, 5 Aug 1995 16:23:36 -0700
In-Reply-To: "William J. Moore" <bmoore@world.nad.northrop.com>
        "Raster Fonts" (Aug  5,  3:33pm)
References: <9508052233.AA12228@world.nad.northrop.com>
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        info-performer@sgi.sgi.com
Subject: Re: Raster Fonts
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+>---- On Aug 5,  3:33pm, William J. Moore wrote:
> Subject: Raster Fonts
->
->Does Performer define it's own raster fonts to be 
->used by pfDrawChanStats? I have my own set of fonts
->that I define and their font id's appear to conflict 
->with Performer. Which font id's does Performer use? And what
->is the range of available id's for users?

The channel statistics are drawn with the standard IRIS GL screen
font (charstr) so this probably corresponds to the default raster font (0).
Are you overriding font 0?

src.

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



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From: "Michael Jones" <mtj@babar>
Message-Id: <9508052002.ZM497@babar.asd.sgi.com>
Date: Sat, 5 Aug 1995 20:02:57 -0700
In-Reply-To: "Sharon Clay (Fischler)" <src@rose>
        "Re: Raster Fonts" (Aug  5,  4:23pm)
References: <9508052233.AA12228@world.nad.northrop.com> 
	<9508051623.ZM17582@rose.asd.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: IRIS Performer at SIGGRAPH
Mime-Version: 1.0
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Status: O

Greetings All:

Please join us for the User's Group meeting Wednesday,
August 9, 1995 from 6pm to 7pm in Room 55 of the Los
Angeles Convention Center.  We'll have the latest on
IRIS Performer 2.0, demos, gifts, an Indogo2/Impact,
surprises, and a guest speaker, Rob Mace (of SGI Flight
Simulator fame) who has made an amazing new game for
the Impact system using Performer 2.0.

Hope to see you there,
Michael Jones

-- 

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 Amboss oder Hammer sein" -- Goethe



From guest  Sun Aug  6 11:10:39 1995
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To: info-performer@sgi.sgi.com
Subject: Re: IRIS Performer at SIGGRAPH 
In-Reply-To: Your message of "Sat, 05 Aug 95 20:02:57 PDT."
             <9508052002.ZM497@babar.asd.sgi.com> 
Date: Sun, 06 Aug 95 11:03:55 -0700
From: Jim Helman <jimh@surreal>
Status: O

> Please join us for the User's Group meeting Wednesday,
> August 9, 1995 from 6pm to 7pm in Room 55 of the Los
> Angeles Convention Center.

Make that Room #505.  

rgds,

-jim helman

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





From guest  Mon Aug  7 12:50:18 1995
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From: Patrick Nguyen <pnguyen@desun1.epfl.ch>
Message-Id: <199508070712.JAA04852@desun1.epfl.ch>
Subject: Using Spaceball in Performer
To: info-performer@sgi.sgi.com
Date: Mon, 7 Aug 1995 09:12:17 +0200 (MET DST)
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Status: O

 
 I am willing to use Performer with a spaceball. "Run Confidence Tests" says
 that my spaceball is working ok, and I have heard that perfly provides
 support for spaceballs. However, it doesn't seem to have any effect in the
 demo.

 The manual seems to be silent about this... and libpfu only have pfuMouse
 support.

 Are spaceballs supported, and in the affirmative, is anyone able to point
 out examples/online manuals about this?

 Thanks.

 Patrick Nguyen

-----------------------------------------------------------------------------
Patrick Nguyen    pnguyen@desun1.epfl.ch        
 EE student					"Tired of all these ..."
URL: <http://dewww.epfl.ch/~pnguyen>
-----------------------------------------------------------------------------


From guest  Mon Aug  7 12:46:56 1995
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From: Patrick Nguyen <pnguyen@desun1.epfl.ch>
Message-Id: <199508071425.QAA12363@desun1.epfl.ch>
Subject: working with Performer
To: info-performer@sgi.sgi.com
Date: Mon, 7 Aug 1995 16:25:08 +0200 (MET DST)
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Status: O



   Hello.

   We are developping a virtual reality project under SGI and
   are directing our efforts towards Performer. Our first goal
   would be to create a library that facilitates Performer's
   somehow `bulky' programming API.

   So as not to waste time on work that's been done already, we
   would like to know:
     o what Performer 2.0 would look like: C++ calls, extra features,
	in short what will be different from Performer 1.2
     o are there any library that are/have been developped for Performer
     o if we should consider other products, in views of performance,
	ease of use, price, etc...

   Thanks.

   Patrick Nguyen <pnguyen@desun1.epfl.ch>
     
     Virgy Project -- Swiss Federal Institute of Technology, Lausanne.


From guest  Mon Aug  7 12:23:15 1995
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From: "Bruce Cameron" <bmc@shadow.mayo.EDU>
Message-Id: <9508071009.ZM5800@shadow.mayo.edu>
Date: Mon, 7 Aug 1995 10:09:34 -0500
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To: info-performer@sgi.sgi.com
Subject: Unresolved error when using pfiv1.6
Mime-Version: 1.0
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Status: O


I've run into a problem when compiling performer applications
now that I've upgraded to pfiv1.6. All compiles produce the
same error, case in point:

{shadow,IRIX}45:make
making OPT version of sfly
        cc -xansi -D__STDC__ -I..  -I/usr/src/Performer/include -O -o sfly.OPT
cmdline.o  generic.o  env.o  gui.o  keybd.o  sfly.o  main.o
/usr/src/Performer/lib/libpfsgi.a  /usr/src/Performer/lib/libpfdwb.a
 /usr/src/Performer/lib/libpfflt.a  /usr/src/Performer/lib/libpfutil.a
 /usr/lib/libpf.a  /usr/lib/libpr.a -lmpc  -limage  -lfm  -lgl  -lX11  -lm
 -lfpe      -lC
ld:
Unresolved:
LoadIv
*** Error code 1 (bu21)
*** Error code 1 (bu21)

pfiv1.6 was installed as root, using the install script provided in the
tar file (ftp'ed from sgigate.sgi.com). Any clues as to what I'm doing
wrong?

System info:

Performer 1.2
Irix 5.3

Thanks in advance.

-- 
--Bruce
-----------------------------------------------------
Bruce M. Cameron		bmc@mayo.edu
Mayo Foundation			office: (507) 284-3288
200 1st St SW			fax:    (507) 284-1428
Rochester, MN 55905		ARS WD9CKW



From guest  Mon Aug  7 12:03:19 1995
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From: "Nathaniel Bletter" <nat@od.sri.com>
Message-Id: <9508071034.ZM4859@od.sri.com>
Date: Mon, 7 Aug 1995 10:34:22 -0700
In-Reply-To: vtn@magenta.cc.utexas.edu (Vinod Nair)
        "Performer/MCO/Fakespace-BOOM" (Aug  5, 10:15am)
References: <9508051515.AA03712@pixel.cc.utexas.edu>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: vtn@magenta.cc.utexas.edu (Vinod Nair), info-performer@sgi.sgi.com
Subject: Re: Performer/MCO/Fakespace-BOOM
Mime-Version: 1.0
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Status: O

I've set up performer to use a FAKESPACE BOOM, but not with the MCO option, but
adding that should be the easy part. Just look at the sfly.c code on
sgigate.sgi.com and modify the two channels to be in the places on the screen
you need. Then use Fakespace's VLIB to read the position and orientation and
set the xyz and hpr of the viewpoint with these.

--

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


From guest  Mon Aug  7 12:07:27 1995
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Date: Mon,  7 Aug 1995 14:55:11 -0400 (EDT)
From: Herbert W Stiel <herb+@CMU.EDU>
To: info-performer@sgi.sgi.com
Subject: terrain following - HELP!
Status: O

Hi,

    We're trying to add terrain following (and object collision
detection) to a virtual "world" we've created using Designers Work
Bench.  The normal terrain following and collision detection implemented
in perfly does not work.  When we walk in an area that has a roof over
it, you end up on the roof and you can walk through walls and pillars,
etc.

    How does Performer know what the ground is ( is there something we
could do in DWB to tell Performer what the ground is ?)

    Can someone PLEASE detail the process we need to go through to get
this terrain following and collision detection to work?  Thanks very
much!

Herb


From guest  Mon Aug  7 15:41:50 1995
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Date: Mon, 7 Aug 95 18:33:56 -0400
From: urmila@SITAR.mitre.org (Urmila Hiremath)
Message-Id: <9508072233.AA20235@SITAR>
To: info-performer@sgi.sgi.com
Subject: Translator for FLT to SGO
Reply-To: urmila@maestro.mitre.org
Status: O


Does anyone have a translator for .flt to .sgo format.
We have a program that accepts sgo but we have 
flt data.  We don't have time right now to modify the
program to read in flt data. We have a deadline of this
friday, so we need quick response on this. Thanks.

Another option is a Performer program that can dump
sgo data from an internal Performer database.

--
************************************************************************
Urmila Hiremath					  Tel:  (703)883-7406
Planning Systems, Inc.				  Fax:  (703)827-5129

The Mitre Corporation, McLean VA  22102
Internet: urmila@mitre.org

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



From guest  Mon Aug  7 16:35:32 1995
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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9508071627.ZM27069@lee.electrogig.com>
Date: Mon, 7 Aug 1995 16:27:10 -0700
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To: info-performer@sgi.sgi.com
Subject: pfuInputHandler usage
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Greetings everyone:

The following question is directed towards Performer 2.0 Beta users.

	Can someone tell me how to use pfuInputHandler function to register
my own X event handler for a window. I want to be able to call my function
whenever say a mouse button press event occurs. I have tried checking this
through a variable of type pfuMouse - which is supposed to contain info on
which mouse button pressed in its "flags" field. But this field is always
0 every frame for any mouse button pressed. So I thought of doing this by
registering my own event handler. The current code is as follows:

    pfInit();
    pfConfig();
    pfuInitUtil();

    // read an appropriate data file and make the scene graph
    - - - - - -

    p = pfGetPipe(0);
    pw = pfNewPWin(p);
    pfPWinType(pw, PFWIN_TYPE_X);
    pfPWinName(pw, "IRIS Performer");
    pfPWinOriginSize(pw, 100, 100, 720, 486);
    pfOpenPWin(pw);

    // create channel
    - - - - - - -

    pfuInitInput(pw, PFUINPUT_X);

    for (;;)
    {
	pfSync();
  	pfFrame();
	postFrame(pw);
    }

where postFrame is:

void postFrame(pfPipeWindow *pw)
{
    pfuMouse mouse;
    pfuGetMouse(&mouse);
    printf("mouse at (%d , %d)\n", mouse.clickDownX, mouse.clickDownY);
    if (mouse.flags == PFUDEV_MOUSE_LEFT_DOWN)
	printf("PFUDEV_MOUSE_LEFT_DOWN\n");
}

The mouse's position is printed but not the flags information.
What is the correct way of using these functions?

Thanks for any input.

-anita

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


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From: d3@po.iijnet.or.jp
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Date: Tue, 8 Aug 1995 09:38:41 +0900
Message-Id: <199508080038.JAA25998@sh0.po.iijnet.or.jp>
Subject: Binding with X-Window
To: info-performer@sgi.sgi.com
X-Mailer: AIR Mail 3.X (SPRY, Inc.)
Status: O

Hello.
I am designing a software using Performer. I intend to control Performer 
processes from X-based GUI. Now I am very confused that there are a lot of 
X-Window related functions in libpfutil(I looked at a sample program 
"utilui.c")! Should I get knowledges of these functions to mix Performer and 
X? Isn't it a good idea to minimize the number of such functions like the case 
of OpenGL and OpenInventor(and perhaps ImageVisionLIbrary)?

	Yutaka Kanou(3D Incorporated)
	d3@po.iijnet.or.jp




 


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From: Ravee <rsl@sds.po.my>
To: herb+@cmu.edu, info-performer@sgi.sgi.com
Subject: terrain following - HELP!
X-Mailer: ScoMail 1.0
Date: Tue, 8 Aug 1995 12:10:26 +0800 (MAL)
Message-Id:  <9508081210.aa19801@sds.po.my>
Status: O

YES WE HAVE HAD THE SAME PROBLEM.  IN FACT WE FREQUENTLY ALSO FIND
OURSELVES CAUGHT UNDER THE TERRAIN (NOTE THAT ALL OUR VERTICES MATCH).

FINALLY WE DECIDED TO FLY RATHER THAN DRIVE
	
	Hi,
	
	    We're trying to add terrain following (and object collision
	detection) to a virtual "world" we've created using Designers Work
	Bench.  The normal terrain following and collision detection implemented
	in perfly does not work.  When we walk in an area that has a roof over
	it, you end up on the roof and you can walk through walls and pillars,
	etc.
	
	    How does Performer know what the ground is ( is there something we
	could do in DWB to tell Performer what the ground is ?)
	
	    Can someone PLEASE detail the process we need to go through to get
	this terrain following and collision detection to work?  Thanks very
	much!
	
	Herb
	

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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	for info-performer@sgi.sgi.com id KAA12563; Tue, 8 Aug 1995 10:18:45 +0100
From: "Angus Henderson" <angus@death.reading.sgi.com>
Message-Id: <9508081018.ZM12561@death.reading.sgi.com>
Date: Tue, 8 Aug 1995 10:18:45 +0100
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Distortion correction
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

II have put a Performer 1.2 distortion correction demo on...

sgigate.sgi.com:~ftp/pub/Performer/RealityCentre/distort.tar.Z

Copy it ( 1.8 Mb), uncompopress it, tar xvf it, cd hemisphere, make it and then

hemisphere airfield.flt ( F1 turns off the wierd distorted stats )

This is a first attempt at a full hemispherical field of view for the BARCO
dome projector. This projector expects the image generator to draw a
display where the radius from the centre of the screen is proportional to
the angle subtended by the image at an eyepoint in the centre of
a spherical dome this is a long sentence isn't it.

This version runs at 30 Hz on an RE2. BUt we have not tuned it yet.

It was Angus Dorbie & Angus Henderson what done it.

love from

The Department Formerly Known As The Reality Centre
xxx


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From: Patrick Nguyen <pnguyen@desun1.epfl.ch>
Message-Id: <199508080951.LAA07786@desun1.epfl.ch>
Subject: Re" Translator for FLT to SGO
To: info-performer@sgi.sgi.com
Date: Tue, 8 Aug 1995 11:51:19 +0200 (MET DST)
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Status: O

>Colin Dooleys modeller "Medit" will read V11 Flight files and write .sgo
>files. If your models are < 1000 polygons there's free copy which will
>allow you to write files up to this size limit.
>
>Medit Productions can be contacted on:
>
>Fax: ++346 372 60 63
>
>E-mail: 100346.1122@compuserve.com
>
>-- 
>Angus Dorbie,
>Silicon Graphics Ltd, UK
>dorbie@reading.sgi.com

 I've looked at the demo available at
   ftp://sgigate.sgi.com/pub/Performer/<something>

 and it doesn't seem to be able to _export_ SGO, while it
 can import the following: (size and date of the filters is given)

   60984 Aug  1 15:39 3ds_to_Medit
   60984 Aug  1 15:39 bin_to_Medit
   73768 Aug  1 15:39 dxf_to_Medit
  103464 Aug  1 15:39 flt_to_Medit
   90648 Aug  1 15:39 iv_to_Medit
   61064 Aug  1 15:39 nurb_to_Medit
   65240 Aug  1 15:39 obj_to_Medit
   90112 Aug  1 15:39 sgo_to_Medit
  106496 Aug  1 15:39 yaodl_to_medit

  and it can _export_:
   65176 Jul 31 20:40 Medit_to_dxf
   77880 Jul 31 20:41 Medit_to_flt
   69400 Jul 31 20:41 Medit_to_inventor

  if you have a dxf- or an inventor- -> sgo, that's ok.

Patrick Nguyen <pnguyen@desun1.epfl.ch>


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	for info-performer@sgi.sgi.com id OAA13064; Tue, 8 Aug 1995 14:49:41 +0100
From: "Angus Henderson" <angus@death.reading.sgi.com>
Message-Id: <9508081449.ZM13062@death.reading.sgi.com>
Date: Tue, 8 Aug 1995 14:49:41 +0100
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Eat Fish & Die
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Re: Medit-to-sgo

I found out why I was confused about Medit-to-sgo. The exporter
I have is unofficial, as it was written by me and only exists in our office. I
have talked to Medit Productions,
and they are going to put it in the next release of Medit.

Any, here is a copy in case you need it. Just decode it and put
it in Medit/converters/from_Medit.

ANgus Nosredneh

PS. I also heard that Medit will be able to use "LoadFile" from the
soon-to-be-released Performer 2.0 to import virtually any file...

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end





From guest  Mon Aug  7 17:23:11 1995
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From: ignazio@melbourne.sgi.com (Ignazio Ranno)
Message-Id: <9508081114.ZM22910@zorro.melbourne.sgi.com>
Date: Tue, 8 Aug 1995 11:14:38 -0500
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To: info-performer@sgi.sgi.com
Subject: Syncing audio to a Vis-sim app.
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Status: O

Hi
Has anyone tried to insert SMPTE timecodes in a Vis-Sim application?

We have a customer who has created a pre-determined path Simulation and now
wants to Sync audio tracks to it. He thought SMPTE time codes would be a good
solution if anyone has any other ideas or solutions I would very much like to
hear from you.

								Regards
								Ignazio Ranno

-- 



	________
	l	l          Ignazio Ranno
	l	l          Senior Systems Engineer
     ___l_______l___       Silicon Graphics Pty Ltd
     /// __   __ \\\       Melbourne Australia
   -\\\   o   o   ///-     E-mail  ignazio@melbourne.sgi.com
     \\\    U    ///       Phone 61-3-8828211
      \\\  uuu  ///        V-Mail 58167
       \\\ \ / ///         Mail Stop IAS-346
        \\\\\////           
         l	l          
         l 	l         
         l 	l
         l 	l
         WW    WW 



From guest  Tue Aug  8 02:07:40 1995
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9508081056.ZM16696@bitch.reading.sgi.com>
Date: Tue, 8 Aug 1995 10:56:26 -0600
In-Reply-To: urmila@SITAR.mitre.org (Urmila Hiremath)
        "Translator for FLT to SGO" (Aug  7,  6:33pm)
References: <9508072233.AA20235@SITAR>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: urmila@maestro.mitre.org, info-performer@sgi.sgi.com
Subject: Re: Translator for FLT to SGO
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Status: O

Colin Dooleys modeller "Medit" will read V11 Flight files and write .sgo
files. If your models are < 1000 polygons there's free copy which will
allow you to write files up to this size limit.

Medit Productions can be contacted on:

Fax: ++346 372 60 63

E-mail: 100346.1122@compuserve.com

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


From guest  Tue Aug  8 03:43:36 1995
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9508081231.ZM16810@bitch.reading.sgi.com>
Date: Tue, 8 Aug 1995 12:31:39 -0600
In-Reply-To: Patrick Nguyen <pnguyen@desun1.epfl.ch>
        "Re" Translator for FLT to SGO" (Aug  8, 11:51am)
References: <199508080951.LAA07786@desun1.epfl.ch>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Patrick Nguyen <pnguyen@desun1.epfl.ch>, info-performer@sgi.sgi.com
Subject: Re: Re" Translator for FLT to SGO
Mime-Version: 1.0
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Status: O

On Aug 8, 11:51am, Patrick Nguyen wrote:
> Subject: Re" Translator for FLT to SGO
> >Colin Dooleys modeller "Medit" will read V11 Flight files and write .sgo
> >files. If your models are < 1000 polygons there's free copy which will
> >allow you to write files up to this size limit.
> >
> >Medit Productions can be contacted on:
> >
> >Fax: ++346 372 60 63
> >
> >E-mail: 100346.1122@compuserve.com
> >
> >--
> >Angus Dorbie,
> >Silicon Graphics Ltd, UK
> >dorbie@reading.sgi.com
>
>  I've looked at the demo available at
>    ftp://sgigate.sgi.com/pub/Performer/<something>
>
>  and it doesn't seem to be able to _export_ SGO, while it
>  can import the following: (size and date of the filters is given)
>
>    60984 Aug  1 15:39 3ds_to_Medit
>    60984 Aug  1 15:39 bin_to_Medit
>    73768 Aug  1 15:39 dxf_to_Medit
>   103464 Aug  1 15:39 flt_to_Medit
>    90648 Aug  1 15:39 iv_to_Medit
>    61064 Aug  1 15:39 nurb_to_Medit
>    65240 Aug  1 15:39 obj_to_Medit
>    90112 Aug  1 15:39 sgo_to_Medit
>   106496 Aug  1 15:39 yaodl_to_medit
>
>   and it can _export_:
>    65176 Jul 31 20:40 Medit_to_dxf
>    77880 Jul 31 20:41 Medit_to_flt
>    69400 Jul 31 20:41 Medit_to_inventor
>
>   if you have a dxf- or an inventor- -> sgo, that's ok.
>
> Patrick Nguyen <pnguyen@desun1.epfl.ch>
>
>-- End of excerpt from Patrick Nguyen


Quite right, the version on the ftp site doesn't have the sgo output
however Medit->sgo does exist. I'll post the group when the latest version
of Medit with sgo output is made available (soon).

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


From guest  Tue Aug  8 12:01:18 1995
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From: tidrowd@cc.tacom.army.mil
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Date: Tue, 8 Aug 1995 14:39:34 -0400
Message-Id: <027b17e0@cc-gw.tacom.army.mil>
Subject: Questions on pfGetSeqFrame
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Status: O

        Under what conditions does pfGetSeqFrame return -1?  Do I need to wait a 
        frame or two after I trigger the sequence before using it?
        
        
        Don Tidrow
        Visual Simulation Developer
        US Army Tank-automotive and Armaments Command (TACOM)


From guest  Wed Aug  9 00:50:04 1995
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Date: 9 Aug 1995 03:30:25 U
From: "Weiblen, Mike" <mweiblen@wb.com>
Subject: RE: working with Performer
To: info-performer@sgi.sgi.com, "Patrick Nguyen" <pnguyen@desun1.epfl.ch>
Status: O

Patrick:

Not quite clear on your design goals to de-bulk the Performer API, but suggest
you look at Vega by Paradigm Simulation (Dallas Texas, 1-214-960-2301,
marketing@paradigmsim.com).  Its a higher-level toolkit with GUI and API on top
of Performer with options for special effects, marine efffects, DIS, large area
databases, and more.  Has worked quite nicely for us.

-- mew
Mike Weiblen (mweiblen@wb.com) 

_______________________________________________________________________________
To: info-performer@sgi.com
From: Patrick Nguyen on Mon, Aug 7, 1995 16:03
Subject: working with Performer

   Hello.

   We are developping a virtual reality project under SGI and
   are directing our efforts towards Performer. Our first goal
   would be to create a library that facilitates Performer's
   somehow `bulky' programming API.

     o are there any library that are/have been developped for Performer
     o if we should consider other products, in views of performance,
	ease of use, price, etc...



From guest  Wed Aug  9 13:34:28 1995
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From: "Eric S. Hirschorn" <erich@pike.cecer.army.mil>
Message-Id: <199508092029.PAA20667@pike.cecer.army.mil>
Subject: Material tables with .flt loader
To: info-performer@sgi.sgi.com
Date: Wed, 9 Aug 1995 15:25:55 -0500 (CDT)
Cc: erich@pike.cecer.army.mil
X-Mailer: ELM [version 2.4 PL22]
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Status: O


Hi,

I've been playing around with changing material properties of various
objects from within Performer.  My method is to:

1) Read in an object file with LoadFile, i.e.
	root = LoadFile(DatabaseFiles[i], NULL);

2) Traverse root and search out the geode pointers, using a modified form of
pfuTraverse.  

3) Grab pointers to pfMaterials from a *pfGeode , i.e.

	mtl = pfNewMtl(NULL);	
	mtl = pfGetGStateAttr(pfGetGSetGState(pfGetGSet(pgeode, 0)), PFSTATE_FRONTMTL);

4) Modify mtl, and then place it back into the *pfGeode:

	    pfMtlColor(mtl, PFMTL_EMISSION, 1.0f, 0.0f, 0.0f);
	    pfGStateAttr(pfGetGSetGState(pfGetGSet(pgeode, 0)), PFSTATE_FRONTMTL, mtl);


This method has worked well when working with Inventor objects loaded into 
Performer.  However, I found that this does not work with OpenFlight format
objects.  The problem is that every object loaded with LoadFlt acquires
the changed material properties.  In the above case, all .flt objects start
to glow red, when I only wanted one of them to.

When I looked at the LoadFlt documentation, I found the following
statement:

"-the converter assumes that all .flt files use the same material table"

Aside from the obvious question of why the loader makes this assumption,
can anyone give me a hint on how to work around this problem?

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  Thu Aug 10 15:31:34 1995
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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9508101809.ZM10350@cats.cae.ca>
Date: Thu, 10 Aug 1995 18:09:15 -0400
In-Reply-To: "AnitaKishore" <kishore@electrogig.com>
        "pfuInputHandler usage" (Aug  7,  4:27pm)
References: <9508071627.ZM27069@lee.electrogig.com>
X-Mailer: Z-Mail (3.1.0 22feb94 MediaMail)
To: "AnitaKishore" <kishore@electrogig.com>
Subject: Re: pfuInputHandler usage
Cc: info-performer@sgi.sgi.com
Content-Type: text/plain; charset=us-ascii
Mime-Version: 1.0
Status: O

Dear Anita,

I'm not a Performer 2.0 beta tester. However, aren't you suppose to do

>     if (mouse.flags & PFUDEV_MOUSE_LEFT_DOWN)
                     ^^^

instead of

>     if (mouse.flags == PFUDEV_MOUSE_LEFT_DOWN)
                     ^^^^


--
      ___/      |        ___/	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: chris@voodoo.xatrix.com (Chris Morrow)
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To: info-performer@sgi.sgi.com
Subject: UNSUBSCRIBE
Status: O


UNSUBSCRIBE




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From: "Lionel Maiaux" <maiaux@quartz.corys.fr>
Message-Id: <9508110910.ZM13939@quartz>
Date: Fri, 11 Aug 1995 09:10:35 +0100
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Hi,

This mail is directed toward Performer developers.

As you know, normals in gl (IRIS and Open) need not have unit lengh (it can be
use to create special effects) but it seems that pfFlatten normalize them when
it clones and transforms pfGeoSets.
I think it should be interesting to avoid this normalizations (be setting a bit
in the unused mode of pfFlatten) in the 2.0 release.

Thanks to reply,


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


From guest  Fri Aug 11 01:49:36 1995
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From: "Lionel Maiaux" <maiaux@quartz.corys.fr>
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Date: Fri, 11 Aug 1995 10:12:04 +0100
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Hi,

I found 2 bugs in the 1.2 pfuTraverser code. I suppose they are well known and
I hope they will be corrected in the next release.

1) node pointer in the pfuTraverser structure is not correct in the postFunc
callback,
2) return values from preFunc and postFunc callbacks are not used.

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


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From: Luis Alonso Chorda <luis@glup.eleinf.uv.es>
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Status: O

I've heard that there's a new file format called OpenFlight that binds Multigen file format with Performer capabilities. Is that true? If so, are the specifications avaible? Where can I find more info about the Flight(flt[D[D[D.flt) format?

Thanks in advance

		Luis Alonso =)
		Dept. Electronica e Informatica
		Universidad de Valencia
		luis@glup.eleinf.uv.es



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From guest  Fri Aug 11 06:47:37 1995
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From: alf@vr1.engin.umich.edu (Alf Ritter)
Message-Id: <199508111346.JAA07609@vr1.engin.umich.edu>
Subject: Re: pfuTraverser bugs
To: maiaux@quartz.corys.fr (Lionel Maiaux)
Date: Fri, 11 Aug 1995 09:45:59 -0500 (EDT)
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9508111012.ZM15148@quartz> from "Lionel Maiaux" at Aug 11, 95 10:12:04 am
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> 
> Hi,
> 
> I found 2 bugs in the 1.2 pfuTraverser code. I suppose they are well
> known and I hope they will be corrected in the next release.
> 
> 1) node pointer in the pfuTraverser structure is not correct in the postFunc
> callback,
> 2) return values from preFunc and postFunc callbacks are not used.
> 

Use pfdTraverser instead of pfuTraverser. This will fix at least the
first bug. I think you can get it from 
ftp://sgigate.sgi.com/pub/Performer/pfiv1.6.tar.Z


Hope this helps

  Alf

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


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From guest  Fri Aug 11 15:22:33 1995
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From: "Eric S. Hirschorn" <erich@pike.cecer.army.mil>
Message-Id: <199508112147.QAA01070@pike.cecer.army.mil>
Subject: Re: Material tables with .flt loader
To: info-performer@sgi.sgi.com
Date: Fri, 11 Aug 1995 16:43:37 -0500 (CDT)
Cc: erich@pike.cecer.army.mil
In-Reply-To: <199508092029.PAA20667@pike.cecer.army.mil> from "Eric S. Hirschorn" at Aug 9, 95 03:25:55 pm
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With the help of a suggestion from Mark Visconti, I solved the
problem brought up in my previous posting.  It involves setting up
pre- and post- Draw callbacks.

If anyone is interested, send me e-mail and I'll send you the code.

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


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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: Fri, 11 Aug 1995 13:54:27 PST
Subject: Re: Material tables with .fl 
Status: O

        Reply to:   RE>Material tables with .flt loader
>From: "Eric S. Hirschorn" <erich@pike.cecer.army.mil>
>Message-Id: <199508092029.PAA20667@pike.cecer.army.mil>
>Subject: Material tables with .flt loader
>To: info-performer@sgi.com
>Date: Wed, 9 Aug 1995 15:25:55 -0500 (CDT)
>Cc: erich@pike.cecer.army.mil
>
>Hi,
>
>I've been playing around with changing material properties
>of various objects from within Performer.  My method is to:
>
>1) Read in an object file with LoadFile, i.e.
>  	root = LoadFile(DatabaseFiles[i], NULL);
>
>2) Traverse root and search out the geode pointers, using a
>    modified form of pfuTraverse.  
>
>3) Grab pointers to pfMaterials from a *pfGeode , i.e.
>
>	mtl = pfNewMtl(NULL);	

Creating a new material here is unneccesary.  This code snippet
is actually a memory leak.

>	mtl = pfGetGStateAttr(pfGetGSetGState(
>                 pfGetGSet(pgeode, 0)), PFSTATE_FRONTMTL);
>
>4) Modify mtl, and then place it back into the *pfGeode:
>
>	    pfMtlColor(mtl, PFMTL_EMISSION, 1.0f, 0.0f, 0.0f);
>	    pfGStateAttr(pfGetGSetGState(pfGetGSet(pgeode, 0)),
>                            PFSTATE_FRONTMTL, mtl);

Rebinding the material to the geostate here is also not needed.
The one you previously got and modified is still bound.

>This method has worked well when working with Inventor
>objects loaded into Performer.  However, I found that this
>does not work with OpenFlight format objects.  The problem
>is that every object loaded with LoadFlt acquires the changed
>material properties.

This is because the .flt file you are loading has zero or one
materials referenced by polgygons.  In the case of zero material
references, the loader creates a default material that is used
throughout.

>In the above case, all .flt objects start to glow red, when I
>only wanted one of them to.

Naturally, since there is only one material in the scenegraph.
The loader's statistics output will so as much ...

>When I looked at the LoadFlt documentation, I found the
>following statement:
>
>"-the converter assumes that all .flt files use the same material table"
>
>Aside from the obvious question of why the loader makes
>this assumption, can anyone give me a hint on how to work
>around this problem?
>

Sorry ... this is actually a old and obsolete statement from 
README.SS.<blah> that has _not_ been true since Performer 1.0
 ... I think (before my time).  I've cleaned up the README.FLT.R14_2
file for Performer 2.0.

Each OpenFlight file has an internal palette of 64 material
definitions that are (possibly) referenced by polygons.  The
materials are used properly on a per file basis.  In order for
you to do what you want, you'll need to create and reference
unique materials for each polygon in the database.  As a
run-time hack you must traverse each geoset of interest
and create a copy of its geostate, bind a new material to the
copy, and then bind the new (copied) geostate to the geoset.

Having done all this ... you will gain control of materials on 
a per geoset level at the expense of draw performance.
 
Regards,
Marcus Barnes, Member Technical Staff
MultiGen Inc., 550  S. Winchester Blvd. Suite 500, San Jose CA, 95128
PH: 1-408-556-2654    FX: 1-408-261-4102
EMAIL: multigen!marcus@uunet.UU.NET




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From: "Eric S. Hirschorn" <erich@pike.cecer.army.mil>
Message-Id: <199508121748.MAA05591@pike.cecer.army.mil>
Subject: Re: Material tables with .fl
To: info-performer@sgi.sgi.com, uunet.UU.NET!multigen!marcus
Date: Sat, 12 Aug 1995 12:44:52 -0500 (CDT)
Cc: erich@pike.cecer.army.mil
In-Reply-To: <00581.2891029445.98@multigen.uucp> from "Marcus" at Aug 11, 95 01:54:27 pm
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Marcus,

Thank you for responding to my previous post.  

> >3) Grab pointers to pfMaterials from a *pfGeode , i.e.
> >
> >	mtl = pfNewMtl(NULL);	
> 
> Creating a new material here is unneccesary.  This code snippet
> is actually a memory leak.

Why is this a memory leak?  Would the leak be prevented if the
material is created in shared memory using pfGetSharedArena?

[...much deleted...]
> In order for
> you to do what you want, you'll need to create and reference
> unique materials for each polygon in the database.  As a
> run-time hack you must traverse each geoset of interest
> and create a copy of its geostate, bind a new material to the
> copy, and then bind the new (copied) geostate to the geoset.
> 
> Having done all this ... you will gain control of materials on 
> a per geoset level at the expense of draw performance.

Ok, I'll try this out.  Can pfCopy be used to make a copy of the geostate?
I wonder if pfCopy will not make a true copy but will keep references to
the original material.

My second stab at this problem, using pre- and post- draw callbacks,
turns out not to work as well as I reported previously.  The EMISSION
properties are changed for the one object without changing other
objects.  However, there is no affect on the other material properties
AMBIENT, DIFFUSE, and SPECULAR.  This behavior is also the same for
Inventor objects.

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

            /* read in file */
	    root = (pfGroup *)LoadFile(DatabaseFiles[i], NULL);

	    /* grab pointer to shared memory */
	    arena = pfGetSharedArena();
	    /* define new material in shared memory */
	    planeMtl = pfNewMtl(arena);

	    /* modify material */
	    pfMtlColor(planeMtl, PFMTL_EMISSION, 0.0f, 0.1f, 0.0f);
	    pfMtlColor(planeMtl, PFMTL_AMBIENT,  0.3f, 0.0f, 0.3f);
	    pfMtlColor(planeMtl, PFMTL_DIFFUSE,  0.6f, 0.0f, 0.6f);
	    pfMtlColor(planeMtl, PFMTL_SPECULAR, 0.2f, 0.2f, 0.2f);

	    /* set up pre- and post- draw callbacks */
	    pfNodeTravFuncs((pfNode *)root, PFTRAV_DRAW, 
			    planePreCallback, planePostCallback);
	    /* pass material planeMtl into the draw callbacks */
	    pfNodeTravData((pfNode *)root, PFTRAV_DRAW, (void *)planeMtl);

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

and the draw callbacks:


/* Change material properties just before drawing */
long
planePreCallback(pfTraverser *trav, void *data)
{

  pfPushState();

  pfApplyMtl((pfMaterial *)data);
  pfOverride(PFSTATE_FRONTMTL, PF_ON);
  
  return PFTRAV_CONT;
}


/*
   Reset material properties after the draw 
   so no other object is affected
*/
long
planePostCallback(pfTraverser *trav, void *data)
{
  pfOverride(PFSTATE_FRONTMTL, PF_OFF);

  pfPopState();

  return PFTRAV_CONT;
}

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

Comments on this (by anyone) would be appreciated.

Eric
____________________________________________________________________
Eric S. Hirschorn, USACERL VE Group EMAIL: erich@pike.cecer.army.mil
TEL: (800) USA-CERL ext. 6363 or 7528, FAX: (217) 373-6724



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From: "Eric S. Hirschorn" <erich@pike.cecer.army.mil>
Message-Id: <199508121905.OAA05696@pike.cecer.army.mil>
Subject: Re: Material tables with .fl
To: uunet.UU.NET!multigen!marcus, info-performer@sgi.sgi.com
Date: Sat, 12 Aug 1995 14:01:41 -0500 (CDT)
Cc: erich@pike.cecer.army.mil
In-Reply-To: <00581.2891029445.98@multigen.uucp> from "Marcus" at Aug 11, 95 01:54:27 pm
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Status: O


On second thought, I see why there is a memory leak in the code snippet
I posted previously.

> >3) Grab pointers to pfMaterials from a *pfGeode , i.e.
> >
> >	mtl = pfNewMtl(NULL);	

At this point, mtl points to a pfMaterial structure created in the
HEAP.

> 
> Creating a new material here is unneccesary.  This code snippet
> is actually a memory leak.
> 
> >	mtl = pfGetGStateAttr(pfGetGSetGState(
> >                 pfGetGSet(pgeode, 0)), PFSTATE_FRONTMTL);

At this point, mtl points to the material info for the object, which
I presume is located somewhere in shared memory.  So the memory in
HEAP has been allocated but there is no way to access it.

Eric

_____________________________________________________________________
Eric S. Hirschorn, USACERL VE Group, EMAIL: erich@pike.cecer.army.mil
TEL: (800) USA-CERL ext. 6363 or 7528, FAX: (217) 373-6724



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From: "Eric S. Hirschorn" <erich@pike.cecer.army.mil>
Message-Id: <199508122325.SAA05949@pike.cecer.army.mil>
Subject: Re: Material tables with .fl
To: info-performer@sgi.sgi.com
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Cc: erich@pike.cecer.army.mil
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Status: O


Hi again,

I think I just forwarded a previous posting back to info-performer and
to Marcus Barnes by mistake.  My apologies for the annoyance.

Anyways, I got the pre- and post- draw callback method to work
finally, following another suggestion of Mark Visconti.  I added the line:

  pfMtlColorMode((pfMaterial *)data, PFMTL_FRONT, PFMTL_CMODE_COLOR);

into the pre- callback.

I'm a bit puzzled why I had to specify PFMTL_CMODE_COLOR instead of
something like PFMTL_CMODE_AD, because of this blurb from the
pfMtlColorMode man page:

     The default color mode is PFMTL_CMODE_AD which causes both diffuse and
     ambient material colors to be replaced by GL color commands.
     Specifically, this setting allows colors specified by pfGeoSets to have
     effect.  When lighting is disabled, the color mode is set to
     PFMTL_CMODE_COLOR.


Also, I wonder what the cost of this method is in terms of added DRAW time
per frame.

Final (?) version of the pre- draw callback:


 /* Change material properties just before drawing */
 long
 planePreCallback(pfTraverser *trav, void *data)
 {
 
   pfPushState();

   pfMtlColorMode((pfMaterial *)data, PFMTL_FRONT, PFMTL_CMODE_COLOR);
 
   pfApplyMtl((pfMaterial *)data);
   pfOverride(PFSTATE_FRONTMTL, PF_ON);
   
   return PFTRAV_CONT;
 }
 
Eric

_____________________________________________________________________
Eric S. Hirschorn, USACERL VE Group, EMAIL: erich@pike.cecer.army.mil
TEL: (800) USA-CERL ext. 6363 or 7528, FAX: (217) 373-6724


From guest  Sun Aug 13 12:54:46 1995
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From: "Jason Williams" <willia_j@radar.navsea.navy.mil>
Message-Id: <9508131548.ZM13532@radar.navsea.navy.mil>
Date: Sun, 13 Aug 1995 15:48:18 -0400
In-Reply-To: Ravee <rsl@sds.po.my>
        "terrain following - HELP!" (Aug  8, 12:10pm)
References: <9508081210.aa19801@sds.po.my>
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To: Ravee <rsl@sds.po.my>, info-performer@sgi.sgi.com
Subject: Re: terrain following - HELP!
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Status: O

The method that the example program perfly uses is a HAT method, Height Above
Terrain.  You need to create your own intersection test routine (substitute it
for the isect routine), which will test intersections across a limited set of
segments that represent your traversing object, i.e. car, person, etc.  The
Performer programming guide's section on intersection testing has all the
information you need to write your own intersection tests to do this.


Jason Williams.
Advanced Marine Enterprises.


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Date: Mon, 14 Aug 1995 08:40:33 -0700
From: "Carlo L. Tiana" <carlo@vision.arc.nasa.gov>
Message-Id: <199508141540.IAA12827@descartes.arc.nasa.gov>
To: info-performer@sgi.sgi.com
Subject: pfSwitch'ing pfLayer's layer?
Status: O


I am trying to cunstruct a scene in which a runway (that can be optionally
switched on or off through a pfSwitch) is the base of a pfLayer. The 'layer'
of this pfLayer are the runway's markings, which I would like to be able
to also switch on or off as needed. The graph I am trying to construct is
thus:
			pfSwitch1
			    |
			 pfLayer
			   / \
		BASE	  /   \     LAYER
		---------/     \---------
		|			|
	   runwayGeode1		    pfSwitch2
		 			|
	   			  markingsGeode2

When I run this setup, I get the warning:
	Performer Warning (2): pfAddChild() group is not a pfGroup
at the time when I try to attach the markings geode to their switch, ie:
	pfAddChild(markingsGeode2, pfSwitch2);
Can anyone suggest what the 'proper' way to do this might be?
Thanks,
Carlo.



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From: jaydee@thor.ats.qc.ca (Jean Daigle)
Date: Mon, 14 Aug 1995 12:36:44 -0400
In-Reply-To: "Carlo L. Tiana" <carlo@vision.arc.nasa.gov>
       "pfSwitch'ing pfLayer's layer?" (Aug 14,  8:40am)
X-Mailer: Mail User's Shell (7.2.5 10/14/92)
To: "Carlo L. Tiana" <carlo@vision.arc.nasa.gov>
Subject: Re: pfSwitch'ing pfLayer's layer?
Cc: info-performer@sgi.sgi.com
Status: O

Hello,

On Aug 14,  8:40am, "Carlo L. Tiana" wrote:
...
} When I run this setup, I get the warning:
} 	Performer Warning (2): pfAddChild() group is not a pfGroup
} at the time when I try to attach the markings geode to their switch, ie:
} 	pfAddChild(markingsGeode2, pfSwitch2);
} Can anyone suggest what the 'proper' way to do this might be?
...
}-- End of excerpt from "Carlo L. Tiana"


According to the man page, the prototype for pfAddChild() is:

     long        pfAddChild(pfGroup *group, pfNode *child);


I would suggest
	pfAddChild(pfSwitch2, markingsGeode2);

as the 'proper' alternative.



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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Hi, 

Does anyone know where I could locate a HUD written in either Iris GL or Open GL?

Thanks,

Bruce McQueary
bmcquear@harris.com


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please unsubscribe.



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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Mon, 14 Aug 1995 11:58:46 -0600
In-Reply-To: terence@systech.hinet.net (Terence Ker)
        "Help! Flickering textures" (Aug 14,  5:10pm)
References: <9508150010.AA01754@systech.hinet.net>
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To: terence@systech.hinet.net (Terence Ker)
Subject: Re: Help! Flickering textures
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On Aug 14,  5:10pm, Terence Ker wrote:
> Subject: Help! Flickering textures
>
> Dear Performer friends:
>
>      I used naive way to make a large grass land, completely flat, by
> making use of the Triangle strip pfGeoSet and apply a texture 256x165
> on it. It looks good at the near but the textures seemed to be squeezed
> at the far, flickering and crawling.
>
>      I attach a pfGeoState to the pfGeoSet. Inside that pfGeoState,
> I used the following attributes:
>
>         grass_tex = pfNewTex(vgGetSharedArena());
>         pfLoadTexFile(grass_tex, "grass.rgb");
>
>         pfTexFormat(grass_tex, PFTEX_INTERNAL_FORMAT, PFTEX_RGBA_8);
>         pfTexFormat(grass_tex, PFTEX_EXTERNAL_FORMAT, PFTEX_PACK_8);
>         pfTexFilter(grass_tex, PFTEX_MAGFILTER, PFTEX_BILINEAR);
>         pfTexFilter(grass_tex, PFTEX_MINFILTER, PFTEX_BILINEAR);
>         pfTexRepeat(grass_tex, PFTEX_WRAP, PFTEX_REPEAT);
>
>     Is this the problem of "projected textues" which I have seen quite
> frequently discussed in this mail group? How should I solve the problem?
> by MipMap? HOw?
>
>
>
>
>                                               -= Terence Ke =-
>
>                                             Systems & Technology
>                                             Taipei, Taiwan
>                                 e-mail: terence@systech.hinet.net
>
>
>
>
>-- End of excerpt from Terence Ker

Yes your correct, MipMapping will solve this, it's a problem with your
minification filter and has nothing to do with projected texture.

        pfTexFilter(grass_tex, PFTEX_MINFILTER, PFTEX_MIPMAP_TRILINEAR);

look at the manual page for texdef.

You should also use,

        pfTexFormat(grass_tex, PFTEX_INTERNAL_FORMAT, PFTEX_RGB_5);

to speed rendering and save texture memory if the bit loss doesn't mess up
your image quality too much.

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


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Date: Mon, 14 Aug 1995 11:29:53 -0700
From: "Carlo L. Tiana" <carlo@vision.arc.nasa.gov>
Message-Id: <199508141829.LAA12965@descartes.arc.nasa.gov>
To: info-performer@sgi.sgi.com
Subject: DUH! Re: pfSwitch'ing pfLayer's
Status: O


Thanks for the numerous pointers to my typo; I had the args of pfAddChild()
reversed. Sometimes the solution is to "just check if it's plugged in". :-)
Carlo.



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Date: Mon, 14 Aug 95 17:10:10 -0700
From: terence@systech.hinet.net (Terence Ker)
Message-Id: <9508150010.AA01754@systech.hinet.net>
To: info-performer@sgi.sgi.com
Subject: Help! Flickering textures
Status: O


Dear Performer friends:

     I used naive way to make a large grass land, completely flat, by
making use of the Triangle strip pfGeoSet and apply a texture 256x165
on it. It looks good at the near but the textures seemed to be squeezed
at the far, flickering and crawling.

     I attach a pfGeoState to the pfGeoSet. Inside that pfGeoState, 
I used the following attributes:

        grass_tex = pfNewTex(vgGetSharedArena());
        pfLoadTexFile(grass_tex, "grass.rgb");

        pfTexFormat(grass_tex, PFTEX_INTERNAL_FORMAT, PFTEX_RGBA_8);
        pfTexFormat(grass_tex, PFTEX_EXTERNAL_FORMAT, PFTEX_PACK_8);
        pfTexFilter(grass_tex, PFTEX_MAGFILTER, PFTEX_BILINEAR);
        pfTexFilter(grass_tex, PFTEX_MINFILTER, PFTEX_BILINEAR);
        pfTexRepeat(grass_tex, PFTEX_WRAP, PFTEX_REPEAT);

    Is this the problem of "projected textues" which I have seen quite
frequently discussed in this mail group? How should I solve the problem?
by MipMap? HOw?


     
                           
                                              -= Terence Ke =-

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





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Date: Mon, 14 Aug 1995 17:37:02 -0700
From: "Carlo L. Tiana" <carlo@vision.arc.nasa.gov>
Message-Id: <199508150037.RAA13332@descartes.arc.nasa.gov>
To: info-performer@sgi.sgi.com
Subject: More about switches
Status: O


After this morning's message, I think I now have all my family values :-)
correct - ie parents and children in the right order. I am still having a
pesky problem with my desired hierarchy, namely:

			pfSwitch1
			    |
			 pfLayer
			   / \
		BASE	  /   \     LAYER
		---------/     \---------
		|			|
	   runwayGeode1		    pfSwitch2
		 			|
	   			  markingsGeode2

In my understanding, turning pfSwitch1 to PFSWITCH_OFF I should see none of
the above tree (no runway, no markings); while turning pfSwitch1 to PFSWITCH_ON
and pfSwitch2 to PFSWITCH_OFF I should just see a runway with no markings;
yet, albeit I can turn pfSwitch2 on and off for the desired effect, I can never
get rid of everything by turning pfSwitch1 to PFSWITCH_OFF.

Am I (again) missing something obvious? Am I not correctly interpreting the
behaviour of nested switches as above?

Thanks again for any pointers.
Carlo.





From guest  Tue Aug 15 01:11:26 1995
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Organization: MultiGen, Inc.
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X-Umcp-To: INFO PERFORMER
From: Marcus <giraffe.asd.sgi.com!sgi.sgi.com!uunet.uu.net!multigen!Marcus>
To: INFO PERFORMER <info-performer@sgi.sgi.com>
Date: Mon, 14 Aug 1995 18:12:20 PST
Subject: Re: >Material tables with .f 
Status: O

        Reply to:   RE>>Material tables with .fl
>From: "Eric S. Hirschorn" <erich@pike.cecer.army.mil>
>Message-Id: <199508122325.SAA05949@pike.cecer.army.mil>
>Subject: Re: Material tables with .fl
>To: info-performer@sgi.com
>Date: Sat, 12 Aug 1995 18:21:48 -0500 (CDT)
>Cc: erich@pike.cecer.army.mil
>

<snip>

>Anyways, I got the pre- and post- draw callback
>method to work finally, following another suggestion of
>Mark Visconti.  I added the line:
>
>  pfMtlColorMode((pfMaterial *)data, PFMTL_FRONT,
>                           PFMTL_CMODE_COLOR);
>
>into the pre- callback.
>
>I'm a bit puzzled why I had to specify PFMTL_CMODE_COLOR
>instead of something like PFMTL_CMODE_AD, because of this
>blurb from the

<snip>

In PFMTL_CMODE_AD mode the color comes only from the geoset
colors.  The loader actually blends the material diffuse component
with the polygon/vertex color when building geosets in this mode.
Changing ambient and/or diffuse material components in this
mode really requires that you change the geoset colors!
In PFMTL_CMODE_COLOR the color (for lit geometry) comes only
from the material.  That's why this mode works for your example,
since you're only changing the material components.

The difference in performance is between the lmcolor vs. lmbind
IRISGL calls when applying the materials.  PFMTL_CMODE_AD is
generally considered the faster mode.

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  Mon Aug 14 23:36:24 1995
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Date: Tue, 15 Aug 1995 14:23:55 +0800
From: fair@iss.nus.sg (Kim Michael Fairchild)
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In-Reply-To: <9508090728.AA14734@wb.com> (mweiblen@wb.com)
Subject: RE: working with Performer
Status: O

Hi,

We added a "VR markup language" called "Dez" for description to
performer to make it easier to develope with. Coupled with interactive
editing of things like "paths", "landmines" (things people step on),
"sound mines" (things you here using 3d sound), etc., we find that
even non-computer types can quickly build pretty fancy worlds. 

Can send you the help output for the Dez VRML if you like.

Kim.


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From: deb@magellan.mak.com (Deb Herman)
Message-Id: <9508151247.AA00174@magellan.mak.com>
To: info-performer@sgi.sgi.com
Subject: Text in scenegraph
Status: O


Is it possible to place text in the scenegraph?  Any help is greatly
appreciated.  

Thank you,
Deb Herman
MaK Technologies
deb@mak.com


From guest  Tue Aug 15 06:27:29 1995
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From: "James Korotney" <jkorotne@ford.com>
Date: Tue, 15 Aug 1995 09:30:02 -0400
In-Reply-To: fair@iss.nus.sg (Kim Michael Fairchild)
        "RE: working with Performer" (Aug 15,  2:23pm)
References: <9508150623.AA21079@iss.nus.sg>
X-Mailer: Z-Mail (3.2.1 15feb95)
To: fair@iss.nus.sg (Kim Michael Fairchild)
Subject: Re: working with Performer
Cc: info-performer@rose
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

>-- On Aug 15,  2:23pm, Kim Michael Fairchild wrote:
> Subject: RE: working with Performer
> Hi,
>
> We added a "VR markup language" called "Dez" for description to
> performer to make it easier to develope with. Coupled with interactive
> editing of things like "paths", "landmines" (things people step on),
> "sound mines" (things you here using 3d sound), etc., we find that
> even non-computer types can quickly build pretty fancy worlds.

can we put this (public) at the sgi site?

-- 
----------------------------------------------------------------------------
                              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
 Dearborn, MI 48121-2053        ||        |             lab: (313) 323-8345
                                ||        |             fax: (313) 845-3804
                               _||_      //            
----------------------------------------------------------------------------



From guest  Tue Aug 15 07:41:59 1995
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From: "Keith Fry" <keithfry@vr1.engin.umich.edu>
Message-Id: <9508151039.ZM5505@vr1.engin.umich.edu>
Date: Tue, 15 Aug 1995 10:39:46 -0400
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To: info-performer@sgi.sgi.com
Subject: pfIsectFunc() and pfSegsIsectNode()
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I'm using my own intersection function in the ISECT process to call
pfSegsIsectNode() multiple times on different pfSegSets.  According to
the pfSegsIsectNode() man page:

"The pfHit objects come from an internally maintained pool and are reused
on subsequent requests.  Hence, the contents are only valid until the next
invocation of pfSegsIsectGSet in the current process.  They should not be
freed by the application."

Is this statement valid even when calling pfSegsIsectNode() inside the
intersection function in the ISECT process?  Or do these pfHits get reused
only after the next pfFrame() (which calls my intersection function)?
If the statement is true, how can I pass the pfHit data up to the APP process?
Can I make a copy of the pfHit structure(s)?

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


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From: jaydee@thor.ats.qc.ca (Jean Daigle)
Date: Tue, 15 Aug 1995 10:49:49 -0400
In-Reply-To: "Carlo L. Tiana" <carlo@vision.arc.nasa.gov>
       "More about switches" (Aug 14,  5:37pm)
X-Mailer: Mail User's Shell (7.2.5 10/14/92)
To: "Carlo L. Tiana" <carlo@vision.arc.nasa.gov>
Subject: Re: More about switches
Cc: info-performer@sgi.sgi.com
Status: O

Hi!

On Aug 14,  5:37pm, "Carlo L. Tiana" wrote:
...
} 			pfSwitch1
} 			    |
} 			 pfLayer
} 			   / \
} 		BASE	  /   \     LAYER
} 		---------/     \---------
} 		|			|
} 	   runwayGeode1		    pfSwitch2
} 		 			|
} 	   			  markingsGeode2
} 
} In my understanding, turning pfSwitch1 to PFSWITCH_OFF I should see none of
} the above tree (no runway, no markings); while turning pfSwitch1 to PFSWITCH_ON
} and pfSwitch2 to PFSWITCH_OFF I should just see a runway with no markings;
} yet, albeit I can turn pfSwitch2 on and off for the desired effect, I can never
} get rid of everything by turning pfSwitch1 to PFSWITCH_OFF.
...
}-- End of excerpt from "Carlo L. Tiana"

pfSwitches work for me, although I can't recall offhand whether I've
ever nested them as above.

You should verify that the structure is really what you think using
pfPrint(); also pfGetSwitchVal() can be used to verify switch settings.
You appear to be aware of the distinction between PFSWITCH_ON/OFF and
PF_ON/OFF, which are _incompatible_.  Do you set up the above hierarchy
manually in your program, or is it subject to interpretation by a
database loader?

If you can't get switches to work, and the hierarchy is demonstrably
intact, manipulating draw masks using pfNodeTravMask() should achieve
a similar effect.

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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From: mtorres@arl.mil (Torres Mario 678-3280 AMSRL-BE-M)
Message-Id: <9508151503.AA21579@mercury.arl.mil>
Subject: pfCopy or pfClone? What happen to pfCopyGSet?
To: info-performer@sgi.sgi.com
Date: Tue, 15 Aug 95 9:03:27 MDT
X-Mailer: ELM [version 2.4dev PL17]
Status: O


  Hi,

  I am considering options to copy or clone a terrain database to have 
one on the top of the other.  The purpose of this is to attach two 
different textures to the two separate but geometrically equal terrains.  
Its nice to be able to pfClone the whole group and/or dcs of the terrain 
and move it a few meters up or down.  Once I've cloned it can I change 
the terrain texture of one without changing the texture on the other?  Can I 
get at the gset and gstate to do this?

  How about the option of using pfCopy?  I can copy the Geode and the 
group but again how can I get the gstate to change the texture? Granted 
that this is possible, if I change the texture of the copy will it change 
the texture of the original?

 Last one.  I noticed that in the Performer 1.2 manual there is a brief 
reference to the the pfCopyGSet (pg 243) which it says that it can "Make a 
copy" of the GSet.  However, online man pages does not have any 
reference to it.  I suspect that this was omitted from the library but 
not the hardcopy manual pages.  It sure would be nice to be able to copy 
the geometry sets so as to be able to create a new geode with a new 
gstate and thus a new texture.  I tried to pfCopy the geometries but got 
a core dump.  

 If anyone read this much, I would appreciate any suggestions very much.

 Mario A. Torres
 STC @ ARMY Research Lab.



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From: "Kowsik Guruswamy" <kowsik@buggy.coryphaeus.com>
Message-Id: <9508150911.ZM15831@buggy.coryphaeus.com>
Date: Tue, 15 Aug 1995 09:11:08 -0700
In-Reply-To: "Keith Fry" <keithfry@vr1.engin.umich.edu>
        "pfIsectFunc() and pfSegsIsectNode()" (Aug 15, 10:39am)
References: <9508151039.ZM5505@vr1.engin.umich.edu>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Keith Fry" <keithfry@vr1.engin.umich.edu>, info-performer@sgi.sgi.com
Subject: Re: pfIsectFunc() and pfSegsIsectNode()
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Status: O

On Aug 15, 10:39am, Keith Fry wrote:
> Subject: pfIsectFunc() and pfSegsIsectNode()
> I'm using my own intersection function in the ISECT process to call
> pfSegsIsectNode() multiple times on different pfSegSets.  According to
> the pfSegsIsectNode() man page:
>
> "The pfHit objects come from an internally maintained pool and are reused
> on subsequent requests.  Hence, the contents are only valid until the next
> invocation of pfSegsIsectGSet in the current process.  They should not be
> freed by the application."
>
> Is this statement valid even when calling pfSegsIsectNode() inside the
> intersection function in the ISECT process?  Or do these pfHits get reused
> only after the next pfFrame() (which calls my intersection function)?

The pfHit information is valid until the next call the pfSegsIsectNode(), just
like the man pages say. So you should be able to call this multiple times with
different pfSegSets.

> If the statement is true, how can I pass the pfHit data up to the APP
process?
> Can I make a copy of the pfHit structure(s)?

You can use shared memory to pass the data back to the APP process. You can
either frame stamp the intersection data or set up synchronization semaphores
to prevent the ISECT process from writing the data while the APP is processing
it.

K.


-- 
kowsik@coryphaeus.com



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From: mtorres@arl.mil (Torres Mario 678-3280 AMSRL-BE-M)
Message-Id: <9508152136.AA12765@mercury.arl.mil>
Subject: Flt model illumination?
To: info-performer@sgi.sgi.com
Date: Tue, 15 Aug 95 15:36:45 MDT
X-Mailer: ELM [version 2.4dev PL17]
Status: O

 Hello,

 Is there a way to illuminate a multigen model (geoset)?  I've tried 
placing a Light on a helicopter group after LoadFlt but the light also 
affects other objects, terrain, in the scene.  I understand that it is 
possible to illuminate a geoset (and only the geoset) through 
manipulation of its gstate light (?).   However, the problem with 
multigen models is that one does not  have access (or do we?) to all the 
attributes of a model like the geosets, gstates, materials etc.  All I 
seem to be able to get access to is the texture.

  Thanks in advance,

 Mario



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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9508151552.ZM25861@bitch.reading.sgi.com>
Date: Tue, 15 Aug 1995 15:52:14 -0600
In-Reply-To: deb@magellan.mak.com (Deb Herman)
        "Text in scenegraph" (Aug 15,  8:47am)
References: <9508151247.AA00174@magellan.mak.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: deb@magellan.mak.com (Deb Herman)
Subject: Re: Text in scenegraph
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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Status: O

On Aug 15,  8:47am, Deb Herman wrote:
> Subject: Text in scenegraph
>
> Is it possible to place text in the scenegraph?  Any help is greatly
> appreciated.
>
> Thank you,
> Deb Herman
> MaK Technologies
> deb@mak.com
>
>-- End of excerpt from Deb Herman

You could do this with a draw callback and the GL calls cmov() and charstr(),
this could produce 2D text in the 3D scene, the text won't scale with distance
and will only be positioned in 3D not drawn in 3D. If you want a quick
way to place 3D text in performer scene you could try using the Inventor demo
"textomatic" to build a model of the text you want then hit the copy button
in the textomatic gui. Next run "SceneViewer" and from the edit menu select
the paste option. This will paste the text inventor model into the SceneViewer
application. You can then save the 3D text model and use the performer inventor
loader to add it to your scene graph. You will have to use a recent version of
inventor loader to read the text file, it works with the V1.6 loader.

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


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From: SSPSU91@aol.com
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Date: Tue, 15 Aug 1995 19:44:14 -0400
Message-Id: <950815194249_75546741@aol.com>
To: info-performer@sgi.sgi.com
Subject: Draw Function calls w/ no scene
Status: O

I am using Performer to run a visual data base.  In my draw routine after I
call pfDraw I call a gl program to draw some 2D text.  For some reason when
there is nothing to be drawn in the scene (i.e. the eyepoint is looking off
in space and there is no ground or buildings in its view) the gl text is not
drawn, but the routine is being called.
Is there some optimization technique in Performer so that when nothing is in
the viewing area the drawing is not rendered?  If so is there a way to turn
off this optimization?  Any other suggestions as to why the gl text would not
appear would be appreciated.  Thanks.
Stephanie Sroczyk, JJM Systems Inc.   SSPSU91@aol.com


From guest  Tue Aug 15 18:10:03 1995
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From: "Sharon Clay (Fischler)" <src@rose>
Message-Id: <9508151806.ZM15929@rose.asd.sgi.com>
Date: Tue, 15 Aug 1995 18:06:26 -0700
In-Reply-To: SSPSU91@aol.com
        "Draw Function calls w/ no scene" (Aug 15,  7:44pm)
References: <950815194249_75546741@aol.com>
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To: SSPSU91@aol.com, info-performer@sgi.sgi.com
Subject: Re: Draw Function calls w/ no scene
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

+>---- On Aug 15,  7:44pm, SSPSU91@aol.com wrote:
> Subject: Draw Function calls w/ no scene
->
->I am using Performer to run a visual data base.  In my draw routine after I
->call pfDraw I call a gl program to draw some 2D text.  For some reason when
->there is nothing to be drawn in the scene (i.e. the eyepoint is looking off
->in space and there is no ground or buildings in its view) the gl text is not
->drawn, but the routine is being called.
->Is there some optimization technique in Performer so that when nothing is in
->the viewing area the drawing is not rendered?  If so is there a way to turn
->off this optimization?  Any other suggestions as to why the gl text would not
->appear would be appreciated.  Thanks.
->Stephanie Sroczyk, JJM Systems Inc.   SSPSU91@aol.com

We don't have any such optimization - clear and
swapbuffers should still be happening and the channel view matrix
should still be set. Are you relying on a callback from a node in
your scene to set up state or draw the text? Possibly this node
is getting culled out?

You might try gldebug to trace your calls to
see if you can glean more information.
You can bring up gldebug and turn off all tracing and break points,
get your program to exhibit the problematic behavior, and the
set breakpoints to swapbuffers and turn on all tracing to get
one frame of data.

src.

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



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From: d3@po.iijnet.or.jp
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Date: Wed, 16 Aug 1995 11:26:21 +0900
Message-Id: <199508160226.LAA15224@sh0.po.iijnet.or.jp>
Subject: how to handle input device
To: info-performer@sgi.sgi.com
X-Mailer: AIR Mail 3.X (SPRY, Inc.)
Status: O

Hello.
I am designing a real-time simulation software with Performer. The rendering 
process must handles input devices(It might be a serial port or a TCP/IP 
socket). What is the best way to handle them? My experiences say:

1)If the input device is a serial port, a special I/O process is created and 
it handles the serial port. Shared memory is used for communicatation between 
the rendering process and the I/O process.

2)If the input device is a socket, the UNIX signal SIGIO can be used. This 
means that I can handle input data by asynchronous I/O. Of course method 1) 
can be used.

BUT I am sorry I have no working-knowledge with Performer... I wonder there 
are some SPECIAL METHODS for input handling using Performer. Does anyone know 
them? Or is there no special method available?

Thanks in advance
	Yutaka Kanou(3D Incorporate)
	d3@po.iijnet.or.jp




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	id AA04540; Wed, 16 Aug 1995 11:08:00 +0800
Date: Wed, 16 Aug 1995 11:08:00 +0800
From: fair@iss.nus.sg (Kim Michael Fairchild)
Message-Id: <9508160308.AA04540@iss.nus.sg>
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	id AA00371; Wed, 16 Aug 95 11:07:34 SST
To: jkorotne@ford.com
Cc: info-performer@rose
In-Reply-To: <199508151325.AA09682@internet-mail.ford.com> (jkorotne@ford.com)
Subject: Re: working with Performer
Status: O

>> 
>> >-- On Aug 15,  2:23pm, Kim Michael Fairchild wrote:
>> > Subject: RE: working with Performer
>> > Hi,
>> >
>> > We added a "VR markup language" called "Dez" for description to
>> > performer to make it easier to develope with. Coupled with interactive
>> > editing of things like "paths", "landmines" (things people step on),
>> > "sound mines" (things you here using 3d sound), etc., we find that
>> > even non-computer types can quickly build pretty fancy worlds.
>> 
>> can we put this (public) at the sgi site?
>> 
>> 

Hello, 

Will post my reply to the original questioner. Not sure about about
putting it on a public site. Let me check with my management, seems
like it should be ok to put the executable out. 

I include here, my internal structure for parsing the Dez language so
you can get an idea what kinds of tokens we found to be useful and/or
required; and a little Dez script to build the Suntec City convention
centre (in Singapore).

If people are generally interested, I can put the paper describing
this up, or I can direct mail. 

thanks, Kim.



To: fran@sgi115.ctc.com
In-reply-to: <9508150809.ZM1309@sgi115.ctc.com> (fran@sgi115.ctc.com)
Subject: Re: working with Performer
FCC: ~/mail/send-messages
--text follows this line--
Hi,

Will send you the reply I sent to the original questioner. I have
written this up for a new techie publications, want a copy? I can get
you FrameMaker or postscript. 

Quite proud of our language, really takes us about 2 days to build a
walkthrough of VERY large stuff. Working on our 4th one now, this one
is a bit different, some TI folks want to do a walkthrough of a chip
:->.

Kim.

-----------

Here is an example DEZ file. Much of this was written interactively
using the mouse and the GUI.

; This is an example I always wanted to do, it creates a nice little
; solar system with moving objects. I used this for the "flying logo"
; part of the last piece we did. (shown to 350 people using passive
; glasses at Dun and Bradstreet's Solution '95 conference a couple of
; weeks ago). I built this world in about 2 hours. Would of been
; faster, but wrote code to reuse meteors when they fly by :->

echo "Starting up in space"

MoveFilter .96

; Setup the Stars

globaltexture star.rgba

scale 1 1 1
static
; loop 5
loop 1000
sfRandom 1200
translateY random
sfRandom 300
translateX random
translateZ random
bill
flatten
endloop
dynamic

; end Loop Setup stars

; Put up stars in globe 

translation 150.000000 -5.000000 150.000000
translation 175.000000 530.000000 150.000000
orientation 90.000000 0.000000 0.000000
scale 3000 3000 3000
file starfield.bgf
scale 1 1 1

symbol RateOfMeteors 2
symbol DistanceToStart 80
symbol MeteorOffset 12
symbol True 1

; Start the meteors

factors RateOfMeteors DistanceToStart MeteorOffset
meteors True

; define the earth and moon

globaltexture earth.bgf
translation 143.800003 865.329956 150.000000
orientation 0 90 0
scale 4.199998 4.099998 4.099998
rotations 5 0 0
planet

globaltexture moon.bgf
translation 143.800003 865.329956 150.000000
orientation 0 90 0
scale 2 2 2
rotations 10 0 0
planet

; useful debugging stuff
; printscene
; memory
; quit

; Define the parameters for initial logo position
; key: percentage(not used)  distance offset
factors 0 5 5
factors 0 0 0  ; DB - fast ball, down the middle :->

; ISS logo

factors 0 DistanceToStart 4
rotations 3 1 0
symbol issLogo #logos
globaltexture iss2.bgf
orientation 0 90 0
logo issLogo

; HP logo

factors 0 DistanceToStart 4
rotations -3 1 0
symbol hpLogo #logos
globaltexture hp.bgf
orientation 0 90 0
logo hpLogo

; DB logo

factors 0 DistanceToStart 0
symbol dbLogo #logos
globaltexture db.bgf
rotations 0 0 0
orientation 0 90 0
logo dbLogo

; ISS logo virtual mine

symbol issLogoMine #mines
virtualmine issLogoMine
echo "starting ISS logo";
flyinglogo issLogo
endmine

; HP logo virtual mine 

symbol hpLogoMine #mines
virtualmine hpLogoMine
echo "starting hp logo";
flyinglogo hpLogo
endmine

; DB logo virtual mine 

symbol dbLogoMine #mines
virtualmine dbLogoMine
echo "starting db logo";
flyinglogo dbLogo
endmine

; The virtual mine for starting the logos
 
symbol logos #mines
virtualmine logos
delayedradio dbLogoMine 0
delayedradio hpLogoMine 17
delayedradio issLogoMine 15
endmine

; Setup the night sky

; skyblack

; Set initial location

Orientation 0 0 0
Translation 150 -5 150
absteleport

; cute macros for turning showers on and off

symbol turnOffMeteors #mines
symbol QuitWorld #mines
symbol startShower #mines
symbol endShower #mines

virtualmine QuitWorld
quit
endmine

virtualmine startShower
meteors 1
endmine

virtualmine endShower
meteors 0
endmine

; Turn off meteors 

delayedradio endShower 0

; **** START DEMO ACTION****


; PATH ONE

symbol world0path1 #paths
file world0path1.dez  ; 42 seconds

; PATH TWO 

symbol world0path2 #paths
file world0path2.dez  ; 34 seconds

symbol w0p1 #mines
virtualmine w0p1
echo "starting path1"
MoveFilter .92
follow world0path1
endmine

symbol w0p2 #mines
virtualmine w0p2
echo "starting path2"
MoveFilter .92
delayedradio endShower 0
follow world0path2
endmine

symbol startDemo #mines
startDemoMine startDemo

symbol world1arrival #mines

; start meteor shower
; follow first path in world 0
; start the logo(s)
; jump to world 1

virtualmine startDemo
fog 0.0
scaleheight .5
delayedradio w0p1 26
delayedradio startShower 23
delayedradio logos 4.9
delayedradio w0p2 40
delayedradio world1arrival 68.6
delayedradio cloudEffect 67
endmine

; handy land mine for starting from this world

symbol world0start #mines

translation 156.440002 -1.400000 148.729996
orientation 0.000000 0.000000 0.000000
scale 10.000000 10.000000 10.000000
Mine world0start
echo "Starting demo from world0"
delayedRadio startDemo 0 
endMine

-------

Hi,

Yep, we do most of this.

>>     o performance (we _need_ realtime)
Don't do much here but call performer stuff

>>     o simplicity
A VERY simple markup language that can be learned in a day or so. Made
it for architects.
>>     o suitable for distributed environnement
Currently coupling it to something like BricksNet a distributed environment for
500 or so people at a time.
>>     o ease of access to objects internals (vertices), including
>>       if possible notion of neighborhood, etc
Not doing too much, we normally don't need to do this once we define
our models. We have a very nice "Intergraph" translator" that converts
to our own format. 
>>     o textured
Yep, have a geometry editor that does all sorts of nice texturing things.
>>     o support for spaceball and some other `fancy' devices.
Easy stuff. We have about 5 or 6 devices connected. Not hard to add
anymore.

----

Here is our central Token Array structure. Each token has an attached
function that handles parsing its own arguments. After the initial
design, I just add them when I need one (takes about 30 seconds or so
:->). 


static TokenArray Tokens[] =
 {
 { "#", lfCOMMENT, NULL, "Comment, ignore everything until end of line", },
 { ";", lfCOMMENT, NULL, "Comment, ignore everything until end of line", },
 { "3DSound", lfUSESOUND, NULL, "Send sound commands to the sound subsystem", },
 { "AbsRubberPath", lfABSRUBBERPATH, "int pathNum, float seconds", "Modify Path Timing absolutely", },
 { "absTeleport", lfABSTELEPORT, NULL, "Immediately teleport to the location",},
 { "absWormHole", lfABSWORMHOLE, "int", "WormHole teleport to a particular world, reset to the start position",},
 { "animation", lfANIMATION, "int", "Number of files in the animation sequence",},
 { "banner", lfBANNER , "filename or off", "Place or remove a banner in front of the view",},
 { "bbox", lfBBOX ,NULL, "Print out the bounding box for the scene and the last loaded object",},
/* { "boid", lfBOID, "filename", "create 20 boids of geometry <filename>", },*/
 { "Billboard", lfBILLBOARD, NULL, "Use the current material to make a billboard", },
 { "breakUpFactor", lfBREAKUPFACTOR, "float", "Set the smallest size polygon for the Breakup routine <advanced>",},
 { "characters", lfCHARACTERS, "int", "Create a numbered character",},
 { "Chair", lfCHAIR, "integer 1-4", "Attach the CHAIR to a sensor", },
 { "Collide", lfCollide, NULL, "Setup the intersection testing", },
 { "cout", lfPRINTF, NULL, "Simulate Cout in C++ (printf is alias",},
 { "CreationObject", lfCREATIONOBJECT, "string", "Set the default filename for creation",},
 { "Debug", lfDEBUG, NULL, "Turn on Internal Debugging Statements", },
 { "Delete", lfDelete, "int", "Delete the variable", },
 { "delayedRadio", lfDELAYEDRADIO, "int mine, int time", "Radio controled detonate landmine",},
 { "doFlatLand", lfDoFlatLand, NULL, "special effect to flatten",},
 { "driveModel", lfDRIVEMODEL, "int", "Define the drive model to use TB-0, FLY-1, DR-2",},
 { "Dynamic",  lfDYNAMIC,NULL, "Use a Dynamic Coordinate System", },
 { "Echo", lfECHO, "String", "Echo the following String", },
 { "EndLoop", lfENDLOOP, NULL, "Terminate a Loop", },
 { "EndTime", lfENDTIME, "float", "Set the time to end an effect",},
 { "Exit", lfEXIT, NULL, "Quit now, don't need to display", },
 { "factors", lfFACTORS,  "float float float", "Define three numbers used as arguments for events.",},
 { "FastTrak", lfFASTTRAK, "integer maskbits 1-15", "Use the FastTrak Sensor. Data is in Sensors 1-4", },
 { "File", lfFILENAME, "filename", "Load in an additional file. Can be a .bin, .flt, .bgf, or .dez file", },
 { "Flatten", lfFLATTEN, NULL, "Flatten the Static Coordinate System Heirarchy", },
 { "fog", lfFOG, "float", "Turn on/off fog. Value = 0.0, turns off fog. Other value gives range",},
 { "follow",lfFOLLOW,  "int", "Follow path <int>. Normally placed in a landmine",},
 { "FunctionToCall", lfFUNTOCALL, "int", "Set the value of the function to call for an effect", },
 { "genericInt", lfGENERICINT, "int", "Define the value of the integer variable",},
 { "globalTexture", lfGLOBALTEXTURE, "string", "Set the global texture to be applied to the next BGF object",},
 { "gravity", lfGRAVITY, "int", "Turn on and off automatic falling to the ground of translated objects",},
 { "ground", lfGround, "string", "",},
 { "group", lfGROUP, NULL, "Create a group",},
 { "guide", lfGUIDE, "int", "0 - no guide, 1 is default",},
 { "EndGroup", lfENDGROUP, NULL, "End of current Group",},
 { "FlatLand", lfFLATLAND, NULL, "flatten the terrain",},
 { "FlyingLogo ", lfFLYING, "int or #logos", "Start A flying Logo",},
 { "Forgive ", lfFORGIVE, "int flag", "Forgive load errors",},
 { "guitoggle", lfGUI, NULL, "Turn off the Gui display. F1 brings it back",},
 { "Hand", lfHAND, "integer 1-4", "Attach the Hand to a sensor", },
 { "Head", lfHEAD, "integer 1-4)", "Attach the Head to a sensor", },
 { "HMD", lfHEADMOUNTEDDISPLAY, "integer 1-4", "Turn on the head mounted display",},
 { "Help",lfHELP, NULL, "Give help on a particular token or series of tokens.", },
 { "instanceAnimation", lfINSTANCEANIMATION,  "float float", "Add the last object to the group again",},
 { "iocDistance", lfIOCDISTANCE,  "float", "Eye point separation",},
 { "Lake", lfLAKE, NULL, "Show the lake", },
 { "Laser", lfLASER, "filename", "define a laser", },
 { "LeftHand", lfLEFTHAND, "integer 1-4", "Attach the Left Hand to a sensor", },
 { "lightSource", lfLIGHTSOURCE, "float x, y ,z, r, g, b", "Create a light source at a location and colour",},
 { "LiveMovie", lfLIVE_MOVIE, NULL, "create a screen for live movie (using sun) ",},
 { "LocationDelta", lfLOCATIONDELTA, "float x, y, and z", "Change the location delta from the present location", },
 { "Logo ", lfLOGO, "int or #logos", "create a flying Logo",},
 { "Loop", lfLOOP, "integer", "Loop the commands until EndLoop <number> times", },
 { "Material", lfMATERIAL, "material file", "Set the current material", },
 { "Memory",lfMEMORY, NULL, "Show the Texture Memory", },
 { "Meteors", lfMETEORS, "<not complete>", "Create a meteor shower", },
 { "Movement", lfMOVEMENT, "integer index", "Set the movement method of the object", },
 { "MoveFilter", lfMOVEFILTER, "float", "Set the value of the movement digital filter", },
 { "NodeGraph",lfNODEGRAPH,  NULL, "Printout the Current Node Graph",},
 { "Notify", lfNOTIFY, "integer 1-4", "Change the notice level of messages", },
 { "oakTree", lfOAKTREE, NULL, "Create a 3 dimensional oak tree",},
 { "objectFollow", lfOBJECTFOLLOW, "int", "Have the object follow a path",},
 { "opening", lfOPENING, "NULL", "do opening",},
 { "path", lfPATH, "int", "Read in a path description. The description is ended with \"endpath\"",},
 { "partition", lfPARTITION, "float float float", "Specify the three values used for partitioning",},
 { "photoNode", lfPHOTONODE, "int", "Define a PhotoNode"},
 { "People", lfPEOPLE, NULL, "Use the current material to make a Person", },
 { "Planet", lfPLANET, "<not complete>", "Create a moving", },
 { "powerLaser", lfPOWERLASER, "int", "Turn laser power on"},
 { "printf", lfPRINTF, NULL, "Simulate Cout in C++ (cout is alias)",},
 { "printPaths", lfPRINTPATHS, NULL, "Printout the path times",},
 { "printScene", lfPRINTSCENE, NULL, "Printout the current scene in detail",},
 { "Orientation", lfORIENTATION,  "float x y and z", "Orient the objects ", },
 { "Quiet", lfQUIET, NULL, "Turn off playing sounds", },
 { "Quit", lfEXIT, NULL, "Quit now, don't need to display", },
 { "Radio", lfDoRadio, NULL, "Radio control detonate landmine",},
 { "Random", lfRANDOM, "float", "Generate a random number, scale by the value of SFRandom", },
 { "RandomGod", lfRANDOMGOD, "int", "Constantly Move the Display when idle", },
/* { "rayCast", lfRAYCAST, NULL, "do ray cast shadow", },*/
 { "Replace", lfReplace, "int int", "Replace the first variable with the second", },
 { "Remote", lfREMOTE, NULL, "Debugging function, call function \"doRemote\", useful for remote operation", },
 { "RightHand", lfHAND, "integer 1-4", "Attach the Right Hand to a sensor", },
 { "Rotations", lfROTATION, "float float float", "Rotation speeds", },
 { "RotateX", lfROTATEX, "float x", "Pitch the objects ", },
 { "RotateY", lfROTATEY, "float y", "Roll the objects ", },
 { "RotateZ", lfROTATEZ, "float z", "Yaw the objects ", },
 { "Rotatation", lfROTATION, "float z", "Yaw the objects ", },
 { "RubberPath", lfRUBBERPATH, "int pathNum, float percent", "Modify Path Timing by a percentage", },
 { "Sequence", lfANI_SEQ,  NULL, "Place your sequence file *.seq here", },
 { "SkyBlack", lfSKYBLACK,  NULL, "Use an outer space sky model", },
 { "SkyNormal", lfSKYNORMAL,  NULL, "Use the normal sky model", },
 { "Sequence", lfANI_SEQ,  NULL, "Place your sequence file *.seq here", },
 { "SFRandom", lfSFRANDOM,  "float", "Define the scale factor for Random numbers", },
 { "Scale", lfSCALE,"float x y and z", "Scale the objects", },
 { "scaleHeight", lfSCALEHEIGHT, "float", "Scale the height from the ground",},
 { "scaleSpeed",  lfSCALESPEED,"float", "Scale the Speed",},
 { "Show", lfSHOW,NULL,  "Show the current settings.", },
 { "Small", lfSMALL,NULL,  "Create a smaller debug screen rather than full-screen", },
 { "Sound", lfSOUND, "integer index", "Set the sound eminating from the next defined object", },
 { "SpecialEffect", lfSPECIALEFFECT,  "int", "Create a special effect. See effect.h for types",},
 { "SpecialSound", lfSPECIALSOUND,  "int", "Have the guide say something",},
 { "StartTime", lfSTARTTIME, "float", "Set the time to start an effect",},
 { "StartDemoMine", lfSTARTDEMO, "int", "Setup the startup landmine",},
 { "Static", lfSTATIC, NULL, "Use a Static Coordinate System", },
 { "Symbol",lfSYMBOL, "symbolName value", "Create a symbol variable", },
 { "Terrain", lfTERRAIN, "filename", "Create a Terrain.", },
 { "Test", lfTEST, "float", "Test token.", },
 { "timeOfDay", lfTIMEOFDAY,"float", "Set the time of day 0-2400",},
 { "timer", lfTIMER,NULL, "Start the timer",},
 { "trace", lfTRACE,NULL, "Trace the running",},
 { "Translation", lfTRANSLATION, "float x y and z", "Translate the objects", },
 { "TranslateX",lfTRANSLATEX, "float", "Translate the objects on one axis", },
 { "TranslateY",lfTRANSLATEY, "float", "Translate the objects on one axis", },
 { "TranslateZ",lfTRANSLATEZ, "float", "Translate the objects on one axis", },
 { "Tree", lfBILLBOARD, NULL, "Use the current material to make a billboard", },
 { "Variable",lfVariable, "int","Save the last object as a variable", },
 { "Verbose",lfVERBOSE,NULL,"Toggle on the verbose mode", },
 { "Version",lfVER_NUM,NULL,  "Show the version number of the ISS Dez Toolkit.", },
 { "ViewLoop", lfLOOPVIEW, "int", "1 - to loop on following paths",},
 { "VirtualMine", lfVIRTUALMINE, "int", "Like a mine, but doesn't appear", },
 { "Visible", lfVISIBLE, "int", "Set to 1 to make object toggle visibility. Be sure to set back to 0 later ",},
 { "VoiceRecognition", lfVOICERECOGNITION, NULL, "Create a connection to the Apple Voice reconition machine" },
 { "world", lfWORLD, "int", "Create a world, all subsequent objects will appear here",},
 { "WormHole", lfWORMHOLE, "int", "WormHole teleport to a particular world",},
}






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From: Markus Nikolopoulos <mani@ppvku.ericsson.se>
Message-Id: <199508160821.KAA13146@ppvku.ericsson.se>
To: info-performer@sgi.sgi.com
Subject: pfHit and discriminator functions with C++
Status: O


Hi

Is there a way to get the "userData" member of a pfSegSet from within the
discriminator function apart from declaring it global?
When doing intersection tests from a C++ object I would like to be able
to get back to the the object from the discriminator by saving the "this"
pointer in the pfSegSet.

Any ideas?


Waiting for 2.0

Markus Nikolopoulos
Ericsson InfoCom AB
Box 1038
S-65115 KARLSTAD
SWEDEN

Tel. +46 (0)54 294832
Fax. +46 (0)54 294001
e-mail:mani@einku.ericsson.se


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From: maries@baub.bwk.tue.nl (Maries van der Helm)
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maries@baub.bwk.tue.nl


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To: info-performer@sgi.sgi.com
Subject: Overlay graphics on performer
Status: O

The following question is related to page 365 of the IRIS Performer
Programming Guide, the frequently asked question "How do I overlay graphics
on top of my IRIS Performer scene?" .
For steps 3 (save and clear the projection matrix) and 5 (save and clear the
modelling matrix) of the answer what are the specific Performer calls to do
this?  Also for steps 7 and 9 (restoring the modelling and projection
matrices).
Is there an example of this anywhere in the Performer library?

Stephanie Sroczyk, JJM Systems Inc.


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Subject: DAG depth causing problem?
To: info-performer@sgi.sgi.com
Date: Wed, 16 Aug 95 13:45:39 EDT
Cc: lelkins@relay.nswc.navy.mil (Leslie R. Elkins)
X-Mailer: ELM [version 2.3 PL11]
Status: O

 Hello...
 
 I'm trying to build an articulated human figure in Performer, and I
 haven't been having the best luck.  My problems _appear_ to be related
 to having a very deep scene graph, but I'd like to confirm that.
 Specifically, when I load the whole scene up, I get a series of
 messages like:
 
 Performer Notice: Using 60Hz video rate on screen 0
 ERROR #49  too many matrix pushes: ERR_PUSHMATRIX
 ERROR #49  too many matrix pushes: ERR_PUSHMATRIX
 ...etc...
 ERROR #49  too many matrix pushes: ERR_PUSHMATRIX
 ERROR #49  too many matrix pushes: ERR_PUSHMATRIX
 Bus error (core dumped)
 
 The full scene graph at its deepest point is on the order of 100
 nodes deep (around 30 joints, going up the spine and down into the
 fingers, each with an SCS to transform to the joint location, a
 DCS for the joint, and an SCS to transform back into the next segment
 space).  Since there are a bunch of articulated parts depending on
 previous articulated parts, a simple flattening isn't appropriate.
 
 Looking at the dbx 'where' info, it appears to die in the cull process,
 nested very deep.  I'm running in single-process mode.
 
 I've never had this problem before, but then I've never tried to 
 do anything with graphs this deep, either.
 
 
 Also, to debug this problem I've tried using pfPrint to get a dump of 
 the graph.  The data it prints appears to be entirely correct, but it 
 crashes immediately after it finishes printing.  It apparently crashes 
 in pfPrint, but it munges the return address so it's hard to tell 
 what's going on...  dbx returns the following when this happens:
 
 Writing scene file test_dump.txt
 Process  1034 (demo_anthro.DBG) stopped on signal SIGBUS: Bus error (default) [<stripped>:0 ,0x63616c65]
 (dbx) where
 >  0 <stripped>() [<stripped>, 0x63616c65]
 (dbx)
 
 
 Anyway, I wondered if the 'too many matrix pushes' is due to Performer
 calling pushmatrix too many times (the gl limit is 32, right?).  If so,
 then I should be able to get around this by hacking the scene graph
 in two at some point, placing the lower half under a DCS that 
 would account for the translation down to that point, and adding that
 DCS back to the root of the graph...  But is there a similar problem
 in pfPrint, or should I keep looking for a problem somewhere else?
 
 Any nudges in the right direction will be greatly appreciated...
 
 Thanks,
 
 Les
 
 ----------------------------------------------------------------------
 lelkins@relay.nswc.navy.mil      The views expressed herein do not 
                                    represent those of NSWC, the Navy, 
 Les Elkins                         or the federal government.
 Naval Surface Warfare Center 
 Dahlgren Division                (And anybody who says otherwise is
 Silver Spring, MD                      itching for a fight...)


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


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From: ravi@radiance.com (Ravi Narasimhan Raj)
Message-Id: <9508161151.ZM5314@radiance.com>
Date: Wed, 16 Aug 1995 11:51:20 -0700
In-Reply-To: Holger Krumm <hok@hni.uni-paderborn.de>
        "! OpenFlight Format really open ? !" (Jul 31,  9:42am)
References: <199507310742.HAA02963@palladio.uni-paderborn.de>
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To: Holger Krumm <hok@hni.uni-paderborn.de>, info-performer@sgi.sgi.com
Subject: Re: ! OpenFlight Format really open ? !
Cc: ez3d@radiance.com
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I've been following this thread for sometime now! Without getting into a debate
on what formats can be deemed "open", I'd like to introduce you to Radiance
Software's OpenInventor based product series consisting of Ez3d Modeler Pro,
Ez3d VR Pro, and Ez3d VR Composer.

Ez3d Modeler 1.0.1 is currently available and includes a powerful
polygon/spline based modeling and raytracing system. Version 2.0 of Ez3d VR
(expected to be out in October this year) includes *real time* modeling tools
as well such as LevelOfDetail and complexity control for all objects, a neat
polygon reduction tool and optimized scene graph output options. Ez3d can read
in files in several different formats including Autodesk DXF, 3DStudio,
Wavefront, Alias, Softimage, etc. to name a few. It can output objects and
scene files in Wavefront, DXF, Rayshade and RenderMan formats.

I didn't include OpenInventor in the list above because Ez3d's native format is
OpenInventor. Optimized OpenInventor scene files created in Ez3d can be used
"as is" with any IRIS Performer based application. Our web page
(http://www.radiance.com/~radiance) contains more info on our products.

Regards,

Ravi
_____________________________________________________________________
Ravi N. Raj                          ravi@radiance.com
Radiance Software Int'l              Tel: (415) 962-1975
2672 Bayshore Parkway, Suite 515     Fax: (415) 962-9264
Mountain View, CA 94043              http://www.radiance.com/~radiance


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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9508161955.ZM2881@barney.reading.sgi.com>
Date: Wed, 16 Aug 1995 19:55:40 +0100
In-Reply-To: SSPSU91@aol.com
        "Overlay graphics on performer" (Aug 16,  1:15pm)
References: <950816131504_76187420@aol.com>
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On Aug 16,  1:15pm, SSPSU91@aol.com wrote:
> Subject: Overlay graphics on performer
> The following question is related to page 365 of the IRIS Performer
> Programming Guide, the frequently asked question "How do I overlay graphics
> on top of my IRIS Performer scene?" .
> For steps 3 (save and clear the projection matrix) and 5 (save and clear the
> modelling matrix) of the answer what are the specific Performer calls to do
> this?  Also for steps 7 and 9 (restoring the modelling and projection
> matrices).
> Is there an example of this anywhere in the Performer library?
>
> Stephanie Sroczyk, JJM Systems Inc.
>-- End of excerpt from SSPSU91@aol.com

Stephanie

This is covered pretty well in the info-performer archives:

ftp sgigate.sgi.com as anonymous, cd /pub/Performer/selected-topics if you ls
ther are *lots* of this in there - the code below is taken out of the file
'hud':

>From the FAQ: (Sharon Fischler)
------------
Subject:   -12- How do I overlay graphics on top of my Performer scene?
Date: 06 Oct 93 00:00:01 EST

Typically this is done to implement a heads-up display (HUD).

In the draw function callback, the basic algorithm is:

    save state with pfPushState()
    disable textures, fog, & lighting with pfBasicState()
    save & clear projection matrix
    ortho2()
    save & clear modelling matrix
    draw()
    restore modelling matrix
    restore projection matrix
    restore state with pfPopState()

Or, you can draw your static info in the overlay planes and only redraw
it when the window receives a REDRAW event (moved, resized, etc.).
Changing between drawing to the overlays and drawing to regular
bitplanes takes a big hit.

For things that need to be updated real-time, draw() would consist of:

    zfunction(ZF_ALWAYS);
    zwritemask(0x0);
    draw HUD stuff
    zfunction(ZF_LEQUAL);
    zwritemask(0xffffffff);

-----------------------------------------------------------------------------
Example: (modification of PostDraw from Perfly)

void drawHUD(pfChannel *chan) /* example function */
{
  pfPushState();
  pfBasicState();
  pfPushIdentMatrix();
  zfunction(ZF_ALWAYS);
  zwritemask(0);

/* Example of how to put into pixel coordinates.
 * Not necessary depending on requirements of GL calls
 * IE: You may want to use different coordintes instead
 */
  pfGetChanSize(chan,&chanSizeX,&chanSizeY);
  ortho2(-.5f,chanSizeX-.5f,-.5f,chanSizeY-.5f);

  **** DRAW GL JUNK HERE ****

  zfunction(ZF_LEQUAL);
  zwritemask(0xffffffff);

  pfPopMatrix();
  pfPopState();
}

void
PostDraw(pfChannel *chan, void *data)
{
  drawHUD(chan); /*** Insert this line into PostDraw in perfly ***/
  if (ViewState->stats) pfDrawChanStats(chan);
  if(chan == ViewState->masterChan) pfuCollectInput();
}


so the pfPush../pfPop... calls are the ones you are after.

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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From: "Steve Fuhrman" <steve@crusher.paradigmsim.com>
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Date: Wed, 16 Aug 1995 15:55:18 -0500
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        "Overlay graphics on performer" (Aug 16,  1:15pm)
References: <950816131504_76187420@aol.com>
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On Aug 16,  1:15pm, SSPSU91@aol.com wrote:
> Subject: Overlay graphics on performer
> The following question is related to page 365 of the IRIS Performer
> Programming Guide, the frequently asked question "How do I overlay graphics
> on top of my IRIS Performer scene?" .
> For steps 3 (save and clear the projection matrix) and 5 (save and clear the
> modelling matrix) of the answer what are the specific Performer calls to do
> this?  Also for steps 7 and 9 (restoring the modelling and projection
> matrices).
> Is there an example of this anywhere in the Performer library?
>
> Stephanie Sroczyk, JJM Systems Inc.
>
>-- End of excerpt from SSPSU91@aol.com



Hi,


  Here is an example of a pre-draw callback that draws a 2D starfield in a
  channel.

  getmatrix is a BAD call to make from a performance point of view, if you
  have the matrices cached use those values instead.  I was lazy and used
  getmatrix as this was not used in a "real-time" (30 or 60 frames per second)
  application.

  These are GL calls as opposed to Performer calls.  One of the nicest features
  of Performer is that you are not prevented from using GL or OpenGL calls as
  needed to accomplish your tasks.


static void _DrawStars(pfChannel *channel, APP *p)
{
    int i;
    Boolean zstate;
    long mode;
    static int first = TRUE;
    static pfMatrix identity, pmatrix, vmatrix;

    if (p->starMode == VG_OFF) return;

    if (first) {
        pfMakeIdentMat(identity);
        first = FALSE;
    }

 pfPushState();

    zstate = getzbuffer();

    zbuffer(FALSE);

    pfBasicState();

    pfDisable(PFEN_TEXTURE);

    mode = getmmode();

    mmode(MPROJECTION);

    getmatrix(pmatrix);

    ortho2(-0.5f, 719.5f, -0.5f, 485.5f);

    mmode(MVIEWING);

    getmatrix(vmatrix);

    loadmatrix(identity);

    cpack(0xffffffff);

    bgnpoint();
        for (i=0;i<p->numStars;i++) v2s(p->star[i]);
    endpoint();

    loadmatrix(vmatrix);

    mmode(MPROJECTION);

    loadmatrix(pmatrix);

    mmode(mode);

    zbuffer(zstate);

    pfPopState();
}


Good Luck with your application,

-- 

   Steve Fuhrman  
___________________________________________________________

   steve@paradigmsim.com   Paradigm Simulation Inc.
   voice:   214-960-2301   14900 Landmark Blvd. Suite 400
   fax:     214-960-2303   Dallas, Texas 75240
___________________________________________________________

Hamilton's Rule for Cleaning Glassware
The spot you are scrubbing is always on the other side.
Corollary:
If the spot is on the inside, you won't be able to reach it.



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Subject: 3ds
To: info-performer@sgi.sgi.com
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	Hi,

	I have Performer 1.2 and need a 3ds loader.  I heard there
is one with 2.0.  

-- 
Sean Halliday halliday@cs.sfu.ca


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To: Markus Nikolopoulos <mani@ppvku.ericsson.se>
Cc: info-performer@sgi.sgi.com
Subject: Re: pfHit and discriminator functions with C++ 
In-Reply-To: Your message of "Wed, 16 Aug 95 10:21:58 +0200."
             <199508160821.KAA13146@ppvku.ericsson.se> 
Date: Wed, 16 Aug 95 18:29:02 -0700
From: Jim Helman <jimh@surreal>
Status: O


> Is there a way to get the "userData" member of a pfSegSet from 
> within the discriminator function apart from declaring it global?

pfGetUserData(pfHit*) should do the trick.

-jim



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From: dillon@load.indianapolis.sgi.com (Ian Dillon)
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Subject: unsubscribe
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Please unsubscribe me from the Performer  mailing list.

Ian Dillon


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Date: Thu, 17 Aug 1995 10:54:23 -0700 (PDT)
From: "Paul S. Cutt" <cutt@netcom.com>
Subject: Re: 3ds
To: halliday@cs.sfu.ca
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199508162157.OAA07290@bowen>
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Hi,

For everyone's info, we supply a 3DS loader , plug comptaible with
Performer's LoadDXF function which reads 3DS and DXF files.

Thanks,

Paul

On Wed, 16 Aug 1995 halliday@cs.sfu.ca wrote:

> 	Hi,
> 
> 	I have Performer 1.2 and need a 3ds loader.  I heard there
> is one with 2.0.  
> 
> -- 
> Sean Halliday halliday@cs.sfu.ca
> 
> 


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To: info-performer@sgi.sgi.com
Subject: Defining point of rotation for pfChanViewOffsets 
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Status: O


In my stereo viewing application, I use pfChanViewOffsets
to develop the disparity between the right and left channels.
While this works well, the rotation occurs at/near the near
clipping plane (producing an image that is behind the screens).

Does anyone have a method to move this point of rotation? I'd
like to be able to define a slide in my GUI that would allow
the rotation point to be moved between the near clipping plane
and the far clipping plane (translate in Y). Thus if the slider
were at 0, rotation would be at the near clipping plane, 0.5
would be half way between near and far, and 1.0 would be at the
far clipping plane.

Is this possible with pfChanViewOffsets, or do I have to
use a series of matrix operations?

Thanks in advance.


-- 
--Bruce
-----------------------------------------------------
Bruce M. Cameron		bmc@mayo.edu
Mayo Foundation			office: (507) 284-3288
200 1st St SW			fax:    (507) 284-1428
Rochester, MN 55905		ARS WD9CKW



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Please unsubscribe me from the Performer  mailing list.


Thanks

Roland



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To: info-performer@sgi.sgi.com
Subject: Fog in 2 channels
Status: O

I have an application with 2 channels, center and left.  The center channel
is the master channel.  I set up a fog model using fog type EXP2.  In the
master channel it looks good, but in the left channel the fog looks
different.  It looks like a uniform fog type.  Is there any reason why the
fog would look different in the two channels?????
S. Sroczyk, JJM Systems Inc.


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From: mcmillan@cool.cs.nps.navy.mil (Scott McMillan)
Message-Id: <199508180127.SAA03640@cool.cs.nps.navy.mil>
Subject: Fastrak @ 30Hz
To: info-performer@sgi.sgi.com
Date: Thu, 17 Aug 1995 18:27:34 -0700 (PDT)
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Status: O

I am writing a Performer App where I am trying to insert a human into
a virtual environment using polhemus sensors to track head, arms and
torso.  I have seen some previous posts to this group regarding the
use of these sensors so I thought I would try here as well.

I want speed!  The manual says that the Fastrak device can output
a sample from all four sensors at 30 Hz.  To do this I must run in
continuous mode, at 19.2K baud (with their 16BIT binary format) or
38.4K baud (IEEE fp format).

Has anybody out there been successful doing this?  If so, would you
mind sharing the code...specifically how the termio stuff is setup.
I keep having problems with getting out of sync with the packets that
come in.

Any help would be appreciated,
scott

-- 
Scott McMillan/mcmillan@cs.nps.navy.mil/(408)656-3316/FAX (408)656-2814    
Dept. of Computer Science/Naval Postgraduate School/Monterey, CA  93943 
         URL: http://cs.nps.navy.mil/people/faculty/mcmillan/


From guest  Thu Aug 17 23:41:48 1995
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Message-Id: <n1403422826.4239c@macmail.coryphaeus.com>
Date: 17 Aug 1995 22:44:00 -0800
From: "Jordan Green" <jordan@macmail.coryphaeus.com>
Subject: Radiance or Real-time
To: "Holger Krumm" <hok@hni.uni-paderborn.de>,
        "Performer Mailing List" <info-performer@sgi.sgi.com>,
        "Ravi" <ez3d@radiance.com>
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Status: O

Certainly Ravi and Radiance have put together some nice low-end tools for 3D
modeling. As he pointed out though, his tools deal entirely with
non-real-time file formats.

The value of the Designer's Workbench(tm) file format is not only its public
domain freedom for the user but, the fact that the format is the closest
thing you can get to a Performer scenegraph without actually being in
Performer. So if real-time graphics is the issue and Performer is the vehicle
then the DWB format maximises performance.

Maximising performance means DWB can support more complex databases than
other formats such as .flt, which have benchmarked as 30%, or more slower
than DWB. The issue here is to appreciate that Performer is designed to
facilitate optimal performance (hence the name) of the best 3D real-time open
system graphics platforms in the world. Why consider reducing that benefit by
using a less than optimal database format?

I invite Ravi (and anyone else) to consider adding DWB output capability to
his tools so that those of his users interested in real-time can have the
performance benefits available from Performer apps like EasyScene. Major
players in the SGI based world of VisSim have already chosen to support the
DWB format as their first preference because of its performance benefits, as
well as the portability derived from its truly open status.

Performance is an issue the whole industry must consider because that is
where the customers will go for their business. SGI is doing a superb job
delivering hardware and software toolkits to maximise the fundamentals. If
real-time software developers share a common open format such as DWB then we
can all contribute to, and benefit from, the more rapid advancement of
performance.

Competition in an open systems environment pushes the envelope further and
faster than any one company or organisation can do alone. Ultimately, this
benefits every one in the food chain except those vendors (and their
unfortunate customers) who believe in proprietary systems and the restrictive
trade practices that such vendors must impose on their customers.

This type of competition also benefits the users by driving down the price of
the products and demanding the vendors offer clear advantages in the
technology that adds value to the common base. This is the reason that
Coryphaeus and other open companies are able to deliver superior products at
lower prices while enjoying rapid growth.

Certainly we are all in business to make money but, to sustain long term
business growth in today's world being open is a fundamental prerequisite.
Has anyone seen the "proprietary kings" of yesterday standing on top of the
heap lately??

Just some food for thought as we ponder the wonders of last week's SIGGRAPH.

Regards,

Jordan



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From: "Nathaniel Bletter" <nat@od.sri.com>
Message-Id: <9508180920.ZM23503@od.sri.com>
Date: Fri, 18 Aug 1995 09:20:39 -0700
In-Reply-To: "Bruce Cameron" <bmc@shadow.mayo.EDU>
        "Defining point of rotation for pfChanViewOffsets" (Aug 17,  3:03pm)
References: <9508171503.ZM2244@shadow.mayo.edu>
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Subject: Re: Defining point of rotation for pfChanViewOffsets
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On Aug 17,  3:03pm, Bruce Cameron wrote:
> Subject: Defining point of rotation for pfChanViewOffsets
>
> In my stereo viewing application, I use pfChanViewOffsets
> to develop the disparity between the right and left channels.
> While this works well, the rotation occurs at/near the near
> clipping plane (producing an image that is behind the screens).

Are you using a rotation offset between the two channels? This not the correct
way to do stereo pairs as it introduces vertical disparities which wrecks havoc
on your eyes after extended viewing. You should use off-axis projections
created with the pfMakePerspFrust() call, which represents how your eyes are
really positioned relative to the screen. Look at the sfly.c code on
sgigate.sgi.com ftp site for examples.

--

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



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From: "Srikanth Subramaniam" <srikanth@eng.radiance.com>
Message-Id: <9508181004.ZM18947@eng.radiance.com>
Date: Fri, 18 Aug 1995 10:04:41 -0700
In-Reply-To: "Jordan Green" <jordan@macmail.coryphaeus.com>
        "Radiance or Real-time" (Aug 17, 10:44pm)
References: <n1403422856.4239a@macmail.coryphaeus.com>
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To: info-performer@sgi.sgi.com
Subject: Re: Radiance or Real-time
Cc: srikanth@netcom.com, ravi@radiance.com
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Status: O


Hi,

Thanks for your input on Radiance's Ez3d.

I am new to this list, so hope this hasnt been discussed already: Have you
real-time guys considered VRML (Virtual Reality Modeling Language) as a
unifying format? The rest of the world is going gaga over VRML, and it has
become the format of choice for 3D on the Internet. I heard that CAD companies
are considering it as a standard data exchange format.

VRML goes (or will go) much beyond a 3D modeling format. After all, VRML
browsers are also (supposed to be!) real-time. VRML is a subset of the Open
Inventor format. In addition to basic face sets, materials, textures, and so
on, it also supports LOD. Whatever's not supported can be done thru Info nodes
(eg: time of day, object priority, etc). And if some aspects of VRML are not
suitable for high-end real-time, you could take a subset. VRML 2.0 will also
support behaviors, interaction, 3D sound, and so on, which are also useful for
high-end real-time.

Parsers for VRML are available in Public domain. What's more, any Open Inventor
loader should also work with VRML, so Performer is already in on it.

While it is true that many OpenInventor/VRML files can be non-optimal and
non-realtime, optimized geometry (with LOD) can be represented in VRML - the
latter kind is only kind real-time people deal with anyway. In other words,
Performer scenes can be represented as VRML ****without any loss in
performance.***

This will allow the high-end real-time community to make use of the thousands
of clip-art objects that are popping up on the Web these days, and be part of
the "mainstream" while not sacrificing performance. These clip objects are not
the traditional animation-type objects with zillions of polys. These are
specifically geared toward 3D Web browsers and are quite optimal.

The other advantage is that your tools/toolkits will be a natural upgrade path
for people or corporations who want to go from toys to "real" VR - will be good
business for Performer, Coryphaeus, Paradigm, and others (as well as Radiance,
which is trying to straddle both ends!). In fact, that will be a good marketing
strategy for SGI to sell their high-end to a broader market.

It will be informative to hear why VRML may not be appropriate. I can post the
VRML specification on this mailing list if there is interest. Else look at
http://www.sgi.com/Products/WebFORCE and follow links from there.

-Srikanth





-- 
-Srikanth

___________________________________________________________________
Srikanth Subramaniam            srikanth@eng.radiance.com
Radiance Software Intl          tel: (415) 324-9658 
1726, Francisco Street          fax: (510) 848-7613 
Berkeley, CA 94703              http://www.radiance.com/~radiance
___________________________________________________________________


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Date: Fri, 18 Aug 1995 13:11:23 -0500
From: Renee Maheshwari <renee@reality.psych.umn.edu>
Subject: loaders
In-Reply-To: "Srikanth Subramaniam" <srikanth@eng.radiance.com>
 "Re: Radiance or Real-time" (Aug 18, 10:04am)
To: info-performer@sgi.sgi.com
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References: <n1403422856.4239a@macmail.coryphaeus.com>
 <9508181004.ZM18947@eng.radiance.com>
Status: O



Hello,

Has anyone worked with Bentley Software's MicroStation CAD, and tried to open
models created in there in Performer?  The native file format is .dgn - it's an
IGDS file format.  Right now, we're trying to save the file as AutoCad dwg or
dxf and then load it into Performer, but running into problems when converting
the B-Spline surfaces to Polygon meshes, which seem to give us unconnected
segments.  Has anyone tried the same thing?  Our other option is to save it as
an IGES file, but we would need to create/find a loader for that.  Has anyone
done that perhaps, or is that possible to do?

	Thanks for any help,

	Renee


-- 
___    _          _   _   *********************************************
 /_)  (_  /\  /  (_  (_   Renee Maheshwari
/ \  (_  /  \/  (_  (_    Programmer, Human Factors Research Laboratory
			  University of Minnesota
***********************************************************************


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	id AA05021; Fri, 18 Aug 95 11:34:09 PDT
Date: Fri, 18 Aug 95 11:34:09 PDT
From: stiles@aic.lockheed.com (Randy Stiles)
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To: srikanth@eng.radiance.com
Cc: info-performer@sgi.sgi.com, srikanth@netcom.com, ravi@radiance.com
In-Reply-To: <9508181004.ZM18947@eng.radiance.com> (srikanth@eng.radiance.com)
Subject: Re: Radiance or Real-time
Status: O

Hi Srikanth,

Alot of us on info-performer also follow/contribute to the vrml activities
for format and behavior.  I'm sure those who don't, but are curious people,
will use your info to check it out.

Speaking for myself, I like the VRML format, and find its similarity
to the Inventor format that Performer can NOW load correctly to be 
very convenient...

   From: "Srikanth Subramaniam" <srikanth@eng.radiance.com>
   Date: Fri, 18 Aug 1995 10:04:41 -0700

   I am new to this list, so hope this hasnt been discussed already: Have you
   real-time guys considered VRML (Virtual Reality Modeling Language) as a
   unifying format? The rest of the world is going gaga over VRML, and it has
   become the format of choice for 3D on the Internet. I heard that CAD companies
   are considering it as a standard data exchange format.

   ...


-Randy Stiles

// Randy Stiles             Office: 415.354.5256       Orgn 9620 Bldg 255
// stiles@aic.lockheed.com  Fax: 415.354.5235          3251 Hanover Street 
// Lockheed AI Center       Lab: 415.424.2690          Palo Alto, CA 94304-1191
// http://hitchhiker.space.lockheed.com/~stiles/HOME.html





From guest  Fri Aug 18 11:45:35 1995
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Date: Fri, 18 Aug 1995 14:57:10 -0400 (EDT)
From: Michael Kelley <kelleym@csto.snap.org>
X-Sender: kelleym@galileo.hpc.org
To: Renee Maheshwari <renee@reality.psych.umn.edu>
Cc: info-performer@sgi.sgi.com
Subject: Re: loaders
In-Reply-To: <9508181311.ZM1622@reality.psych.umn.edu>
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You could save the .dgn to .dxf or IGES, convert it over to the OpenInventor
format (using /usr/lib/Showcase/ift/DxfToIv for .dxf, or Acuris
(phone 413-329-1969 or email 3dsoftware@acuris.com) they have an alpha 
loader for converting from IGES to Open Inventor), then use the OpenInventor
Performer loader.

On Fri, 18 Aug 1995, Renee Maheshwari wrote:

> 
> 
> Hello,
> 
> Has anyone worked with Bentley Software's MicroStation CAD, and tried to open
> models created in there in Performer?  The native file format is .dgn - it's an
> IGDS file format.  Right now, we're trying to save the file as AutoCad dwg or
> dxf and then load it into Performer, but running into problems when converting
> the B-Spline surfaces to Polygon meshes, which seem to give us unconnected
> segments.  Has anyone tried the same thing?  Our other option is to save it as
> an IGES file, but we would need to create/find a loader for that.  Has anyone
> done that perhaps, or is that possible to do?
> 
____________________________________________________________________
Michael Kelley
Systems Programmer
Information Sciences Institute
kelleym@csto.snap.org
(703) 243-9422

____________________________________________________________________



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	Can two RealityEngine2 pipes share the same MCO or do you need 
an MCO per pipe?
-- 
Sean Halliday halliday@cs.sfu.ca


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From: "`Bwana' Bob Buckley" <bbuckley@ctaeng.com>
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Date: Fri, 18 Aug 1995 13:52:57 -0600
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Subject: IngigoII/Impact Performance Comparisons?
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I've checked out the IndigoII/Impact www pages and have found no comparisons to
the Realtiy Engines. Is anyone aware of comparsions, other than pure numbers? I
understand that no multisampling is avaialable on the Impact hence, no Fade LOD
or antialiasing. What about detail texture? Does it have H/W zbuffer and
texturing? What other differences exist? From the numbers it looks exactly like
a 1RM RE1.

Thanks


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


From guest  Fri Aug 18 13:50:14 1995
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        "IngigoII/Impact Performance Comparisons?" (Aug 18,  1:52pm)
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No multi-processing also, I believe.

--

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


From guest  Fri Aug 18 18:04:36 1995
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Date:     Fri, 18 Aug 95 21:01:45 EDT
From: Tim Rohaly <rohaly@ARL.MIL>
To: info-performer@sgi.sgi.com
Cc: Michael Kelley <kelleym@csto.snap.org>,
        Renee Maheshwari <renee@reality.psych.umn.edu>
Subject:  Re:  loaders
Message-Id:  <9508182101.aa05907@SMOKEY.ARL.MIL>
Status: O


Michael Kelley <kelleym@csto.snap.org> wrote:
> You could save the .dgn to .dxf or IGES, convert it over to the OpenInventor
> format (using /usr/lib/Showcase/ift/DxfToIv for .dxf, or Acuris
> (phone 413-329-1969 or email 3dsoftware@acuris.com) they have an alpha 
> loader for converting from IGES to Open Inventor), then use the OpenInventor
> Performer loader.
> 
> On Fri, 18 Aug 1995, Renee Maheshwari wrote:
>
> > 
> > 
> > Hello,
> > 
> > Has anyone worked with Bentley Software's MicroStation CAD, and tried to open
> > models created in there in Performer?  The native file format is .dgn - it's an> IGDS file format.  Right now, we're trying to save the file as AutoCad dwg or
> > dxf and then load it into Performer, but running into problems when converting
> > the B-Spline surfaces to Polygon meshes, which seem to give us unconnected
> > segments.  Has anyone tried the same thing?  Our other option is to save it as
> > an IGES file, but we would need to create/find a loader for that.  Has anyone
> > done that perhaps, or is that possible to do?
> > 
> ____________________________________________________________________
> Michael Kelley
> Systems Programmer
> Information Sciences Institute
> kelleym@csto.snap.org
> (703) 243-9422
> 
> ____________________________________________________________________
> 
> 

Actually, the translators are released now - free to SGI customers
(this means you!).  And Acuris has been renamed to Abaco Systems, Inc.


To get the translators,

% ftp via.net
Name: anonymous
331 Guest login ok, send your complete e-mail address as password.
Password:
ftp> bin
ftp> get pub/abaco/ivtrans/sgi/alltoiv_v1.tar 
ftp> exit


You will get translators which will translate from
3DStudio, Alias, DXF, Iges, Wavefront, and Softimage to Inventor.
Your software should be able to generate at least one of these?
Then use the Open Inventor loader ...


Tim.


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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: Fri, 18 Aug 1995 18:00:52 PST
Subject: Re: Flt model illumination? 
Status: O

        Reply to:   RE>Flt model illumination?
>From: mtorres@arl.mil (Torres Mario 678-3280 AMSRL-BE-M)
>Message-Id: <9508152136.AA12765@mercury.arl.mil>
>Subject: Flt model illumination?
>To: info-performer@sgi.com
>Date: Tue, 15 Aug 95 15:36:45 MDT
>
> Hello,
>
> Is there a way to illuminate a multigen model (geoset)?  I've tried 
>placing a Light on a helicopter group after LoadFlt but the light also 
>affects other objects, terrain, in the scene.  I understand that it is 
>possible to illuminate a geoset (and only the geoset) through 
>manipulation of its gstate light (?).   However, the problem with 
>multigen models is that one does not  have access (or do we?) to all the 
>attributes of a model like the geosets, gstates, materials etc.  All I 
>seem to be able to get access to is the texture.
>
>  Thanks in advance,
>
> Mario

Mario ... you have access to the entire scene graph.  Briefly:

1) Enable the OpenFlight loader's callback function and get the
    specific objects of interest including the associated pfNode.
    See the readme file and pfflt.h for details [or I can email you].

2) Traverse the pfScene looking for the pfNode or pfObject of interest.

Once you have the pfNode you can attach pre/post draw callbacks to
enable/disable the pfLight(s).  If the light is left on it will affect the
scene elements drawn afterwards.  Also the light's position is
determined by the current GL ModelView matrix at the time it's
enabled (pfLightOn).

Alternatively, you can search down to the pfGeoSet's and fetch their
pfGeoState's and attach pfLight's to them.  But you have to be sure that
only the pfGeoSets of interest are using that geostate.

BTW: OpenFlight V14.2 allows you to model the light sources directly.

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: Fri, 18 Aug 1995 20:15:42 -0700
From: aschaffe (Allan Schaffer)
Message-Id: <199508190315.UAA10626@holodeck.asd.sgi.com>
To: info-performer@sgihub.corp.sgi.com
Subject: Administrivia
Status: O


It was good to see so many of you in Los Angeles during the SIGGRAPH
conference.  My estimate was that 125-150 fellow Performerites joined
us at the packed Friends of Performer session Wednesday evening.

Taking care of some info-performer administrivia:

  - June and July 95 archives have been added to the FTP site
    ftp://sgigate.sgi.com/pub/Performer/monthly-archives/

  - readership is on the rise again: 646 subscribers averaging ~200
    postings per month

Also, be sure to wash those Performer t-shirts inside-out in the
cold cycle, separate from your whites.  (just ask Javier)

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


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To: info-performer@sgi.sgi.com
From: karelse@xs4all.nl (karelse)
Subject: Culling performance
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Status: O

Hi,

I am estimating polygon requirements for a cross-country
ground-vehicle simulation.
Are there any figures known about the amount of polygons that
Performers discards by culling ground scenes?
Can you give me your thoughts on the amount of polygons in a 
highly-detailed terrain?

thanks in advance,

Rombout Karelse



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From: "Srikanth Subramaniam" <srikanth@eng.radiance.com>
Message-Id: <9508190954.ZM27505@eng.radiance.com>
Date: Sat, 19 Aug 1995 09:54:38 -0700
In-Reply-To: stiles@aic.lockheed.com (Randy Stiles)
        "Re: Radiance or Real-time" (Aug 18, 11:34am)
References: <9508181834.AA05021@aic.lockheed.com>
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--
--PART-BOUNDARY=.19508190954.ZM27505.radiance.com
Content-Type: text/plain; charset=us-ascii

Hi,

A couple of people asked me to post the VRML spec on the list. Here it is..
(it's long).

Lots more info abt VRML, the VRML repository and VRML-related products can be
found in http://www.sdsc.edu/vrml

-Srikanth

-- 
-Srikanth

___________________________________________________________________
Srikanth Subramaniam            srikanth@eng.radiance.com
Radiance Software Intl          tel: (415) 324-9658 
1726, Francisco Street          fax: (510) 848-7613 
Berkeley, CA 94703              http://www.radiance.com/~radiance
___________________________________________________________________

--PART-BOUNDARY=.19508190954.ZM27505.radiance.com
X-Zm-Content-Name: VRML.spec
Content-Description: Text
Content-Type: text/plain ; name="VRML.spec" ; charset=us-ascii


   VRML
   
                     THE VIRTUAL REALITY MODELING LANGUAGE
                                       
Version 1.0 Specification

   26-MAY-95
   
     Gavin Bell, Silicon Graphics, Inc.
     Anthony Parisi, Intervista Software
     Mark Pesce, VRML List Moderator
     
   
   
   
     _________________________________________________________________
   
   
   
  ACKNOWLEDGEMENTS
  
     I want to thank three people who have been absolutely instrumental
     in the design process: Brian Behlendorf, whose drive (and disk
     space) made this process happen; and Tony Parisi and Gavin Bell, the
     final authors of this specification, who have put in a great deal of
     design work, ensuring that we have a satisfactory product. My hat
     goes off to all of them, and to all of you who have made this
     process a success.
     
   
   
   Mark Pesce
   
     I would like to add a personal note of thanks to Jan Hardenbergh of
     Oki Advanced Products for his diligent efforts to keep the
     specification process on track, and his invaluable editing
     assistance. I would also like to acknowledge Chris Marrin of Silicon
     Graphics for his timely contributions to the final design.
     
   
   
   Tony Parisi
   
  REVISION HISTORY
  
     * First Draft - November 2, 1994
     * Second Draft - May 8, 1995
     * Third Draft - May 26, 1995
       
  TABLE OF CONTENTS
  
     * Introduction
       
          + VRML Mission Statement
          + History
          + Version 1.0 Requirements
   
       
     * Language Specification
       
          + Language Basics
          + Coordinate System
          + Fields
          + Nodes
          + Instancing
          + Extensibility
          + An Example
   
       
     * Browser Considerations
       
          + File Extensions
          + MIME Types
   
   
   
   
     _________________________________________________________________
   
   
   
                                 INTRODUCTION
                                       
   The Virtual Reality Modeling Language (VRML) is a language for
   describing multi-participant interactive simulations -- virtual worlds
   networked via the global Internet and hyperlinked with the World Wide
   Web. All aspects of virtual world display, interaction and
   internetworking can be specified using VRML. It is the intention of
   its designers that VRML become the standard language for interactive
   simulation within the World Wide Web.
   
   The first version of VRML allows for the creation of virtual worlds
   with limited interactive behavior. These worlds can contain objects
   which have hyperlinks to other worlds, HTML documents or other valid
   MIME types. When the user selects an object with a hyperlink, the
   appropriate MIME viewer is launched. When the user selects a link to a
   VRML document from within a correctly configured WWW browser, a VRML
   viewer is launched. Thus VRML viewers are the perfect companion
   applications to standard WWW browsers for navigating and visualizing
   the Web. Future versions of VRML will allow for richer behaviors,
   including animations, motion physics and real-time multi-user
   interaction.
   
   This document specifies the features and syntax of Version 1.0 of
   VRML.
   
VRML Mission Statement

   The history of the development of the Internet has had three distinct
   phases; first, the development of the TCP/IP infrastructure which
   allowed documents and data to be stored in a proximally independent
   way; that is, Internet provided a layer of abstraction between data
   sets and the hosts which manipulated them. While this abstraction was
   useful, it was also confusing; without any clear sense of "what went
   where", access to Internet was restricted to the class of sysops/net
   surfers who could maintain internal cognitive maps of the data space.
   
   Next, Tim Berners-Lee's work at CERN, where he developed the
   hypermedia system known as World Wide Web, added another layer of
   abstraction to the existing structure. This abstraction provided an
   "addressing" scheme, a unique identifier (the Universal Resource
   Locator), which could tell anyone "where to go and how to get there"
   for any piece of data within the Web. While useful, it lacked
   dimensionality; there's no there there within the web, and the only
   type of navigation permissible (other than surfing) is by direct
   reference. In other words, I can only tell you how to get to the VRML
   Forum home page by saying, "http://www.wired.com/", which is not
   human-centered data. In fact, I need to make an effort to remember it
   at all. So, while the World Wide Web provides a retrieval mechanism to
   complement the existing storage mechanism, it leaves a lot to be
   desired, particularly for human beings.
   
   Finally, we move to "perceptualized" Internetworks, where the data has
   been sensualized, that is, rendered sensually. If something is
   represented sensually, it is possible to make sense of it. VRML is an
   attempt (how successful, only time and effort will tell) to place
   humans at the center of the Internet, ordering its universe to our
   whims. In order to do that, the most important single element is a
   standard that defines the particularities of perception. Virtual
   Reality Modeling Language is that standard, designed to be a
   universal description language for multi-participant simulations.
   
   These three phases, storage, retrieval, and perceptualization are
   analogous to the human process of consciousness, as expressed in terms
   of semantics and cognitive science. Events occur and are recorded
   (memory); inferences are drawn from memory (associations), and from
   sets of related events, maps of the universe are created (cognitive
   perception). What is important to remember is that the map is not
   the territory, and we should avoid becoming trapped in any single
   representation or world-view. Although we need to design to avoid
   disorientation, we should always push the envelope in the kinds of
   experience we can bring into manifestation!
   
   This document is the living proof of the success of a process that was
   committed to being open and flexible, responsive to the needs of a
   growing Web community. Rather than re-invent the wheel, we have
   adapted an existing specification (Open Inventor) as the basis from
   which our own work can grow, saving years of design work and perhaps
   many mistakes. Now our real work can begin; that of rendering our
   noospheric space.
   
History

   VRML was conceived in the spring of 1994 at the first annual World
   Wide Web Conference in Geneva, Switzerland. Tim Berners-Lee and Dave
   Raggett organized a Birds-of-a-Feather (BOF) session to discuss
   Virtual Reality interfaces to the World Wide Web. Several BOF
   attendees described projects already underway to build three
   dimensional graphical visualization tools which interoperate with the
   Web. Attendees agreed on the need for these tools to have a common
   language for specifying 3D scene description and WWW hyperlinks -- an
   analog of HTML for virtual reality. The term Virtual Reality Markup
   Language (VRML) was coined, and the group resolved to begin
   specification work after the conference. The word 'Markup' was later
   changed to 'Modeling' to reflect the graphical nature of VRML.
   
   Shortly after the Geneva BOF session, the www-vrml mailing list was
   created to discuss the development of a specification for the first
   version of VRML. The response to the list invitation was overwhelming:
   within a week, there were over a thousand members. After an initial
   settling-in period, list moderator Mark Pesce of Labyrinth Group
   announced his intention to have a draft version of the specification
   ready by the WWW Fall 1994 conference, a mere five months away. There
   was general agreement on the list that, while this schedule was
   aggressive, it was achievable provided that the requirements for the
   first version were not too ambitious and that VRML could be adapted
   from an existing solution. The list quickly agreed upon a set of
   requirements for the first version, and began a search for
   technologies which could be adapted to fit the needs of VRML.
   
   The search for existing technologies turned up a several worthwhile
   candidates. After much deliberation the list came to a consensus: the
   Open Inventor ASCII File Format from Silicon Graphics, Inc. The
   Inventor File Format supports complete descriptions of 3D scenes with
   polygonally rendered objects, lighting, materials, ambient properties
   and realism effects. A subset of the Inventor File Format, with
   extensions to support networking, forms the basis of VRML. Gavin Bell
   of Silicon Graphics has adapted the Inventor File Format for VRML,
   with design input from the mailing list. SGI has publicly stated that
   the file format is available for use in the open market, and have
   contributed a file format parser into the public domain to bootstrap
   VRML viewer development.
   
Version 1.0 Requirements

   VRML 1.0 is designed to meet the following requirements:
   
     * Platform independence
     * Extensibility
     * Ability to work well over low-bandwidth connections
       
   
   
   As with HTML, the above are absolute requirements for a network
   language standard; they should need little explanation here.
   
   Early on the designers decided that VRML would not be an extension to
   HTML. HTML is designed for text, not graphics. Also, VRML requires
   even more finely tuned network optimizations than HTML; it is expected
   that a typical VRML scene will be composed of many more "inline"
   objects and served up by many more servers than a typical HTML
   document. Moreover, HTML is an accepted standard, with existing
   implementations that depend on it. To impede the HTML design process
   with VRML issues and constrain the VRML design process with HTML
   compatibility concerns would be to do both languages a disservice. As
   a network language, VRML will succeed or fail independent of HTML.
   
   It was also decided that, except for the hyperlinking feature, the
   first version of VRML would not support interactive behaviors. This
   was a practical decision intended to streamline design and
   implementation. Design of a language for describing interactive
   behaviors is a big job, especially when the language needs to express
   behaviors of objects communicating on a network. Such languages do
   exist; if we had chosen one of them, we would have risked getting into
   a "language war." People don't get excited about the syntax of a
   language for describing polygonal objects; people get very excited
   about the syntax of real languages for writing programs. Religious
   wars can extend the design process by months or years. In addition,
   networked inter-object operation requires brokering services such as
   those provided by CORBA or OLE, services which don't exist yet within
   WWW; we would have had to invent them. Finally, by keeping behaviors
   out of Version 1, we have made it a much smaller task to implement a
   viewer. We acknowledge that support for arbitrary interactive
   behaviors is critical to the long-term success of VRML; they will be
   included in Version 2.
   
   
     _________________________________________________________________
   
   
   
                            LANGUAGE SPECIFICATION
                                       
   The language specification is divided into the following sections:
   
     * Language Basics
     * Coordinate System
     * Fields
     * Nodes
     * Instancing
     * Extensibility
     * An Example
       
   
   
Language Basics

   At the highest level of abstraction, VRML is just a way for objects to
   read and write themselves. Theoretically, the objects can contain
   anything -- 3D geometry, MIDI data, JPEG images, anything. VRML
   defines a set of objects useful for doing 3D graphics. These objects
   are called Nodes.
   
   Nodes are arranged in hierarchical structures called scene graphs.
   Scene graphs are more than just a collection of nodes; the scene graph
   defines an ordering for the nodes. The scene graph has a notion of
   state -- nodes earlier in the scene can affect nodes that appear
   later in the scene. For example, a Rotation or Material node will
   affect the nodes after it in the scene. A mechanism is defined to
   limit the effects of properties (separator nodes), allowing parts of
   the scene graph to be functionally isolated from other parts.
   
   A node has the following characteristics:
   
     * What kind of object it is. A node might be a cube, a sphere, a
       texture map, a transformation, etc.
       
     * The parameters that distinguish this node from other nodes of the
       same type. For example, each Sphere node might have a different
       radius, and different texture maps nodes will certainly contain
       different images to use as the texture maps. These parameters are
       called Fields. A node can have 0 or more fields.
       
     * A name to identify this node. Being able to name nodes and refer
       to them elsewhere is very powerful; it allows a scene's author to
       give hints to applications using the scene about what is in the
       scene, and creates possibilities for very powerful scripting
       extensions. Nodes do not have to be named, but if they are named,
       they can have only one name. However, names do not have to be
       unique-- several different nodes may be given the same name.
       
     * Child nodes. Object hierarchy is implemented by allowing some
       types of nodes to contain other nodes. Parent nodes traverse their
       children in order during rendering. Nodes that may have children
       are referred to as group nodes. Group nodes can have zero or
       more children.
       
   
   
   The syntax chosen to represent these pieces of information is
   straightforward:
   

DEF objectname objecttype { fields  children }

   
   
   Only the object type and curly braces are required; nodes may or may
   not have a name, fields, and children.
   
   Node names must not begin with a digit, and must not contain spaces or
   control characters, single or double quote characters, backslashes,
   curly braces, the plus character or the period character.
   
   For example, this file contains a simple scene defining a view of a
   red cone and a blue sphere, lit by a directional light:
   

#VRML V1.0 ascii
Separator {
    DirectionalLight {
        direction 0 0 -1  # Light shining from viewer into scene
    }
    PerspectiveCamera {
        position    -8.6 2.1 5.6
        orientation -0.1352 -0.9831 -0.1233  1.1417
        focalDistance       10.84
    }
    Separator {   # The red sphere
        Material {
            diffuseColor 1 0 0   # Red
        }
        Translation { translation 3 0 1 }
        Sphere { radius 2.3 }
    }
    Separator {  # The blue cube
        Material {
            diffuseColor 0 0 1  # Blue
        }
        Transform {
            translation -2.4 .2 1
            rotation 0 1 1  .9
        }
        Cube {}
    }
}

   
   
  GENERAL SYNTAX
  
   For easy identification of VRML files, every VRML file must begin with
   the characters:
   

#VRML V1.0 ascii

   
   
   Any characters after these on the same line are ignored. The line is
   terminated by either the ASCII newline or carriage-return characters.
   
   The '#' character begins a comment; all characters until the next
   newline or carriage return are ignored. The only exception to this is
   within string fields, where the '#' character will be part of the
   string.
   
   Note: Comments and whitespace may not be preserved; in particular, a
   VRML document server may strip comments and extraneous whitespace from
   a VRML file before transmitting it. Info nodes should be used for
   persistent information like copyrights or author information. Info
   nodes could also be used for object descriptions.
   
   Blanks, tabs, newlines and carriage returns are whitespace characters
   wherever they appear outside of string fields. One or more whitespace
   characters separates the syntactical entities in VRML files, where
   necessary.
   
   After the required header, a VRML file contains exactly one VRML node.
   That node may of course be a group node, containing any number of
   other nodes.
   
Coordinate System

   VRML uses a cartesian, right-handed, 3-dimensional coordinate system.
   By default, objects are projected onto a 2-dimensional device by
   projecting them in the direction of the positive Z axis, with the
   positive X axis to the right and the positive Y axis up. A camera or
   modeling transformation may be used to alter this default projection.
   
   The standard unit for lengths and distances specified is meters. The
   standard unit for angles is radians.
   
Fields

   There are two general classes of fields; fields that contain a single
   value (where a value may be a single number, a vector, or even an
   image), and fields that contain multiple values. Single-valued fields
   all have names that begin with "SF", multiple-valued fields have names
   that begin with "MF". Each field type defines the format for the
   values it writes.
   
   Multiple-valued fields are written as a series of values separated by
   commas, all enclosed in square brackets. If the field has zero values
   then only the square brackets ("[]") are written. The last may
   optionally be followed by a comma. If the field has exactly one value,
   the brackets may be omitted and just the value written. For example,
   all of the following are valid for a multiple-valued field containing
   the single integer value 1:
   

1
[1,]
[ 1 ]

   
   
  SFBITMASK
  
   A single-value field that contains a mask of bit flags. Nodes that use
   this field class define mnemonic names for the bit flags. SFBitMasks
   are written to file as one or more mnemonic enumerated type names, in
   this format:
   

( flag1 | flag2 | ... )

   
   
   If only one flag is used in a mask, the parentheses are optional.
   These names differ among uses of this field in various node classes.
   
  SFBOOL
  
   A field containing a single boolean (true or false) value. SFBools may
   be written as 0 (representing FALSE), 1, TRUE, or FALSE.
   
  SFCOLOR
  
   A single-value field containing a color. SFColors are written to file
   as an RGB triple of floating point numbers in standard scientific
   notation, in the range 0.0 to 1.0.
   
  SFENUM
  
   A single-value field that contains an enumerated type value. Nodes
   that use this field class define mnemonic names for the values.
   SFEnums are written to file as a mnemonic enumerated type name. The
   name differs among uses of this field in various node classes.
   
  SFFLOAT
  
   A field that contains one single-precision floating point number.
   SFFloats are written to file in standard scientific notation.
   
  SFIMAGE
  
   A field that contain an uncompressed 2-dimensional color or greyscale
   image.
   
   SFImages are written to file as three integers representing the width,
   height and number of components in the image, followed by width*height
   hexadecimal values representing the pixels in the image, separated by
   whitespace. A one-component image will have one-byte hexadecimal
   values representing the intensity of the image. For example, 0xFF is
   full intensity, 0x00 is no intensity. A two-component image puts the
   intensity in the first (high) byte and the transparency in the second
   (low) byte. Pixels in a three-component image have the red component
   in the first (high) byte, followed by the green and blue components
   (so 0xFF0000 is red). Four-component images put the transparency byte
   after red/green/blue (so 0x0000FF80 is semi-transparent blue). A value
   of 1.0 is completely transparent, 0.0 is completely opaque. Note: each
   pixel is actually read as a single unsigned number, so a 3-component
   pixel with value "0x0000FF" can also be written as "0xFF" or "255"
   (decimal). Pixels are specified from left to right, bottom to top. The
   first hexadecimal value is the lower left pixel of the image, and the
   last value is the upper right pixel.
   
   For example,
   
   1 2 1 0xFF 0x00
   
   is a 1 pixel wide by 2 pixel high greyscale image, with the bottom
   pixel white and the top pixel black. And:
   
   2 4 3 0xFF0000 0xFF00 0 0 0 0 0xFFFFFF 0xFFFF00
   
   is a 2 pixel wide by 4 pixel high RGB image, with the bottom left
   pixel red, the bottom right pixel green, the two middle rows of pixels
   black, the top left pixel white, and the top right pixel yellow.
   
  SFLONG
  
   A field containing a single long (32-bit) integer. SFLongs are written
   to file as an integer in decimal, hexadecimal (beginning with '0x') or
   octal (beginning with '0') format.
   
  SFMATRIX
  
   A field containing a transformation matrix. SFMatrices are written to
   file in row-major order as 16 floating point numbers separated by
   whitespace. For example, a matrix expressing a translation of 7.3
   units along the X axis is written as:
   

1 0 0 0  0 1 0 0  0 0 1 0  7.3 0 0 1

   
   
  SFROTATION
  
   A field containing an arbitrary rotation. SFRotations are written to
   file as four floating point values separated by whitespace. The 4
   values represent an axis of rotation followed by the amount of
   right-handed rotation about that axis, in radians. For example, a 180
   degree rotation about the Y axis is:
   

0 1 0  3.14159265

   
   
  SFSTRING
  
   A field containing an ASCII string (sequence of characters). SFStrings
   are written to file as a sequence of ASCII characters in double quotes
   (optional if the string doesn't contain any whitespace). Any
   characters (including newlines) may appear within the quotes. To
   include a double quote character within the string, precede it with a
   backslash. For example:
   

Testing
"One, Two, Three"
"He said, \"Immel did it!\""

   
   
   are all valid strings.
   
  SFVEC2F
  
   Field containing a two-dimensional vector. SFVec2fs are written to
   file as a pair of floating point values separated by whitespace.
   
  SFVEC3F
  
   Field containing a three-dimensional vector. SFVec3fs are written to
   file as three floating point values separated by whitespace.
   
  MFCOLOR
  
   A multiple-value field that contains any number of RGB colors.
   MFColors are written to file as one or more RGB triples of floating
   point numbers in standard scientific notation. When more than one
   value is present, all of the values must be enclosed in square
   brackets and separated by commas. For example:
   

[ 1.0 0.0 0.0, 0 1 0, 0 0 1 ]

   
   
   represents the three colors red, green, and blue.
   
  MFLONG
  
   A multiple-value field that contains any number of long (32-bit)
   integers. MFLongs are written to file as one or more integer values,
   in decimal, hexadecimal or octal format. When more than one value is
   present, all the values are enclosed in square brackets and separated
   by commas; for example:
   

[ 17, -0xE20, -518820 ]

   
   
  MFVEC2F
  
   A multiple-value field that contains any number of two-dimensional
   vectors. MFVec2fs are written to file as one or more pairs of floating
   point values separated by whitespace. When more than one value is
   present, all of the values are enclosed in square brackets and
   separated by commas; for example:
   

[ 0 0, 1.2 3.4, 98.6 -4e1 ]

   
   
  MFVEC3F
  
   A multiple-value field that contains any number of three-dimensional
   vectors. MFVec3fs are written to file as one or more triples of
   floating point values separated by whitespace. When more than one
   value is present, all of the values are enclosed in square brackets
   and separated by commas; for example:
   

[ 0 0 0, 1.2 3.4 5.6, 98.6 -4e1 212 ]

   
   
Nodes

   VRML defines several different classes of nodes. Most of the nodes can
   be classified into one of three categories; shape, property or group.
   Shape nodes define the geometry in the scene. Conceptually, they are
   the only nodes that draw anything. Property nodes affect the way
   shapes are drawn. And grouping nodes gather other nodes together,
   allowing collections of nodes to be treated as a single object. Some
   group nodes also control whether or not their children are drawn.
   
   Nodes may contain zero or more fields. Each node type defines the
   type, name, and default value for each of its fields. The default
   value for the field is used if a value for the field is not specified
   in the VRML file. The order in which the fields of a node are read is
   not important; for example, "Cube { width 2 height 4 depth 6 }" and
   "Cube { height 4 depth 6 width 2 }" are equivalent.
   
   Here are the 36 nodes grouped by type. The first group are the shape
   nodes. These specify geometry:
   
   AsciiText, Cone, Cube, Cylinder, IndexedFaceSet, IndexedLineSet,
   PointSet, Sphere,
   
   The second group are the properties. These can be further grouped into
   properties of the geometry and its appearance, matrix or transform
   properties, and cameras and lights: Coordinate3, FontStyle, Info, LOD,
   Material, MaterialBinding, Normal, NormalBinding, Texture2,
   Texture2Transform, TextureCoordinate2, ShapeHints
   
   MatrixTransform, Rotation, Scale, Transform, Translation
   
   OrthographicCamera, PerspectiveCamera
   
   DirectionalLight, PointLight, SpotLight
   
   These are the group nodes:
   
   Group, Separator, Switch, TransformSeparator, WWWAnchor
   
   Finally, the WWWInline node does not fit neatly into any category.
   
   WWWInline
   
  ASCIITEXT
  
   
   
   This node represents strings of text characters from the ASCII coded
   character set. The first string is rendered with its baseline at
   (0,0,0). All subsequent strings advance y by -(size * spacing).
   See FontStyle for a description of the size field. The
   justification field determines the placement of the strings in the
   x dimension. LEFT (the default) places the left edge of each string at
   x=0. CENTER places the center of each string at x=0. RIGHT places the
   right edge of each string at x=0. Text is rendered from left to right,
   top to bottom in the font set by FontStyle. The width field defines a
   suggested width constraint for each string. The default is to use the
   natural width of each string. Setting any value to 0 indicates the
   natural width should be used for that string.
   
   The text is transformed by the current cumulative transformation and
   is drawn with the current material and texture.
   
   Textures are applied to 3D text as follows. The texture origin is at
   the origin of the first string, as determined by the justification.
   The texture is scaled equally in both S and T dimensions, with the
   font height representing 1 unit. S increases to the right. The T
   origin can occur anywhere along each character, depending on how that
   character's outline is defined.

JUSTIFICATION
     LEFT     Align left edge of text to origin
     CENTER   Align center of text to origin
     RIGHT    Align right edge of text to origin

FILE FORMAT/DEFAULTS
     AsciiText {
          string         ""    # MFString
          spacing        1     # SFFloat
          justification  LEFT  # SFEnum
          width          0     # MFFloat
     }

   
   
  CONE
  
   This node represents a simple cone whose central axis is aligned with
   the y-axis. By default, the cone is centered at (0,0,0) and has a size
   of -1 to +1 in all three directions. The cone has a radius of 1 at the
   bottom and a height of 2, with its apex at 1 and its bottom at -1. The
   cone has two parts: the sides and the bottom.
   
   The cone is transformed by the current cumulative transformation and
   is drawn with the current texture and material.
   
   If the current material binding is PER_PART or PER_PART_INDEXED, the
   first current material is used for the sides of the cone, and the
   second is used for the bottom. Otherwise, the first material is used
   for the entire cone.
   
   When a texture is applied to a cone, it is applied differently to the
   sides and bottom. On the sides, the texture wraps counterclockwise
   (from above) starting at the back of the cone. The texture has a
   vertical seam at the back, intersecting the yz-plane. For the bottom,
   a circle is cut out of the texture square and applied to the cone's
   base circle. The texture appears right side up when the top of the
   cone is rotated towards the -Z axis.
   

PARTS
     SIDES       The conical part
     BOTTOM      The bottom circular face
     ALL         All parts

FILE FORMAT/DEFAULTS
     Cone {
          parts         ALL     # SFBitMask
          bottomRadius  1       # SFFloat
          height        2       # SFFloat
     }

   
   
  COORDINATE3
  
   This node defines a set of 3D coordinates to be used by a subsequent
   IndexedFaceSet, IndexedLineSet, or PointSet node. This node does not
   produce a visible result during rendering; it simply replaces the
   current coordinates in the rendering state for subsequent nodes to
   use.
   

FILE FORMAT/DEFAULTS
     Coordinate3 {
          point  0 0 0  # MFVec3f
     }

   
   
  CUBE
  
   This node represents a cuboid aligned with the coordinate axes. By
   default, the cube is centered at (0,0,0) and measures 2 units in each
   dimension, from -1 to +1. The cube is transformed by the current
   cumulative transformation and is drawn with the current material and
   texture.
   
   If the current material binding is PER_PART, PER_PART_INDEXED,
   PER_FACE, or PER_FACE_INDEXED, materials will be bound to the faces of
   the cube in this order: front (+Z), back (-Z), left (-X), right (+X),
   top (+Y), and bottom (-Y).
   
   Textures are applied individually to each face of the cube; the entire
   texture goes on each face. On the front, back, right, and left sides
   of the cube, the texture is applied right side up. On the top, the
   texture appears right side up when the top of the cube is tilted
   toward the camera. On the bottom, the texture appears right side up
   when the top of the cube is tilted towards the -Z axis.
   

FILE FORMAT/DEFAULTS
     Cube {
          width   2     # SFFloat
          height  2     # SFFloat
          depth   2     # SFFloat
     }

   
   
  CYLINDER
  
   This node represents a simple capped cylinder centered around the
   y-axis. By default, the cylinder is centered at (0,0,0) and has a
   default size of -1 to +1 in all three dimensions. The cylinder has
   three parts: the sides, the top (y = +1) and the bottom (y = -1). You
   can use the radius and height fields to create a cylinder with a
   different size.
   
   The cylinder is transformed by the current cumulative transformation
   and is drawn with the current material and texture.
   
   If the current material binding is PER_PART or PER_PART_INDEXED, the
   first current material is used for the sides of the cylinder, the
   second is used for the top, and the third is used for the bottom.
   Otherwise, the first material is used for the entire cylinder.
   
   When a texture is applied to a cylinder, it is applied differently to
   the sides, top, and bottom. On the sides, the texture wraps
   counterclockwise (from above) starting at the back of the cylinder.
   The texture has a vertical seam at the back, intersecting the
   yz-plane. For the top and bottom, a circle is cut out of the texture
   square and applied to the top or bottom circle. The top texture
   appears right side up when the top of the cylinder is tilted toward
   the +Z axis, and the bottom texture appears right side up when the top
   of the cylinder is tilted toward the -Z axis.
   

PARTS
     SIDES   The cylindrical part
     TOP     The top circular face
     BOTTOM  The bottom circular face
     ALL     All parts

FILE FORMAT/DEFAULTS
     Cylinder {
          parts   ALL   # SFBitMask
          radius  1     # SFFloat
          height  2     # SFFloat
     }

   
   
  DIRECTIONALLIGHT
  
   This node defines a directional light source that illuminates along
   rays parallel to a given 3-dimensional vector.
   
   A light node defines an illumination source that may affect subsequent
   shapes in the scene graph, depending on the current lighting style.
   Light sources are affected by the current transformation. A light node
   under a separator does not affect any objects outside that separator.
   

FILE FORMAT/DEFAULTS
     DirectionalLight {
          on         TRUE       # SFBool
          intensity  1          # SFFloat
          color      1 1 1      # SFColor
          direction  0 0 -1     # SFVec3f
     }

   
   
  FONTSTYLE
  
   
   
   This node defines the current font style used for all subsequent
   AsciiText. Font attributes only are defined. It is up to the browser
   to assign specific fonts to the various attribute combinations. The
   size field specifies the height (in object space units) of glyphs
   rendered and determines the vertical spacing of adjacent lines of
   text.
   
   FAMILY

     SERIF       Serif style (such as TimesRoman)
     SANS        Sans Serif Style (such as Helvetica)
     TYPEWRITER  Fixed pitch style (such as Courier)

STYLE
     NONE        No modifications to family
     BOLD        Embolden family
     ITALIC      Italicize or Slant family

FILE FORMAT/DEFAULTS
     FontStyle {
          size     10      # SFFloat
          family   SERIF   # SFEnum
          style    NONE    # SFBitMask
     }

   
   
  GROUP
  
   This node defines the base class for all group nodes. Group is a node
   that contains an ordered list of child nodes. This node is simply a
   container for the child nodes and does not alter the traversal state
   in any way. During traversal, state accumulated for a child is passed
   on to each successive child and then to the parents of the group
   (Group does not push or pop traversal state as separator does).
   

FILE FORMAT/DEFAULTS
     Group {
     }

   
   
  INDEXEDFACESET
  
   This node represents a 3D shape formed by constructing faces
   (polygons) from vertices located at the current coordinates.
   IndexedFaceSet uses the indices in its coordIndex field to specify the
   polygonal faces. An index of -1 indicates that the current face has
   ended and the next one begins.
   
   The vertices of the faces are transformed by the current
   transformation matrix.
   
   Treatment of the current material and normal binding is as follows:
   The PER_PART and PER_FACE bindings specify a material or normal for
   each face. PER_VERTEX specifies a material or normal for each vertex.
   The corresponding _INDEXED bindings are the same, but use the
   materialIndex or normalIndex indices. The DEFAULT material binding is
   equal to OVERALL. The DEFAULT normal binding is equal to
   PER_VERTEX_INDEXED; if insufficient normals exist in the state, vertex
   normals will be generated automatically.
   
   Explicit texture coordinates (as defined by TextureCoordinate2) may be
   bound to vertices of an indexed shape by using the indices in the
   textureCoordIndex field. As with all vertex-based shapes, if there is
   a current texture but no texture coordinates are specified, a default
   texture coordinate mapping is calculated using the bounding box of the
   shape. The longest dimension of the bounding box defines the S
   coordinates, and the next longest defines the T coordinates. The value
   of the S coordinate ranges from 0 to 1, from one end of the bounding
   box to the other. The T coordinate ranges between 0 and the ratio of
   the second greatest dimension of the bounding box to the greatest
   dimension.
   
   Be sure that the indices contained in the coordIndex, materialIndex,
   normalIndex, and textureCoordIndex fields are valid with respect to
   the current state, or errors will occur.
   

FILE FORMAT/DEFAULTS
     IndexedFaceSet {
          coordIndex         0  # MFLong
          materialIndex      -1 # MFLong
          normalIndex        -1 # MFLong
          textureCoordIndex  -1 # MFLong
     }

   
   
  INDEXEDLINESET
  
   This node represents a 3D shape formed by constructing polylines from
   vertices located at the current coordinates. IndexedLineSet uses the
   indices in its coordIndex field to specify the polylines. An index of
   -1 indicates that the current polyline has ended and the next one
   begins.
   
   The coordinates of the line set are transformed by the current
   cumulative transformation.
   
   Treatment of the current material and normal binding is as follows:
   The PER_PART binding specifies a material or normal for each segment
   of the line. The PER_FACE binding specifies a material or normal for
   each polyline. PER_VERTEX specifies a material or normal for each
   vertex. The corresponding _INDEXED bindings are the same, but use the
   materialIndex or normalIndex indices. The DEFAULT material binding is
   equal to OVERALL. The DEFAULT normal binding is equal to
   PER_VERTEX_INDEXED; if insufficient normals exist in the state, the
   lines will be drawn unlit. The same rules for texture coordinate
   generation as IndexedFaceSet are used.
   

FILE FORMAT/DEFAULTS
     IndexedLineSet {
          coordIndex         0  # MFLong
          materialIndex      -1 # MFLong
          normalIndex        -1 # MFLong
          textureCoordIndex  -1 # MFLong
     }

   
   
  INFO
  
   This class defines an information node in the scene graph. This node
   has no effect during traversal. It is used to store information in the
   scene graph, typically for application-specific purposes, copyright
   messages, or other strings.
   

     Info {
          string  "<Undefined info>"      # SFString
     }

   
   
  LOD
  
   This group node is used to allow applications to switch between
   various representations of objects automatically. The children of this
   node typically represent the same object or objects at varying levels
   of detail, from highest detail to lowest.
   
   The specified center point of the LOD is transformed by the current
   transformation into world space, and the distance from the transformed
   center to the world-space eye point is calculated. If the distance is
   less than the first value in the ranges array, then the first child of
   the LOD group is drawn. If between the first and second values in the
   ranges array, the second child is drawn, etc. If there are N values in
   the ranges array, the LOD group should have N+1 children. Specifying
   too few children will result in the last child being used repeatedly
   for the lowest levels of detail; if too many children are specified,
   the extra children will be ignored. Each value in the ranges array
   should be less than the previous value, otherwise results are
   undefined.
   

FILE FORMAT/DEFAULTS
     LOD {
          range [ ]    # MFFloat
          center 0 0 0  # SFVec3f
     }

   
   
  MATERIAL
  
   This node defines the current surface material properties for all
   subsequent shapes. Material sets several components of the current
   material during traversal. Different shapes interpret materials with
   multiple values differently. To bind materials to shapes, use a
   MaterialBinding node.
   

FILE FORMAT/DEFAULTS
     Material {
          ambientColor   0.2 0.2 0.2    # MFColor
          diffuseColor   0.8 0.8 0.8    # MFColor
          specularColor  0 0 0          # MFColor
          emissiveColor  0 0 0          # MFColor
          shininess      0.2            # MFFloat
          transparency   0              # MFFloat
     }

  MATERIALBINDING
  
   This node specifies how the current materials are bound to shapes that
   follow in the scene graph. Each shape node may interpret bindings
   differently. The current material always has a base value, which is
   defined by the first value of all material fields. Since material
   fields may have multiple values, the binding determines how these
   values are distributed over a shape.
   
   The bindings for faces and vertices are meaningful only for shapes
   that are made from faces and vertices. Similarly, the indexed bindings
   are only used by the shapes that allow indexing.
   
   When multiple material values are bound, the values are cycled
   through, based on the period of the material component with the most
   values. For example, the following table shows the values used when
   cycling through (or indexing into) a material with 2 ambient colors, 3
   diffuse colors, and 1 of all other components in the current material.
   (The period of this material cycle is 3):
   

Material        Ambient color   Diffuse color   Other
 0                     0               0           0
 1                     1               1           0
 2                     1               2           0
 3 (same as 0)         0               0           0

   
   

BINDINGS
     DEFAULT            Use default binding
     OVERALL            Whole object has same material
     PER_PART           One material for each part of object
     PER_PART_INDEXED   One material for each part, indexed
     PER_FACE           One material for each face of object
     PER_FACE_INDEXED   One material for each face, indexed
     PER_VERTEX         One material for each vertex of object
     PER_VERTEX_INDEXED One material for each vertex, indexed

FILE FORMAT/DEFAULTS
     MaterialBinding {
          value  DEFAULT        # SFEnum
     }

   
   
  MATRIXTRANSFORM
  
   This node defines a geometric 3D transformation with a 4 by 4 matrix.
   Note that some matrices (such as singular ones) may result in errors.
   

FILE FORMAT/DEFAULTS
     MatrixTransform {
          matrix  1 0 0 0       # SFMatrix
                  0 1 0 0
                  0 0 1 0
                  0 0 0 1
     }

   
   
  NORMAL
  
   This node defines a set of 3D surface normal vectors to be used by
   vertex-based shape nodes (IndexedFaceSet, IndexedLineSet, PointSet)
   that follow it in the scene graph. This node does not produce a
   visible result during rendering; it simply replaces the current
   normals in the rendering state for subsequent nodes to use. This node
   contains one multiple-valued field that contains the normal vectors.
   

FILE FORMAT/DEFAULTS
     Normal {
          vector  0 0 1 # MFVec3f
     }

   
   
  NORMALBINDING
  
   This node specifies how the current normals are bound to shapes that
   follow in the scene graph. Each shape node may interpret bindings
   differently.
   
   The bindings for faces and vertices are meaningful only for shapes
   that are made from faces and vertices. Similarly, the indexed bindings
   are only used by the shapes that allow indexing. For bindings that
   require multiple normals, be sure to have at least as many normals
   defined as are necessary; otherwise, errors will occur.
   

BINDINGS
     DEFAULT            Use default binding
     OVERALL            Whole object has same normal
     PER_PART           One normal for each part of object
     PER_PART_INDEXED   One normal for each part, indexed
     PER_FACE           One normal for each face of object
     PER_FACE_INDEXED   One normal for each face, indexed
     PER_VERTEX         One normal for each vertex of object
     PER_VERTEX_INDEXED One normal for each vertex, indexed

FILE FORMAT/DEFAULTS
     NormalBinding {
          value  DEFAULT        # SFEnum
     }

   
   
  ORTHOGRAPHICCAMERA
  
   An orthographic camera defines a parallel projection from a viewpoint.
   This camera does not diminish objects with distance, as an
   PerspectiveCamera does. The viewing volume for an orthographic camera
   is a rectangular parallelepiped (a box).
   
   By default, the camera is located at (0,0,1) and looks along the
   negative z-axis; the position and orientation fields can be used to
   change these values. The height field defines the total height of the
   viewing volume.
   
   A camera can be placed in a VRML world to specify the initial location
   of the viewer when that world is entered. VRML browsers will typically
   modify the camera to allow a user to move through the virtual world.
   
   Cameras are affected by the current transformation, so you can
   position a camera by placing a transformation node before it in the
   scene graph . The default position and orientation of a camera is at
   (0,0,1) looking along the negative z-axis.
   

FILE FORMAT/DEFAULTS
     OrthographicCamera {
          position         0 0 1        # SFVec3f
          orientation      0 0 1  0     # SFRotation
          focalDistance    5            # SFFloat
          height           2            # SFFloat
     }

   
   
  PERSPECTIVECAMERA
  
   A perspective camera defines a perspective projection from a
   viewpoint. The viewing volume for a perspective camera is a truncated
   right pyramid.
   
   By default, the camera is located at (0,0,1) and looks along the
   negative z-axis; the position and orientation fields can be used to
   change these values. The heightAngle field defines the total vertical
   angle of the viewing volume.
   
   See more on cameras in the OrthographicCamera description.
   

FILE FORMAT/DEFAULTS
     PerspectiveCamera {
          position         0 0 1        # SFVec3f
          orientation      0 0 1  0     # SFRotation
          focalDistance    5            # SFFloat
          heightAngle      0.785398     # SFFloat
     }

   
   
  POINTLIGHT
  
   This node defines a point light source at a fixed 3D location. A point
   source illuminates equally in all directions; that is, it is omni-
   directional.
   
   A light node defines an illumination source that may affect subsequent
   shapes in the scene graph, depending on the current lighting style.
   Light sources are affected by the current transformation. A light node
   under a separator does not affect any objects outside that separator.
   

FILE FORMAT/DEFAULTS
     PointLight {
          on         TRUE       # SFBool
          intensity  1          # SFFloat
          color      1 1 1      # SFColor
          location   0 0 1      # SFVec3f
     }

   
   
  POINTSET
  
   This node represents a set of points located at the current
   coordinates. PointSet uses the current coordinates in order, starting
   at the index specified by the startIndex field. The number of points
   in the set is specified by the numPoints field. A value of -1 for this
   field indicates that all remaining values in the current coordinates
   are to be used as points.
   
   The coordinates of the point set are transformed by the current
   cumulative transformation. The points are drawn with the current
   material and texture.
   
   Treatment of the current material and normal binding is as follows:
   PER_PART, PER_FACE, and PER_VERTEX bindings bind one material or
   normal to each point. The DEFAULT material binding is equal to
   OVERALL. The DEFAULT normal binding is equal to PER_VERTEX. The
   startIndex is also used for materials or normals when the binding
   indicates that they should be used per vertex.
   

FILE FORMAT/DEFAULTS
     PointSet {
          startIndex  0 # SFLong
          numPoints   -1        # SFLong
     }

   
   
  ROTATION
  
   This node defines a 3D rotation about an arbitrary axis through the
   origin. The rotation is accumulated into the current transformation,
   which is applied to subsequent shapes.
   

FILE FORMAT/DEFAULTS
     Rotation {
          rotation  0 0 1  0    # SFRotation
     }

   See rotation field description for more information.
   
  SCALE
  
   This node defines a 3D scaling about the origin. If the components of
   the scaling vector are not all the same, this produces a non-uniform
   scale.
   

FILE FORMAT/DEFAULTS
     Scale {
          scaleFactor  1 1 1    # SFVec3f
     }

  SEPARATOR
  
   This group node performs a push (save) of the traversal state before
   traversing its children and a pop (restore) after traversing them.
   This isolates the separator's children from the rest of the scene
   graph. A separator can include lights, cameras, coordinates, normals,
   bindings, and all other properties.
   
   Separators can also perform render culling. Render culling skips over
   traversal of the separator's children if they are not going to be
   rendered, based on the comparison of the separator's bounding box with
   the current view volume. Culling is controlled by the renderCulling
   field. These are set to AUTO by default, allowing the implementation
   to decide whether or not to cull.
   

CULLING ENUMS
     ON    Always try to cull to the view volume
     OFF   Never try to cull to the view volume
     AUTO  Implementation-defined culling behavior

FILE FORMAT/DEFAULTS
     Separator {
          renderCulling       AUTO      # SFEnum
     }

   
   
  SHAPEHINTS
  
   The ShapeHints node indicates that IndexedFaceSets are solid, contain
   ordered vertices, or contain convex faces.
   
   These hints allow VRML implementations to optimize certain rendering
   features. Optimizations that may be performed include enabling
   back-face culling and disabling two-sided lighting. For example, if an
   object is solid and has ordered vertices, an implementation may turn
   on backface culling and turn off two-sided lighting. If the object is
   not solid but has ordered vertices, it may turn off backface culling
   and turn on two-sided lighting.
   
   The ShapeHints node also affects how default normals are generated.
   When an IndexedFaceSet has to generate default normals, it uses the
   creaseAngle field to determine which edges should be smoothly shaded
   and which ones should have a sharp crease. The crease angle is the
   angle between surface normals on adjacent polygons. For example, a
   crease angle of .5 radians (the default value) means that an edge
   between two adjacent polygonal faces will be smooth shaded if the
   normals to the two faces form an angle that is less than .5 radians
   (about 30 degrees). Otherwise, it will be faceted.
   

VERTEX ORDERING ENUMS
     UNKNOWN_ORDERING    Ordering of vertices is unknown
     CLOCKWISE           Face vertices are ordered clockwise
                          (from the outside)
     COUNTERCLOCKWISE    Face vertices are ordered counterclockwise
                          (from the outside)

SHAPE TYPE ENUMS
     UNKNOWN_SHAPE_TYPE  Nothing is known about the shape
     SOLID               The shape encloses a volume

FACE TYPE ENUMS
     UNKNOWN_FACE_TYPE   Nothing is known about faces
     CONVEX              All faces are convex

FILE FORMAT/DEFAULTS
     ShapeHints {
          vertexOrdering  UNKNOWN_ORDERING      # SFEnum
          shapeType       UNKNOWN_SHAPE_TYPE    # SFEnum
          faceType        CONVEX                # SFEnum
          creaseAngle     0.5                   # SFFloat
     }

   
   
  SPHERE
  
   This node represents a sphere. By default, the sphere is centered at
   the origin and has a radius of 1. The sphere is transformed by the
   current cumulative transformation and is drawn with the current
   material and texture.
   
   A sphere does not have faces or parts. Therefore, the sphere ignores
   material and normal bindings, using the first material for the entire
   sphere and using its own normals. When a texture is applied to a
   sphere, the texture covers the entire surface, wrapping
   counterclockwise from the back of the sphere. The texture has a seam
   at the back on the yz-plane.
   

FILE FORMAT/DEFAULTS
     Sphere {
          radius  1     # SFFloat
     }

   
   
  SPOTLIGHT
  
   This node defines a spotlight light source. A spotlight is placed at a
   fixed location in 3-space and illuminates in a cone along a particular
   direction. The intensity of the illumination drops off exponentially
   as a ray of light diverges from this direction toward the edges of the
   cone. The rate of drop-off and the angle of the cone are controlled by
   the dropOffRate and cutOffAngle fields.
   
   A light node defines an illumination source that may affect subsequent
   shapes in the scene graph, depending on the current lighting style.
   Light sources are affected by the current transformation. A light node
   under a separator does not affect any objects outside that separator.
   

FILE FORMAT/DEFAULTS
     SpotLight {
          on           TRUE     # SFBool
          intensity    1        # SFFloat
          color        1 1 1    # SFVec3f
          location     0 0 1    # SFVec3f
          direction    0 0 -1   # SFVec3f
          dropOffRate  0        # SFFloat
          cutOffAngle  0.785398 # SFFloat
     }

   
   
  SWITCH
  
   This group node traverses one, none, or all of its children. One can
   use this node to switch on and off the effects of some properties or
   to switch between different properties.
   
   The whichChild field specifies the index of the child to traverse,
   where the first child has index 0.
   
   A value of -1 (the default) means do not traverse any children. A
   value of -3 traverses all children, making the switch behave exactly
   like a regular Group.
   

FILE FORMAT/DEFAULTS
     Switch {
          whichChild  -1        # SFLong
     }

   
   
  TEXTURE2
  
   This property node defines a texture map and parameters for that map.
   This map is used to apply texture to subsequent shapes as they are
   rendered.
   
   The texture can be read from the URL specified by the filename field.
   To turn off texturing, set the filename field to an empty string ("").
   
   
   Textures can also be specified inline by setting the image field to
   contain the texture data. Specifying both a URL and data inline will
   result in undefined behavior.
   

WRAP ENUM
     REPEAT  Repeats texture outside 0-1 texture coordinate range
     CLAMP   Clamps texture coordinates to lie within 0-1 range

FILE FORMAT/DEFAULTS
     Texture2 {
          filename    ""        # SFString
          image       0 0 0     # SFImage
          wrapS       REPEAT    # SFEnum
          wrapT       REPEAT    # SFEnum
     }

   
   
  TEXTURE2TRANSFORM
  
   This node defines a 2D transformation applied to texture coordinates.
   This affects the way textures are applied to the surfaces of
   subsequent shapes. The transformation consists of (in order) a
   non-uniform scale about an arbitrary center point, a rotation about
   that same point, and a translation. This allows a user to change the
   size and position of the textures on shapes.
   

FILE FORMAT/DEFAULTS
     Texture2Transform {
          translation  0 0      # SFVec2f
          rotation     0        # SFFloat
          scaleFactor  1 1      # SFVec2f
          center       0 0      # SFVec2f
     }

   
   
  TEXTURECOORDINATE2
  
   This node defines a set of 2D coordinates to be used to map textures
   to the vertices of subsequent PointSet, IndexedLineSet, or
   IndexedFaceSet objects. It replaces the current texture coordinates in
   the rendering state for the shapes to use.
   
   Texture coordinates range from 0 to 1 across the texture. The
   horizontal coordinate, called S, is specified first, followed by the
   vertical coordinate, T.
   

FILE FORMAT/DEFAULTS
     TextureCoordinate2 {
          point  0 0    # MFVec2f
     }

   
   
  TRANSFORM
  
   This node defines a geometric 3D transformation consisting of (in
   order) a (possibly) non-uniform scale about an arbitrary point, a
   rotation about an arbitrary point and axis, and a translation.
   

FILE FORMAT/DEFAULTS
     Transform {
          translation       0 0 0       # SFVec3f
          rotation          0 0 1  0    # SFRotation
          scaleFactor       1 1 1       # SFVec3f
          scaleOrientation  0 0 1  0    # SFRotation
          center            0 0 0       # SFVec3f
     }

   
   
   The transform node
   

Transform {
    translation T1
    rotation R1
    scaleFactor S
    scaleOrientation R2
    center T2
  }

   is equivalent to the sequence
   

Translation { translation T1 }
Translation { translation T2 }
Rotation { rotation R1 }
Rotation { rotation R2 }
Scale { scaleFactor S }
Rotation { rotation -R2 }
Translation { translation -T2 }

  TRANSFORMSEPARATOR
  
   This group node is similar to the separator node in that it saves
   state before traversing its children and restores it afterwards.
   However, it saves only the current transformation; all other state is
   left as is. This node can be useful for positioning a camera, since
   the transformations to the camera will not affect the rest of the
   scene, even through the camera will view the scene. Similarly, this
   node can be used to isolate transformations to light sources or other
   objects.
   

FILE FORMAT/DEFAULTS
     TransformSeparator {
     }

   
   
  TRANSLATION
  
   This node defines a translation by a 3D vector.
   

FILE FORMAT/DEFAULTS
     Translation {
          translation  0 0 0    # SFVec3f
     }

   
   
  WWWANCHOR
  
   The WWWAnchor group node loads a new scene into a VRML browser when
   one of its children is chosen. Exactly how a user "chooses" a child of
   the WWWAnchor is up to the VRML browser; typically, clicking on one of
   its children with the mouse will result in the new scene replacing the
   current scene. A WWWAnchor with an empty ("") name does nothing when
   its children are chosen. The name is an arbitrary URL.
   
   WWWAnchor behaves like a Separator, pushing the traversal state before
   traversing its children and popping it afterwards.
   
   The description field in the WWWAnchor allows for a friendly prompt to
   be displayed as an alternative to the URL in the name field. Ideally,
   browsers will allow the user to choose the description, the URL or
   both to be displayed for a candidate WWWAnchor.
   
   The WWWAnchor's map field is an enumerated value that can be either
   NONE (the default) or POINT. If it is POINT then the object-space
   coordinates of the point on the object the user chose will be added to
   the URL in the name field, with the syntax "?x,y,z".
   

MAP ENUM
     NONE  Do not add information to the URL
     POINT Add object-space coordinates to URL

FILE FORMAT/DEFAULTS
     WWWAnchor {
          name ""        # SFString
          description "" # SFString
          map NONE       # SFEnum
     }

   
   
  WWWINLINE
  
   The WWWInline node reads its children from anywhere in the World Wide
   Web. Exactly when its children are read is not defined; reading the
   children may be delayed until the WWWInline is actually displayed. A
   WWWInline with an empty name does nothing. The name is an arbitrary
   URL.
   
   The effect of referring to a non-VRML URL in a WWWInline node is
   undefined.
   
   If the WWWInline's bboxSize field specifies a non-empty bounding box
   (a bounding box is non-empty if at least one of its dimensions is
   greater than zero), then the WWWInline's object-space bounding box is
   specified by its bboxSize and bboxCenter fields. This allows an
   implementation to view-volume cull or LOD switch the WWWInline without
   reading its contents.
   

FILE FORMAT/DEFAULTS
     WWWInline {
          name ""               # SFString
          bboxSize 0 0 0        # SFVec3f
          bboxCenter 0 0 0      # SFVec3f
     }

   
   
Instancing

   A node may be the child of more than one group. This is called
   "instancing" (using the same instance of a node multiple times, called
   "aliasing" or "multiple references" by other systems), and is
   accomplished by using the "USE" keyword.
   
   The DEF keyword both defines a named node, and creates a single
   instance of it. The USE keyword indicates that the most recently
   defined instance should be used again. If several nodes were given the
   same name, then the last DEF encountered during parsing "wins".
   DEF/USE is limited to a single file; there is no mechanism for USE'ing
   nodes that are DEF'ed in other files.
   
   A name goes into scope as soon as the DEF is encountered, and does not
   go out of scope until another DEF of the same name or end-of-file are
   encountered. Nodes cannot be shared between files (you cannot USE a
   node that was DEF'ed inside the file to which a WWWInline refers).
   
   For example, rendering this scene will result in three spheres being
   drawn. Both of the spheres are named 'Joe'; the second (smaller)
   sphere is drawn twice:
   

Separator {
        DEF Joe Sphere { }
        Translation { translation 2 0 0 }
        Separator {
                DEF Joe Sphere { radius .2 }
                Translation { translation 2 0 0 }
        }
        USE Joe    # radius .2 sphere will be used here
}

   
   
Extensibility

   Extensions to VRML are supported by supporting self-describing nodes.
   Nodes that are not part of standard VRML must write out a description
   of their fields first, so that all VRML implementations are able to
   parse and ignore the extensions.
   
   This description is written just after the opening curly-brace for the
   node, and consists of the keyword 'fields' followed by a list of the
   types and names of fields used by that node, all enclosed in square
   brackets and separated by commas. For example, if Cube was not a
   standard VRML node, it would be written like this:
   

Cube {
  fields [ SFFloat width, SFFloat height, SFFloat depth ]
  width 10 height 4 depth 3
}

   
   
   Specifying the fields for nodes that ARE part of standard VRML is not
   an error; VRML parsers must silently ignore the field specification.
   
  IS-A RELATIONSHIPS
  
   A new node type may also be a superset of an existing node that is
   part of the standard. In this case, if an implementation for the new
   node type cannot be found the new node type can be safely treated as
   as the existing node it is based on (with some loss of functionality,
   of course). To support this, new node types can define an MFString
   field called 'isA' containing the names of the types of which it is a
   superset. For example, a new type of Material called
   "ExtendedMaterial" that adds index of refraction as a material
   property can be written as:

ExtendedMaterial {
  fields [ MFString isA, MFFloat indexOfRefraction,
           MFColor ambientColor, MFColor diffuseColor,
           MFColor specularColor, MFColor emissiveColor,
           MFFloat shininess, MFFloat transparency ]
  isA [ "Material" ]
  indexOfRefraction .34
  diffuseColor .8 .54 1
}

   Multiple is-a relationships may be specified in order of preference;
   implementations are expected to use the first for which there is an
   implementation.
   
An Example

   This is a longer example of a VRML scene. It contains a simple model
   of a track-light consisting of primitive shapes, plus three walls
   (built out of polygons) and a reference to a shape defined elsewhere,
   both of which are illuminated by a spotlight. The shape acts as a
   hyperlink to some HTML text.
   

#VRML V1.0 ascii

Separator {
    Separator {       # Simple track-light geometry:
        Translation { translation 0 4 0 }
        Separator {
            Material { emissiveColor 0.1 0.3 0.3 }
            Cube {
                width   0.1
                height  0.1
                depth   4
            }
        }
        Rotation { rotation 0 1 0  1.57079 }
        Separator {
            Material { emissiveColor 0.3 0.1 0.3 }
            Cylinder {
                radius  0.1
                height  .2
            }
        }
        Rotation { rotation -1 0 0  1.57079 }
        Separator {
            Material { emissiveColor 0.3 0.3 0.1 }
            Rotation { rotation 1 0 0  1.57079 }
            Translation { translation 0 -.2 0 }
            Cone {
                height  .4
                bottomRadius .2
            }
            Translation { translation 0 .4 0 }
            Cylinder {
                radius  0.02
                height  .4
            }
        }
    }
    SpotLight {      # Light from above
        location 0 4 0
        direction 0 -1 0
        intensity       0.9
        cutOffAngle     0.7
    }
    Separator {      # Wall geometry; just three flat polygons
        Coordinate3 {
            point [
                   -2 0 -2, -2 0 2, 2 0 2, 2 0 -2,
                   -2 4 -2, -2 4 2, 2 4 2, 2 4 -2]
        }
        IndexedFaceSet {
            coordIndex [ 0, 1, 2, 3, -1,
                        0, 4, 5, 1, -1,
                        0, 3, 7, 4, -1
                        ]
        }
    }
    WWWAnchor {   # A hyperlinked cow:
        name "http://www.foo.edu/CowProject/AboutCows.html"

        Separator {
            Translation { translation 0 1 0 }
            WWWInline {   # Reference another object
                name "http://www.foo.edu/3DObjects/cow.wrl"
            }
        }
    }
}

   
   
   
     _________________________________________________________________
   
   
   
                            BROWSER CONSIDERATIONS
                                       
   This section describes the file naming and MIME conventions to be used
   in building VRML browsers and configuring WWW browsers to work with
   them.
   
File Extensions

   The file extension for VMRL files is .wrl (for world).
   
MIME

   The MIME type for VRML files is defined as follows:
   

x-world/x-vrml

   
   
   The MIME major type for 3D world descriptions is x-world. The MIME
   minor type for VRML documents is x-vrml. Other 3D world descriptions,
   such as oogl for The Geometry Center's Object-Oriented Geometry
   Language, or iv, for SGI's Open Inventor ASCII format, can be
   supported by using different MIME minor types.
   
   -- 26-MAY-95
_____________________________________________________________________
Ravi N. Raj                          ravi@radiance.com
Radiance Software Int'l              Tel: (415) 962-1975
1726 Francisco Street                Fax: (415) 962-9264
Berkeley, Ca 94703                   http://www.radiance.com/~radiance


--PART-BOUNDARY=.19508190954.ZM27505.radiance.com--



From guest  Sat Aug 19 10:49:55 1995
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Date: Sat, 19 Aug 1995 10:47:01 -0700
From: mtj@babar (Michael Jones)
Message-Id: <199508191747.KAA25188@babar.asd.sgi.com>
To: info-performer@sgihub.corp.sgi.com
Subject: VRML
Status: O

I just read Srikanth's comments:

:While it is true that many OpenInventor/VRML files can be non-optimal and
:non-realtime, optimized geometry (with LOD) can be represented in VRML - the
:latter kind is only kind real-time people deal with anyway. In other words,
:Performer scenes can be represented as VRML ****without any loss in
:performance.***

I agree tha VRML is popular. In fact, it's en vogue and all "hip people"
say that they use it.  I find it shocking to think that people would
accept the above statement, however, about VRML being an interchange
format that would not lose performance. This is clearly untrue when 
you look at how indexed geometry is/is-not handled, the absence of
a cannonical field of view and screen pixel size for LOD nodes, etc.

I have nothing aginst VRML, the web, and similar things. Likewise, I
accept that many models will become available in this format making it
a very important one.  It continues to be true though that it is not
what we could recommend to serious customers seeking an on-disk format
for their Performer applications.

Perhaps this will change in the future as Rikk Carey, Gavin Bell, and
others on the VRML and Inventor projects extend the existing work.

Michael Jones

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 Amboss oder Hammer sein" -- Goethe



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From: "Victor Taylor" <vick@garth.paradigmsim.com>
Message-Id: <9508201400.ZM23014@garth.paradigmsim.com>
Date: Sun, 20 Aug 1995 14:00:51 -0500
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: unsubscribe
Cc: vick@garth.paradigmsim.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Please unsubscribe me from the Performer mailing list

-- 

-------------------------------------------------------
   Victor Taylor       Paradigm Simulation Incorporated
 vick@paradigmsim.com        (214)-960-2301
			FAX  (214)-960-2303

   14900 Landmark Blvd, Suite 400,  Dallas TX 75240
-------------------------------------------------------


From guest  Mon Aug 21 08:46:53 1995
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From: gce@anna.corp.sgi.com (Cedric Gautier)
Message-Id: <9508211349.AA19530@anna>
To: info-performer@sgi.sgi.com
Subject: Performer 2.0 ...
Status: O


Hi ... Just two little questions :

Where can I find the informations about the new features of Performer 2.0 ?

Is there a plan (short term ? long term ?) for an Open Performer version ?

Thanx

Cedric
Thomson Group
(email: gce@syseca.fr)



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From: steve@mred.hti.com (Steve Baker)
Message-Id: <9508211422.AA04542@mred    >
To: info-performer@sgi.sgi.com
Subject: File Formats.
Status: O


We are beginning to see a holy war about file formats brewing
on this email list. As far as I can see, the problem is as
follows:-

<Begin Flame>

I really feel that the Performer community should realise a 
fact that other IG users/manufacturers realised around 15
years ago:

    You really need a different file format for archive and
    portability between systems than you need for loading into
    the IG.

It is a cardinal rule of realtime work that you do everything
you can OFFLINE. That should include conversion of the
archive format into the realtime format for database files.

VRML/FLT/DWB may or may not be a good standard for the archive/cross-system
standard - but any scheme which is not utterly Performer-specific
will never become an adequate realtime standard. The opposite also
applies. Any performer-specific format will be too machine-specific
to be general enough to represent (say) E&S databases with separating
planes in them.

The effect of people trying to make one format do two jobs is
that one group of people will be trying to make it "more efficient"
by putting more IG-specific features into the format - whilst another
group will be trying to make it more IG-independent so that the files
can be used across a range of platforms.

VRML is a cross-platform format - and to expect it to be efficient for
some specific format is asking a bit much. FLT is also (I think) supposed
to be a cross-platform format - although it grows more Performer-specific
with each new release. DWB appears to be heading in the Performer-specific
direction too - direct support for t-mesh primitives is a good example.

Now, if everyone would accept the need to convert from whatever archival/
cross-platform format makes sense into whatever machine-specific format
is efficient, then we would all make more progress.

I personally believe that the platform-specific format should (in our case)
be something that Performer supports. Non-realtime convertors from archive
formats into realtime formats are conventionally called 'database compilers'
and 'database linkers' because they convert the external, portable representation
of a database into the 'binary, executable' form that we need for efficient
realtime work. There is a close analogy with programming language compilers.
C++ is a portable language - but to run it DIRECTLY (ie with an interpreter)
on your computer would be inefficient. Instead, you COMPILE it into a
non-portable, machine specific format called machine code. You can, at the
same time, LINK it with other chunks of code - which may, or may not - have
been written in C++. The compiler does optimisations for you, so to some
degree, we don't have to worry about how efficient a representation C++ is
for our specific architecture.

Here at HTI, we have database compilers to take a number of formats and
convert them into our own proprietary 'PRF' (Performer Runtime Format)
files. The compilers can take quite a time to convert files from some
formats - but we don't much care. As for 'efficiency', all of our allowed
input formats come out equally efficient as PRF files, although the
conversion times vary considerably. Since we really don't care how long
the process takes, we can spend much more effort on things like forming
triangle meshes than do the existing Performer loaders.

When it comes to database paging (New in Performer 2.0) - you really
need an efficient binary format - there is no time to be messing
around sorting GeoStates, forming Tmeshes, calling cutesy pfuBuilder
routines.

<End Flame>

Sorry about that - I had to get it off my chest.

  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)




From guest  Mon Aug 21 00:26:35 1995
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	 id JAA19591; Mon, 21 Aug 1995 09:21:48 +0200
From: "Patrick Bouchaud" <galaad@graal.neu.sgi.com>
Message-Id: <9508210921.ZM19589@graal.neu.sgi.com>
Date: Mon, 21 Aug 1995 09:21:47 -0600
In-Reply-To: Renee Maheshwari <renee@reality.psych.umn.edu>
        "loaders" (Aug 18,  1:11pm)
References: <n1403422856.4239a@macmail.coryphaeus.com> 
	<9508181004.ZM18947@eng.radiance.com> 
	<9508181311.ZM1622@reality.psych.umn.edu>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Renee Maheshwari <renee@reality.psych.umn.edu>, info-performer@sgi.sgi.com
Subject: Re: loaders
Cc: lagrone@bonaire.engr.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Renee,

I wrote an MicroStation to Inventor translation package, which is an Export
Option to be installed within MicroStation (written using MDL).
Performer reads Inventor fluently, and you'll get the package (for free) via
Ann Lagrone (e-mail adress is lagrone@engr.sgi.com)

Ann can (unless she can't) also provide you with other "to Inventor"
translation packages, such as IGES->IV, DXF->IV, ... for beta-testing.

Cheers
Patrick Bouchaud
Applications Consulting Engineer
in Cortaillod - Switzerland

On Aug 18,  1:11pm, Renee Maheshwari wrote:
> Subject: loaders
>
>
> Hello,
>
> Has anyone worked with Bentley Software's MicroStation CAD, and tried to open
> models created in there in Performer?  The native file format is .dgn - it's
an
> IGDS file format.  Right now, we're trying to save the file as AutoCad dwg or
> dxf and then load it into Performer, but running into problems when
converting
> the B-Spline surfaces to Polygon meshes, which seem to give us unconnected
> segments.  Has anyone tried the same thing?  Our other option is to save it
as
> an IGES file, but we would need to create/find a loader for that.  Has anyone
> done that perhaps, or is that possible to do?
>
> 	Thanks for any help,
>
> 	Renee
>
>
> --
> ___    _          _   _   *********************************************
>  /_)  (_  /\  /  (_  (_   Renee Maheshwari
> / \  (_  /  \/  (_  (_    Programmer, Human Factors Research Laboratory
> 			  University of Minnesota
> ***********************************************************************
>
>-- End of excerpt from Renee Maheshwari




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Date: Mon, 21 Aug 95 17:24:40 +0200
From: maurel@BAROCO.matra-espace.fr (Herve Maurel)
Message-Id: <9508211524.AA05492@BAROCO.matra-espace.fr>
To: d3@po.iijnet.or.jp
Subject: Re: how to handle input device
Cc: info-performer@sgi.sgi.com
Status: O

> From guest@holodeck.asd.sgi.com Wed Aug 16 07:01:39 1995
> From: d3@po.iijnet.or.jp
> Date: Wed, 16 Aug 1995 11:26:21 +0900
> Subject: how to handle input device
> To: info-performer@sgi.com
> X-Mailer: AIR Mail 3.X (SPRY, Inc.)
> Content-Length: 869
> 
> Hello.
> I am designing a real-time simulation software with Performer. The rendering 
> process must handles input devices(It might be a serial port or a TCP/IP 
> socket). What is the best way to handle them? My experiences say:
> 
> 1)If the input device is a serial port, a special I/O process is created and 
> it handles the serial port. Shared memory is used for communicatation between 
> the rendering process and the I/O process.
> 
> 2)If the input device is a socket, the UNIX signal SIGIO can be used. This 
> means that I can handle input data by asynchronous I/O. Of course method 1) 
> can be used.
> 
> BUT I am sorry I have no working-knowledge with Performer... I wonder there 
> are some SPECIAL METHODS for input handling using Performer. Does anyone know 
> them? Or is there no special method available?
> 
> Thanks in advance
> 	Yutaka Kanou(3D Incorporate)
> 	d3@po.iijnet.or.jp
> 
> 
> 
> 



I have developped a simulation software including special devices connected
to a serial port. We used un-related processes in our S/W and Unix IPC mechanism
(message queue) to communicate between the process handling the serial port and the application (APP) performer process. The msgrcv in the application process
is used in IPC_NOWAIT mode.

In a second project, we have used sockets. We have implemented again the same solution and never try the use of the signal SIGIO...  I have been told to avoid
the use of SIGNAL within performer processes... (maybe somebody has more infos ?)

regards.

_____________________________________________________________
Herve Maurel - Europe Informatique
under contract with MATRA MARCONI SPACE
Toulouse - France
phone : +33 62247521	e-mail: maurel@baroco.matra-espace.fr


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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9508211359.ZM9104@cats.cae.ca>
Date: Mon, 21 Aug 1995 13:59:01 -0400
In-Reply-To: halliday@cs.sfu.ca
        "RE's and MCO" (Aug 18, 11:27am)
References: <199508181828.LAA02018@bowen>
X-Mailer: Z-Mail (3.1.0 22feb94 MediaMail)
To: halliday@cs.sfu.ca, info-performer@sgi.sgi.com
Subject: Re: RE's and MCO
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Mime-Version: 1.0
Status: O

On Aug 18, 11:27am, halliday@cs.sfu.ca wrote:

> Can two RealityEngine2 pipes share the same MCO or do you need
> an MCO per pipe?

The MCO is tightly coupled with the VTX or RE2 graphics subsystems. And you're
limited to one MCO per pipe.

--
      ___/      |        ___/	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




From guest  Mon Aug 21 11:21:37 1995
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Date: Mon, 21 Aug 1995 14:16:35 -0400
From: ghock@gateway.grumman.com (Greg Hock)
Message-Id: <9508211816.AA03160@gateway.grumman.com>
To: info-performer@sgi.sgi.com
Content-Length: 356
Status: O

Hello administivia folk,
I've been a subscriber to the mailing list for some time now
but have recently been having difficulty handling all the 
mail from performer users.  Do you have any mail tools for
routing mail according to titles or subject matter.  I recall
having read about a utility when I became a member...
Thanks yall
Greg Hock (407)726-7758


From guest  Mon Aug 21 11:43:28 1995
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Date: Mon, 21 Aug 1995 14:39:45 -0400
From: ghock@gateway.grumman.com (Greg Hock)
Message-Id: <9508211839.AA09546@gateway.grumman.com>
To: info-performer@sgi.sgi.com
Content-Length: 356
Status: O

Hello administivia folk,
I've been a subscriber to the mailing list for some time now
but have recently been having difficulty handling all the 
mail from performer users.  Do you have any mail tools for
routing mail according to titles or subject matter.  I recall
having read about a utility when I became a member...
Thanks yall
Greg Hock (407)726-7758


From guest  Mon Aug 21 13:33:11 1995
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From: aschaffe (Allan Schaffer)
Message-Id: <9508211329.ZM16198@holodeck.asd.sgi.com>
Date: Mon, 21 Aug 1995 13:29:07 -0700
X-Mailer: Z-Mail-SGI (3.2S.1 10apr95 MediaMail)
To: info-performer@sgihub.corp.sgi.com
Subject: Open position at Silicon Graphics: Performer Product Manager
Reply-To: sraskin@engr.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

A copy of this posting can be found in:
  ftp://sgigate.sgi.com/pub/Performer/misc/job-posting.95.08

Please reply directly to Susan <sraskin@engr.sgi.com>

Allan

--- Forwarded from "Susan Raskin" <sraskin@rasputin.engr.sgi.com>

Silicon Graphics has a new open position in its Mountain View
headquarters for a Product Manager for SGI's Performer toolkit. This
product manager will work with software developers, many in the CAD
industry, whose applications utilize Performer. The product manager
will be the primary liaison between these customers and SGI
engineering teams developing new features and functions for Performer
based on developers' needs. Responsibilities will include providing
support to user groups, coordinating appropriate demos for trade
shows, and participating in the formulation of press releases.

This position requires a BS/BA in marketing or an appropriate
technical field, or equivalent, plus 5 or more years experience in
product management and marketing functions within a graphics-oriented
company. An engineering background would be very helpful. The
position requires a solid technical understanding of high-performance
rendering and real-time graphics.

To apply for this position, email resume to sraskin@sgi.com, fax to
415-933-0980, or call Susan Raskin at 415-390-4523. Silicon Graphics
is an equal opportunity employer. Principals only, please.

---End of forwarded mail from "Susan Raskin" <sraskin@rasputin.engr.sgi.com>


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


From guest  Mon Aug 21 10:44:16 1995
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From: "Mark Johnson" <johnson@vrlab.uccb.ns.ca>
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Date: Mon, 21 Aug 1995 14:41:08 -0700
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To: info-performer@sgi.sgi.com
Subject: unsubscribe
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Apologies for sending this to the general mailing list, but
when I sent to the administrative address, my request went
undone.

Please Unsubscribe me.

Thank you,
Mark johnson
johnson@vrlab.uccb.ns.ca



From guest  Mon Aug 21 16:44:43 1995
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To: info-performer@sgi.sgi.com
From: jeff@pers.gstone.com (Jeffrey W. Smith)
Subject: LOD Range Processing
Status: O

I'm implementing a shell for the Performer LOD range setting but I'm having
difficulty trying to map my distances to Performer's ranges. The
documentations says LOD switching uses screen space, channel size and FOV to
calculate the distance that will be used. I'd like to turn off this mapping
or force Performer to use my distances rather than the clever algorithm it
is using. I've tried to turn it off by setting
pfChanLODAttr::PFLOD_FRUST_SCALE to 0, but that shuts off all LOD switching.
Does anyone have the Performer LOD mapping algorithm or any suggestions?

Thanks in advance,

Jeff



From guest  Mon Aug 21 17:52:59 1995
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From: d3@po.iijnet.or.jp
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Date: Tue, 22 Aug 1995 09:25:58 +0900
Message-Id: <199508220025.JAA14027@sh0.po.iijnet.or.jp>
Subject: Re: how to handle input device
To: maurel@BAROCO.matra-espace.fr
Cc: info-performer@sgi.sgi.com
X-Mailer: AIR Mail 3.X (SPRY, Inc.)
Status: O

> I have developped a simulation software including special devices connected
> to a serial port. We used un-related processes in our S/W and Unix IPC 
mechanism
> (message queue) to communicate between the process handling the serial port 
and the application (APP) performer process. The msgrcv in the application 
process
> is used in IPC_NOWAIT mode.
> 
> In a second project, we have used sockets. We have implemented again the 
same solution and never try the use of the signal SIGIO...  I have been told 
to avoid
> the use of SIGNAL within performer processes... (maybe somebody has more 
infos ?)

Thanks for your reply.
Your comment that UNIX signal should not be used with Performer process is 
very important for me since I am designing a simulator using signal(SIGIO) for 
input handling! I couldn't find something like that from Performer manuals.. 
Do you know the details about that? Or does anyone know?

	Yutaka Kanou(3D Incorporated)
	d3@po.iijnet.or.jp




From guest  Mon Aug 21 17:46:46 1995
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Message-Id: <199508220040.RAA07987@surreal.asd.sgi.com>
To: ghock@gateway.grumman.com (Greg Hock)
Cc: info-performer@sgi.sgi.com
In-Reply-To: Your message of "Mon, 21 Aug 95 14:39:45 EDT."
             <9508211839.AA09546@gateway.grumman.com> 
Date: Mon, 21 Aug 95 17:40:47 -0700
From: Jim Helman <jimh@surreal>
Status: O

> have recently been having difficulty handling all the 
> mail from performer users.  Do you have any mail tools for
> routing mail according to titles or subject matter. 

You can find some information on mail sorting tools in:

  ftp://sgigate.sgi.com/pub/Performer/selected-topics/mailsort

If anyone has something to add about a spiffy mail sorting
tool, drop us a line at info-performer-request@sgi.com.

rgds,

-jim helman

jimh@surreal.asd 
x3-1151





From guest  Mon Aug 21 18:07:08 1995
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From: "Nathaniel Bletter" <nat@od.sri.com>
Message-Id: <9508211802.ZM2830@od.sri.com>
Date: Mon, 21 Aug 1995 18:02:31 -0700
In-Reply-To: Jim Helman <jimh@surreal.asd.sgi.com>
        "" (Aug 21,  5:40pm)
References: <199508220040.RAA07987@surreal.asd.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: mail sorting
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Doesn't the full version of Zmail support mail filtering and sorting? I think
it just might have the GUI for it turned off in the free version, bu if someone
who has the full version could tell the rest of us what to put in the .zmailrc
file to enable filtering, it might work.

--

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


From guest  Mon Aug 21 19:02:53 1995
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From: CINEMED127@delphi.com
Received: from delphi.com by delphi.com (PMDF V4.3-9 #10880)
 id <01HUCMGWW2JK8ZILHF@delphi.com>; Mon, 21 Aug 1995 21:59:58 -0400 (EDT)
Date: Mon, 21 Aug 1995 21:59:58 -0400 (EDT)
Subject: pfFrame usage question
To: info-performer@sgi.sgi.com
Message-Id: <01HUCMGWWC6Q8ZILHF@delphi.com>
X-Vms-To: IN%"info-performer@sgi.com"
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; CHARSET=US-ASCII
Content-Transfer-Encoding: 7BIT
Status: O

Hello!

	My Performer 1.2 application seems to get faster in a
direct
	relationship with the number of polygons it can throw
out.
	The more polygons it throws out the faster it renders (
in an
	application which does animation by modifying the view
point
	by following a spline ).  The application uses pfSync
before
	modifying the view point, and the view point
immediately
	preceeds a pfFrame.  Given this, I don't understand why
the
	app speeds up.  Any response is greatly appreciated and
	thanks for your help and time in advance.

	Dave Abramoske
	cinemed127@delphi.com


From guest  Mon Aug 21 23:13:54 1995
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	 id XAA01932; Mon, 21 Aug 1995 23:09:09 -0700
Date: Mon, 21 Aug 1995 23:09:09 -0700
From: cct@faith (Chris Tanner)
Message-Id: <199508220609.XAA01932@faith.asd.sgi.com>
To: info-performer@sgi.sgi.com, jeff@pers.gstone.com (Jeffrey W. Smith)
Subject: Re:  LOD Range Processing
Status: O

IRIS Performer2.0 which is currently in BETA release contains the 
ability to evaluate LODs in the app process - 
pfEvaluateLOD which returns the child which will be selected in the cull.
Here is an excerpt from the 2.0 man page...

     float      pfEvaluateLOD(pfLOD *lod, const pfChannel *chan,
                       const pfMatrix *offset);
		       
     pfEvaluateLOD returns the index of the child that the Performer Cull
     traversal would produce given a specific channel and matrix offset.  The
     integer portion of the return value represents the selected child, while
     the floating point portion of the return is used to distinguish the fade
     ratio between two visible lods if lod fading is turned on for the given
     channel (see pfChanLODAttr).  Thus an index of 1.0 would correspond to
     Performer's decision to draw only child one.  A value of 1.25 would mean
     Performer would be 25% across the FADE transition between child one and
     child two - meaning that child one would be 75% opaque while child two
     would be 25% opaque.  Similarly a value of 3.9 would represent child
     three being 10% opaque (solid) while child four was 90% opaque.  The
     value -1.0 is returned when no children are visible.  Note that negative
     floating point values (like -.3) mean that Performer is currently fading
     in child 0 and that it is 70% opaque.  Thus return values will range from
     -1.0 <= return value < N+1 where N is the number of children for the LOD.
     (See pfChannel and pfLODState)

I think 2.0 is the easiest way to get the desired result, but if you really
want to do this in 1.2 send me mail and Ill see if I can be more specific
about the range calculation...

Later,
Chris Tanner
IRIS Performer

_____________________________________________________________
Chris Tanner (cct@faith.asd.sgi.com)	Never Surrender. Dont
Silicon Graphics - Advanced Graphics Division
_____________________________________________________________



From guest  Tue Aug 22 01:08:38 1995
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From: aaron@qbert.paradigmsim.com (Aaron Hightower)
Message-Id: <199508220803.DAA19369@qbert.paradigmsim.com>
Subject: Here's mail filter tools for yall
To: info-performer@sgi.sgi.com
Date: Tue, 22 Aug 1995 03:03:03 -0500 (CDT)
Reply-To: aaron@paradigmsim.com
X-Mailer: ELM [version 2.4 PL23]
Content-Type: text
Content-Length: 1607      
Status: O

In response to talk about mail filter tools, I have put together a
collection of stuff that I use.  This is the filter utility ( which can
be used standalone ) along with many tools that I frequently use to
manage the plethora of mail messages that I receive on a daily basis.
This is compatible with z-mail, elm, and/or any other mail program that
you might already be using.

Other unrelated tools that I have included are tools for setting your title
and icon title based on your directory etc..  This makes choosing which xwsh
to un-iconify a much simpler decision..

I've also included some simple scripts that allow you to play different
audio files depending on what kind of mail you get.  When I receive
performer e-mail, for example, I hear the bomber sound effect from
/usr/share/data/sounds/prosonous/sfx/bomber.aiff...

There's also a perl script that will take the filter-log generated from
filter and continuously monitor it and print a colorized pretty looking
report telling you what kind of mail you have been getting and where it
is going.

And most importantly, you can now make rules like:

if to contains "info-performer" and subject contains "subscribe" then
  save "/dev/null"

The *only* thing that I ask is that you send me an e-mail if you have
positive feedback, and that (when possible) you send me enhancements
rather than bug reports.

You can retrieve the software from my web-site under "my software":  If
you find any snags, please let me know as soon as possible and I'll make
reasonable efforts to rectify the problem.

Aaron Hightower
http://rampages.onramp.net/~aaronh/


From guest  Tue Aug 22 17:11:12 1995
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From: SSPSU91@aol.com
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Date: Tue, 22 Aug 1995 08:09:07 -0400
Message-Id: <950822080906_60308003@mail06.mail.aol.com>
To: info-performer@sgi.sgi.com
Subject: Release of Performer 2.0
Status: O

When will Performer 2.0 be released? I have heard that it will have a variety
of hooks in it to do IR/FLIR simulation, is this true?  If I am currently
running version 1.2 will I get an automatic upgrade to 2.0?
S. Sroczyk, JJM Systems Inc.


From guest  Tue Aug 22 16:03:33 1995
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Date: Tue, 22 Aug 1995 12:20:56 GMT
From: "Mr. Alun Evans" <aevans@taz.dra.hmg.gb>
To: INFO-PERFORMER@sgi.sgi.com
Message-Id: <00995412.325B8808.49@taz.dra.hmg.gb>
Subject: Help ModelGen.
Status: O

Hiya, just a quick question:-
If I've got a gouraud shaded polygon in ModelGen,
why when I load it into Perfly is it not gouraud shaded.
Surely I don't have to tell perfly it has a colour
per vertex, do I?
I'm using flt loader 1.2.
Thanks in advance,
Al.

Alun Evans
DRA Farn.


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Date: Tue, 22 Aug 95 14:23:08 +0200
From: maurel@BAROCO.matra-espace.fr (Herve Maurel)
Message-Id: <9508221223.AA05744@BAROCO.matra-espace.fr>
To: d3@po.iijnet.or.jp
Subject: Re: how to handle input device
Cc: info-performer@sgi.sgi.com
Status: O


> 
> Thanks for your reply.
> Your comment that UNIX signal should not be used with Performer process is 
> very important for me since I am designing a simulator using signal(SIGIO) for
> input handling! I couldn't find something like that from Performer manuals.. 
> Do you know the details about that? Or does anyone know?
> 
> 	Yutaka Kanou(3D Incorporated)
> 	d3@po.iijnet.or.jp
> 
> 

I`m sorry , I haven't more infos. But only one remark is that
I believe that you could not install some signal handlers in the 
Performer-processes (APP, CULL, DRAW) because some (which ones ???) maybe are
used to Sync the processes.  Maybe I'm wrong, but it was the only restriction 
(the use of signal) people of SGI France told me. 

That's why, I believe you could not use sockets with SIGIO in the APP process.

If anybody has informations, I'm interested.

	Regards,
		Herve
____________________________________________________
Herve MAUREL - Europe Informatique Toulouse - FRANCE
under contract with MATRA MARCONI SPACE
phone: +33 62247521 - email: maurel@baroco.matra-espace.fr


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	Tue Aug 22 10:28:38 1995
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Date: Tue, 22 Aug 95 10:28:33 EDT
From: buellcg@fltsvr2.flight.wpafb.af.mil (Christopher G. Buell)
Message-Id: <9508221428.AA01108@fltsvr2.flight.wpafb.af.mil>
To: info-performer@sgi.sgi.com
Status: O


	I am having a problem with Performer locking up. The setup
	is like this. Performer 1.2 on a 3 channel, 10 processor Onyx/RE2
	(IRIX 5.3) rendering a scene in all 3 windows. Everything appears
	to work fine, but eventually the whole program will freeze.
	My 2 methods of debugging are to put printf's in all the pre/post
	callback and to force the program to core dump (kill -7 pid).
	Both indicate that the cull process has finished, but the draw
	process did not start.  Under IRIX 5.2, there were times that
	moving the mouse would "unfreeze" the program (Hmmmmm), though I
	am not using the mouse for anything (I fact I wish there was a
	Performer call to shut it  off, but that's a different matter)!
	Most of our recent work is using Vega, but it makes no difference
	if it is a Vega app or a Performer only app (Vega is ruled out).
	It seemed that most of these problems ceased under IRIX 5.3 until
	recently. If I run the program under "root" so that it run real-time,
	locked into processors, the problem occurs more frequently.
	The operating system had been our leading suspect.
	We have 2 identical Onyx's that show the same problem, so the
	hardware is ruled out.
	Has anyone else experienced similar problems??

				Chris Buell
				buellcg@fltsvr1.flight.wpafb.af.mil


From guest  Tue Aug 22 09:32:38 1995
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Date: Tue, 22 Aug 1995 10:32:59 -0400
From: mwilliam@ldsa.com (Micheal J. Williams)
Message-Id: <9508221432.AA07670@igate>
To: info-performer@sgi.sgi.com
Subject: DCS picking.
Status: O


Hello,

   I have a program which uses Performer merely to manage some
flight format models.  I am having problems with the picking 
of these models.  I currently am putting ten models up, nine
stationary, and one moving.  All ten are updated with PFDCSROT,
PFDCSTRANS, and PFDCSSCALE every frame (even though only the
one has parameters changing).

   I can select the nine stationary models with no trouble, but
try as I might I cannot select the moving model.  It is moving 
at a slow rate, so there is no chance that I am missing it.  

   I have implemented code to get the bounding box with 
PFGETNODEBBOX, and display it.  The bounding box moves along
with the model as expected.

   When I create the node for the model I load the model into a 
DCS node, add that to the group, and set 

PFNODEBSPHERE(DCSNODE, SYSTEM.NO_ADDR, LIBPF.PFN_BMODE_DYNAMIC)

which I believed made the bounds change whenever the model matrix
was adjusted.

FOr completeness, the program is run on an Indigo2Extreme, with 
IRIX 5.2 and Performer 1.2 .  It is written in ada, and the 
performer is a only small part of the application.

Any help, or advice would be appreciated.  Does something need
to be called when the DCS is modified?  If so, why does the 
bounding box updated?  I am truly baffled.  

Mike Williams
mwilliam@ldsa.com




From guest  Tue Aug 22 08:35:24 1995
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	id AA02462; Tue, 22 Aug 95 09:34:13 MDT
From: mtorres@arl.mil (Torres Mario 678-3280 AMSRL-BE-M)
Message-Id: <9508221534.AA02462@mercury.arl.mil>
Subject: Re: Filtering of DMA DTED database, DITTO!
To: blastarr@ix.netcom.com (Kent Miller)
Date: Tue, 22 Aug 95 9:34:13 MDT
Cc: info-performer@sgihub.corp.sgi.com
In-Reply-To: <199508200115.SAA13926@ix8.ix.netcom.com>; from "Kent Miller" at Aug 19, 95 06:15:39 pm
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Status: O

> 
> >I am doing an extensive search on the net regarding 
> >this and I will also contribute if I find anything worth while.
> >
> 
> Find anything? If you have time, would you post a follow-up to the Performer 
> group? Thanks.
> 

  Actually yes!  By doing a netsearch on netscape I came across many 
subjects and I was amazed how easy it was to obtain it, then I assumed it 
was too trivial a matter to post.  Here it is:

   My hacked solution consists of using a program a program by Jonathan 
Richard Shewchuk of School of Computer Science Carnegie Mellon 
University called Triangle.  Triangle is a Two-Dimensional Quality Mesh 
Generator and Delaunay Triangulator.  This program takes an array of nodes 
and does the triangulation for you complete with indexing and a showme 
program to see (in 2D) what the mesh looks like.  His program does the 
triangulation but no triangle decimation is done.  The way I handle the 
reduction of triangles is by reducing the number of nodes before I 
submitt them to the triangle program.  This worked great for me!  Since I 
was working with terrain elevation data, I eliminated redudant nodes by 
deciding if they were within an elevation range.  The great advantage of 
using Triangle is that I can use the indexing array to create my own 
geosets in Performer without having to rack my brains or use a multigen 
or corypheous software or any other ;) .  

 For complete source and documentatio look at Jonathan's webpages:

  http://www.cs.cmu.edu/~quake/triangle.html
  http://www.cs.cmu.edu/~quake/showme.html

  There are other documents on the web but since this did the trick for 
me I looked no further.  HTH (Hope this helps!)

  Mario Torres
  STC @ ARMY Research Lab.



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From: "`Bwana' Bob Buckley" <bbuckley@ctaeng.com>
Message-Id: <9508220958.ZM4958@getreal.mss.ctaeng.com>
Date: Tue, 22 Aug 1995 09:58:39 -0600
In-Reply-To: Marcus <sgi.com!holodeck.asd.sgi.com!giraffe.asd.sgi.com!sgi.sgi.com!uunet.uu.net!multigen!Marcus>
        "Re: Flt model illumination?" (Aug 18,  6:00pm)
References: <00581.2891615275.155@multigen.uucp>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: Flt model illumination?
Cc: mtorres@arl.mil
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Content-Length: 1329
Status: O

>
> From: mtorres@arl.mil (Torres Mario 678-3280 AMSRL-BE-M)
> Message-Id: <9508152136.AA12765@mercury.arl.mil>
> Subject: Flt model illumination?
> To: info-performer@sgi.com
> Date: Tue, 15 Aug 95 15:36:45 MDT
>
> Hello,
>
> Is there a way to illuminate a multigen model (geoset)?  I've tried
> placing a Light on a helicopter group after LoadFlt but the light also
> affects other objects, terrain, in the scene.  I understand that it is
> possible to illuminate a geoset (and only the geoset) through
> manipulation of its gstate light (?).   However, the problem with
> multigen models is that one does not  have access (or do we?) to all the
> attributes of a model like the geosets, gstates, materials etc.  All I
> seem to be able to get access to is the texture.

One of the ways I do this is to apply an emissive material.


===========================================================================
'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: "Kevin R. McClure" <mcclure@chris.gcs.redstone.army.mil>
Message-Id: <9508221112.ZM6542@chris.gcs.redstone.army.mil>
Date: Tue, 22 Aug 1995 11:12:58 -0500
X-Mailer: Z-Mail (3.1.0 22feb94 MediaMail)
To: <info-performer@sgi.sgi.com>
Subject: Employment Opportunity
Content-Type: text/plain; charset=us-ascii
Mime-Version: 1.0
Status: O


There is an immediate job opening in HUNTSVILLE, ALABAMA with Computer Sciences
Corporation.  The job duties include Database Modeling using MultiGen Flight
and E&S.  A bachelor's degree in Engineering or any related field is a
prerequisite and a working knowledge of Virtual Simulation in DIS environments
is a plus.  Also any programming, video production, or software training would
be helpful.  Please send resumes or questions to this email address.

Thanks,
	Kevin Mcclure


-- 

email: Kevin McClure<mcclure@chris.gcs.redstone.army.mil>
phone: (205) 842-7290



From guest  Tue Aug 22 10:24:02 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199508221635.JAA22677@tubes.asd.sgi.com>
Subject: Re: LOD Range Processing
To: guest (Jeffrey W. Smith)
Date: Tue, 22 Aug 95 9:35:44 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199508212328.QAA04847@pers.gstone.com>; from "Jeffrey W. Smith" at Aug 21, 95 4:28 pm
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Status: O

> 
> I'm implementing a shell for the Performer LOD range setting but I'm having
> difficulty trying to map my distances to Performer's ranges. The
> documentations says LOD switching uses screen space, channel size and FOV to
> calculate the distance that will be used. I'd like to turn off this mapping
> or force Performer to use my distances rather than the clever algorithm it
> is using. I've tried to turn it off by setting
> pfChanLODAttr::PFLOD_FRUST_SCALE to 0, but that shuts off all LOD switching.
> Does anyone have the Performer LOD mapping algorithm or any suggestions?
> 

	Unfortunately, FRUST_SCALE is completely broken in 1.2 as you 
have found out. 2.0 has working FRUST_SCALE and other goodies as mentioned
by cct.



From guest  Tue Aug 22 10:56:20 1995
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Date: Tue, 22 Aug 95 12:42:59 -0500
From: steve@mred.hti.com (Steve Baker)
Message-Id: <9508221742.AA06187@mred    >
To: info-performer@sgi.sgi.com
Subject: Re: File Formats.
Status: O


> From: "David H. Whittington" <dhw3314@aw101.iasl.ca.boeing.com>
> 
> To all Performerites:

pfPeople -- or maybe pfVictims would be preferable here :-)

> 	One interesting concept that the Medit folks have for the
> future is the idea of saving the graphics objects to disk inside
> of a Performer app(e.g. perfly).

Coryphaeus' DWB has a similar concept - a "Performer Writer" as
they call it - I think they give it away for free.

FYI: MultiGen Inc have some kind of legal problem with you writing
a similar thing for "Open"Flt without their permission - BEWARE.

> This might be a great time to
> bring all the different formats together after loading and writing
> them out to a specific new format that is performer specific.

This works OK for small databases - but the problems come with
large databases when it becomes impractical - or undesirable to
write out the entire database tree into a single file. The problem
is that you started out with maybe a dozen little files, you load
them into Performer and the write them out - but the Performer
loaders didn't note where the file boundaries were - so the file
writer can't recreate the original file structure.

This gets much more difficult when you want to start database paging
and stuff like trees and bushes need to be referred to by all of the
terrain tiles - but stored just once somewhere globally.

> Then, of course, the various modelling tools would need to be able to read 
> this format...

Um...yes...and this format would be..."Open"FLT? DWB? VRML? Medit?

This idea suffers from the problem that Performer does not store
*ALL* of the original information. For example, with FLT, MultiGen
stores transformations both as a set of rotations, translations and scales,
and as a matrix. When you load this into Performer, all the separate
transforms are discarded and only a pfMatrix remains. Thus, if you were
(hypothetically) to use a LoadFlt() invokation to load the file and
then a SaveFlt() to write it back out again, you would lose the information
about how the original transform was modelled - you can't reproduce the
original information because there are multiple combinations of heading/pitch/roll
angles that can be formed from a single rotation matrix. This might make it hard
to go back and make a change to the transform using MultiGen.

Another problem is that some loaders do different things on different
workstations (I recollect that LoadFlt() doesn't load texture maps
on low-end workstations) - hence you might be unable to convert databases
on low end machines without losing something.

I'm sure that there are other cases of information 'leaks' whenever a loader
throws away some information from the file. Some of these are important, some
not so.

So, the idea of reading into an in-memory representation using one of a
range of available loaders - and then writing it out again - only works
if the in-memory representation is able to store absolutely everything
that the original file had within it. Performer could be made to act as that
in-memory representation if loaders were more careful about preserving non-
Performer data in pfUserData() connected into the tree. Of course, they'd
all have to agree on what that data means.

Our database 'compiler' here at HTI does use a range of loaders and a range
of writers which share a common in-memory representation - but that representation
is not Performer. This has several benefits, one of which is that our compiler
can run on non-SGI hardware (is that heresy on this email list?).

   Steve

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)




From guest  Tue Aug 22 16:15:29 1995
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From: aaron@qbert.paradigmsim.com (Aaron Hightower)
Message-Id: <199508222305.SAA20763@qbert.paradigmsim.com>
Subject: Re: Here's mail filter tools for yall
To: marrou@vsl.ist.ucf.edu (Lance Marrou)
Date: Tue, 22 Aug 1995 18:05:36 -0500 (CDT)
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9508221536.ZM21540@crusader.vsl.ist.ucf.edu> from "Lance Marrou" at Aug 22, 95 03:36:27 pm
Reply-To: aaron@paradigmsim.com
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Status: O

> On Aug 22,  3:03am, Aaron Hightower wrote:
> >
> > Aaron Hightower
> > http://rampages.onramp.net/~aaronh/
> >
> >-- End of excerpt from Aaron Hightower
> 
> I get:
> Error 404: not found

Sorry .. it's aaron not aaronh... my mistake

The correct URL is:

http://rampages.onramp.net/~aaron/

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


From guest  Wed Aug 23 07:03:51 1995
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From: wintec@fwb.gulf.net
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Subject: Passing App data to Draw callback
To: info-performer@sgi.sgi.com
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Status: O

  I need to pass a large structure of data from the application process down to 
the draw process.  Is there a way to send the pointer to this structure instead 
and still use pfPassChanData -- maintaining frame-coherence.  I would appreciate 
any examples (or suggestions) that you may have.

Thanks!
  Ben


From guest  Tue Aug 22 01:18:23 1995
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	id m0sku1c-000rRQC; Tue, 22 Aug 95 10:09 EDT
Date: Tue, 22 Aug 1995 10:09:55 -29900
From: Krzysztof Dudkiewicz <elset@gate.maloka.waw.pl>
Subject: RE remicrocoding ?
To: info-performer@sgi.sgi.com
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Status: O

Hello Performer Community,

This is not strictly Performer question, but this list may be the best
place on Earth to post it.

In the Proceeedings of SIGGRAPH'95 in the article "Polygon-Assisted
JPEG and MPEG Compression of Synthetic Images" by Marc Levoy there
is a very interesting footnote (on page 23), which says:

------------------------------------------------------------------------
If rendered on a Silicon Graphics RealityEngine, both renderings can be
performed - and the difference image computed - in a single pass through
the data by remicrocoding the fragment generators.
------------------------------------------------------------------------

This does not sound spectacular, but it is: if I understand it correctly
three images are rendered simultaneaously.

My question is: Does Silicon Graphics provide external users with
documentation and some kind of "Development Option" for programming microcode
of Reality Engine ?

Best regards,
Chris Dudkiewicz.


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Date: Wed, 23 Aug 95 19:16 MET DST
From: matomira@lig.di.epfl.ch (Fernando D. Mato Mira)
To: info-performer@sgi.sgi.com
Subject: pfNodeData
Reply-To: matomira@epfl.ch
Status: O



I was just thinking that we need some guidelines for pfNodeData use,
so that it's possible to merge different applications together.
                   
(eg: nodedata is a struct storing an array of void* (null entries allowed),
and its length. The real nodedatas pointed to are structs whose first
field is a long storing a tag (vendor, user, or application id). Tag numbers  
can be registered with SGI.
)

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* s: a- C++++ UI++ !L P-- E W+++ N+++ K? w--- !O M-- V p--- PS+++ PE++ 
Y+ PGP- t+ 5? X? tv+ b!+++ DI? D+ G- e+++ h-- r++ s !g w+ y*  A07 HH PP--- 
v+++ M[o]+++ (((())))


From guest  Wed Aug 23 12:07:54 1995
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	id AA26409; Wed, 23 Aug 95 12:04:03 PDT
Date: Wed, 23 Aug 95 12:04:03 PDT
From: stiles@aic.lockheed.com (Randy Stiles)
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To: matomira@epfl.ch
Cc: info-performer@sgi.sgi.com, jimh@surreal
In-Reply-To: <m0slJPs-000ERLC@ligsg7.epfl.ch> (matomira@lig.di.epfl.ch)
Subject: Re: pfNodeData Standard Approach
Status: O

   Date: Wed, 23 Aug 95 19:16 MET DST
   From: matomira@lig.di.epfl.ch (Fernando D. Mato Mira)

   I was just thinking that we need some guidelines for pfNodeData use,
   so that it's possible to merge different applications together.

   (eg: nodedata is a struct storing an array of void* (null entries allowed),
   and its length. The real nodedatas pointed to are structs whose first
   field is a long storing a tag (vendor, user, or application id). Tag numbers  
   can be registered with SGI.
   )

Yes I agree.  That is the approach I take, where there is an integer tag
that tells you what the struct pointer holds.  This can still result in problems
when merging, but those problems can be resolved by redefining what the integer
tags mean, rather than rewriting alot of code, etc.

Another, perhaps more long-term approach would be to have user data be
a pfList, with these integer/pointer combos as elements...

-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: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9508231311.ZM5340@bitch.reading.sgi.com>
Date: Wed, 23 Aug 1995 13:11:18 -0600
In-Reply-To: terence@systech.hinet.net (Terence Ker)
        "Question: Determine Size of polygon" (Aug 23,  6:15pm)
References: <9508240115.AA20757@systech.hinet.net>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: terence@systech.hinet.net (Terence Ker)
Subject: Re: Question: Determine Size of polygon
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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On Aug 23,  6:15pm, Terence Ker wrote:
> Subject: Question: Determine Size of polygon
>
>     I want to add a building in my Performer scene using simple polygons
> with transparent textures on it, exactly like most of the trees were built
> except not using the pfBillBoard node. I took the picture I want, scan the
> picture to get the image file on my computer, make those non-building portion
> transparent ( alpha = 0.0f ), and now comes the question, how big should
> I make the polygon to let the texture look good on it. What is the proper
> size of the polygon?
>
>-- End of excerpt from Terence Ker


I'm not sure I follow you, this polygon is in 3D so you should make it the
size of your building and in the correct place. The coordinate system you use
is arbitrary so pick a scale, an arbitrary rendering unit of 1m is fairly
typical but you could use banannas per furlong and it would still work.
If youre inserting the polygon into an existing database you could read the
position information displayed in the perfly GUI to get an idea of
where and how big your building should be.

To ensure decent quality with varying polygon sizes use a BILINEAR texture
magnigication filter and a MIPMAP_TRILINEAR texture minification filter. This
will make the texture VS polygon size less of an issue for you.

If youre making the building an arbitrarily long way away and want it to have
an appropriate size then use ratios. If you know the angle you want it to
subtend then tan (theta/2) = (half poly size) / distance, where theta is
the angle you require and the polygon is oriented towards where you expect
the eye to be.

I hope the answer you want is here somewhere.

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


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Date: Wed, 23 Aug 1995 16:04:37 -0400
From: ghock@gateway.grumman.com (Greg Hock)
Message-Id: <9508232004.AA08798@gateway.grumman.com>
To: info-performer@sgi.sgi.com
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Status: O

Hello,
Just a quick one...
I snatched the stereo perfly (sfly) app. off
of sgigate but can only get it running in
non-stereo mode (sfly -s).  Ive tried the 
software on 3 different indigo family boxes
with the same results.  I've also switched
machine grafix to stereo modes using 
/usr/gfx/setmon (formats such as STR_RECT)
but nothing turns on the juice quite right
... the monitor remains black unitl I quit
sfly by hitting the escape key.

Sorry if this is a reeeeal obvious one...

Greg Hock


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Organization: MultiGen, Inc.
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X-Umcp-To: INFO PERFORMER
From: Marcus <giraffe.asd.sgi.com!sgi.sgi.com!uunet.uu.net!multigen!Marcus>
To: INFO PERFORMER <info-performer@sgi.sgi.com>
Date: Wed, 23 Aug 1995 12:21:09 PST
Subject: Re: Help ModelGen. 
Status: O

        Reply to:   RE>Help ModelGen.
>Date: Tue, 22 Aug 1995 12:20:56 GMT
>From: "Mr. Alun Evans" <aevans@taz.dra.hmg.gb>
>To: INFO-PERFORMER@sgi.com
>Message-Id: <00995412.325B8808.49@taz.dra.hmg.gb>
>Subject: Help ModelGen.
>
>Hiya, just a quick question:-
>If I've got a gouraud shaded polygon in ModelGen,
>why when I load it into Perfly is it not gouraud shaded.
>Surely I don't have to tell perfly it has a colour
>per vertex, do I?

No.  Pre R14.2 loaders can only make geosets with
per vertex colors (gouraud shading) if the models do
_not_ have normals.  To eliminate normals from your
models you can bring up the header attribute page in
ModelGen and click the "save normals" checkbox off.
Write the database and it should have gouraud shading
in perfly for instance.  If you model is in a larger
database you may want to copy it out to a new database
first or reread in the orginal and reshade selected
portions of it.

R14.2 loaders obey the new polygon light mode flags
to determine shading/lighting.  The are best set using
the expanded "Calculate Shading" command.

>I'm using flt loader 1.2.

The current releases of the OpenFlight loaders for Performer
1.2 are revisions R14.1g and the recent R14.2.  Either of these
loaders work with earlier versions of the format and are
much better than the R14 loader that came on the Performer
1.2 CD.  The R14.2 loader can give different results than previous
loaders in that it is a port of the Performer 2.0 loader.  Some
differences are good like better tmeshing and geostate sharing,
but others can be upsetting like more warnings about improper
model attributes and inheritance of pfCullFace() for 2-sided
polygons (perfly calls pfCullFace( PFCF_BACK) by default).

>Thanks in advance,
>Al.
>
>Alun Evans
>DRA Farn.

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




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From: aschaffe (Allan Schaffer)
Message-Id: <9508231349.ZM25006@holodeck.asd.sgi.com>
Date: Wed, 23 Aug 1995 13:49:03 -0700
In-Reply-To: ghock@gateway.grumman.com (Greg Hock)
        "" (Aug 23,  4:04pm)
References: <9508232004.AA08798@gateway.grumman.com>
X-Mailer: Z-Mail-SGI (3.2S.1 10apr95 MediaMail)
To: ghock@gateway.grumman.com (Greg Hock), info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Aug 23,  4:04pm, Greg Hock wrote:
> 
> I snatched the stereo perfly (sfly) app. off of sgigate but can only
> get it running in non-stereo mode (sfly -s).  Ive tried the software
> on 3 different indigo family boxes with the same results.

SGI has 2 methods of stereo:  

  - the older full-screen stereo (STR_RECT, and so on) where the
    screen is divided in two, each half overlapping the other and
    scanned out as the full display;  available on all platforms

  - the newer stereo-in-a-window method where a particular window can
    have a left & right buffer, each scanned out in sequence.  See
    stereobuffer() and leftbuffer()/rightbuffer().  Only available on
    RealityEngine.

sfly uses the latter method, which is why it won't work on an
Indigo.  Although, I'm a little surprised that you only get a black
screen -- I would have expected some sort of display, but with the
viewpoint oscillating between the right-eye and left-eye positions.

Allan

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


From guest  Wed Aug 23 17:55:25 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199508240050.RAA25201@tubes.asd.sgi.com>
Subject: Re: Text in scenegraph
To: guest (Deb Herman)
Date: Wed, 23 Aug 95 17:50:02 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9508151247.AA00174@magellan.mak.com>; from "Deb Herman" at Aug 15, 95 8:47 am
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> Is it possible to place text in the scenegraph?  Any help is greatly
> appreciated.  
> 
> Thank you,
> Deb Herman
> MaK Technologies
> deb@mak.com
> 

	2.0 will support 3D text in the scene graph but there is no
support for raster fonts although we will support textured fonts.



From guest  Wed Aug 23 17:58:49 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199508240054.RAA25210@tubes.asd.sgi.com>
Subject: Re: pfCopy or pfClone? What happen to pfCopyGSet?
To: guest (Torres Mario 678-3280 AMSRL-BE-M)
Date: Wed, 23 Aug 95 17:54:16 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9508151503.AA21579@mercury.arl.mil>; from "Torres Mario 678-3280 AMSRL-BE-M" at Aug 15, 95 9:03 am
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> 
>   Hi,
> 
>   I am considering options to copy or clone a terrain database to have 
> one on the top of the other.  The purpose of this is to attach two 
> different textures to the two separate but geometrically equal terrains.  
> Its nice to be able to pfClone the whole group and/or dcs of the terrain 
> and move it a few meters up or down.  Once I've cloned it can I change 
> the terrain texture of one without changing the texture on the other?  Can I 
> get at the gset and gstate to do this?

	pfClone() is currently intended for instancing and does not
duplicate objects below pfGeodes, e.g, pfGeoSets. I suggest you 
write your own traversal which clones the scene graph including
pfGeoSets and pfGeoStates.

>   How about the option of using pfCopy?  I can copy the Geode and the 
> group but again how can I get the gstate to change the texture? Granted 
> that this is possible, if I change the texture of the copy will it change 
> the texture of the original?

	pfCopy is not yet implemented for pfNodes.

>  Last one.  I noticed that in the Performer 1.2 manual there is a brief 
> reference to the the pfCopyGSet (pg 243) which it says that it can "Make a 
> copy" of the GSet.  However, online man pages does not have any 
> reference to it.  I suspect that this was omitted from the library but 
> not the hardcopy manual pages.  It sure would be nice to be able to copy 
> the geometry sets so as to be able to create a new geode with a new 
> gstate and thus a new texture.  I tried to pfCopy the geometries but got 
> a core dump.  

	pfCopy will copy geosets but will not recursively copy 
that which the geoset references. 



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From: jrohlf@tubes (John Rohlf)
Message-Id: <199508240057.RAA25247@tubes.asd.sgi.com>
Subject: Re: Draw Function calls w/ no scene
To: guest
Date: Wed, 23 Aug 95 17:57:56 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <950815194249_75546741@aol.com>; from "guest@holodeck" at Aug 15, 95 7:44 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> I am using Performer to run a visual data base.  In my draw routine after I
> call pfDraw I call a gl program to draw some 2D text.  For some reason when
> there is nothing to be drawn in the scene (i.e. the eyepoint is looking off
> in space and there is no ground or buildings in its view) the gl text is not
> drawn, but the routine is being called.
> Is there some optimization technique in Performer so that when nothing is in
> the viewing area the drawing is not rendered?  If so is there a way to turn
> off this optimization?  Any other suggestions as to why the gl text would not
> appear would be appreciated.  Thanks.
> Stephanie Sroczyk, JJM Systems Inc.   SSPSU91@aol.com
> 

	There is no optimization that I know of that would cause this
problem. On an Onyx you might have problems with tag clear but in that
case you would probably see other anomalies. Get a gldebug trace
and see what is being sent to GL.




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From: jrohlf@tubes (John Rohlf)
Message-Id: <199508240114.SAA25317@tubes.asd.sgi.com>
Subject: Re: DAG depth causing problem?
To: guest
Date: Wed, 23 Aug 95 18:14:33 PDT
Cc: info-performer@sgi.sgi.com, lelkins@relay.nswc.navy.mil
In-Reply-To: <9508161745.AA14104@oanews>; from "guest@holodeck" at Aug 16, 95 1:45 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
>  Hello...
>  
>  I'm trying to build an articulated human figure in Performer, and I
>  haven't been having the best luck.  My problems _appear_ to be related
>  to having a very deep scene graph, but I'd like to confirm that.
>  Specifically, when I load the whole scene up, I get a series of
>  messages like:
>  
>  Performer Notice: Using 60Hz video rate on screen 0
>  ERROR #49  too many matrix pushes: ERR_PUSHMATRIX
>  ERROR #49  too many matrix pushes: ERR_PUSHMATRIX
>  ...etc...
>  ERROR #49  too many matrix pushes: ERR_PUSHMATRIX
>  ERROR #49  too many matrix pushes: ERR_PUSHMATRIX
>  Bus error (core dumped)
>  
>  The full scene graph at its deepest point is on the order of 100
>  nodes deep (around 30 joints, going up the spine and down into the
>  fingers, each with an SCS to transform to the joint location, a
>  DCS for the joint, and an SCS to transform back into the next segment
>  space).  Since there are a bunch of articulated parts depending on
>  previous articulated parts, a simple flattening isn't appropriate.

	The transformation depth is indeed too deep. Our max depth is 
	64. The GL's is 64 or 32 which is too little for you in either case.
	What you can do is collapse the SCSa->DCS->SCSb into a single
	DCS by setting the DCS matrix to: SCSb * DCS * SCSa.
	This makes things a bit more complicated for you but I highly 
	recommend this since it will increase your performance
	as well.




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Date: Wed, 23 Aug 95 18:15:39 -0700
From: terence@systech.hinet.net (Terence Ker)
Message-Id: <9508240115.AA20757@systech.hinet.net>
To: info-performer@sgi.sgi.com
Subject: Question: Determine Size of polygon
Status: O


    I want to add a building in my Performer scene using simple polygons
with transparent textures on it, exactly like most of the trees were built
except not using the pfBillBoard node. I took the picture I want, scan the
picture to get the image file on my computer, make those non-building portion
transparent ( alpha = 0.0f ), and now comes the question, how big should
I make the polygon to let the texture look good on it. What is the proper 
size of the polygon?


     
                           
                                              -= Terence Ke =-

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





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From: jrohlf@tubes (John Rohlf)
Message-Id: <199508240118.SAA25328@tubes.asd.sgi.com>
Subject: Re: Overlay graphics on performer
To: guest
Date: Wed, 23 Aug 95 18:18:54 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <950816131504_76187420@aol.com>; from "guest@holodeck" at Aug 16, 95 1:15 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> The following question is related to page 365 of the IRIS Performer
> Programming Guide, the frequently asked question "How do I overlay graphics
> on top of my IRIS Performer scene?" .
> For steps 3 (save and clear the projection matrix) and 5 (save and clear the
> modelling matrix) of the answer what are the specific Performer calls to do
> this?  Also for steps 7 and 9 (restoring the modelling and projection
> matrices).
> Is there an example of this anywhere in the Performer library?
> 
> Stephanie Sroczyk, JJM Systems Inc.


You need to do this through the GL:

3:
  pfMatrix pmat, vmat;
	
  /* save projection matrix */
  mmode(MPROJECTION);
  getmatrix(pmat);


I don't know what "clearing the projection matrix" means but if you want
a 2D overlay then call:

  ortho2(0, 1, 0, 1)  or,
  ortho2(-.5, x-.5, -.5, y-.5) where x and y are the viewport pixel sizes
				if you want to work in pixel dimensions

5:
  /* save modelview matrix */
  mmode(MVIEWING);
  pushmatrix();

  /* "clear" modelview matrix */
  loadmatrix(identityMatrix);

7:
  /* restore projection matrix */
  mmode(MPROJECTION);
  loadmatrix(pmat);


9:
  /* restore modelview matrix */
  popmatrix();




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From: jrohlf@tubes (John Rohlf)
Message-Id: <199508240128.SAA25409@tubes.asd.sgi.com>
Subject: Re: Fog in 2 channels
To: guest
Date: Wed, 23 Aug 95 18:28:17 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <950817191614_56924102@emout04.mail.aol.com>; from "guest@holodeck" at Aug 17, 95 7:16 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> I have an application with 2 channels, center and left.  The center channel
> is the master channel.  I set up a fog model using fog type EXP2.  In the
> master channel it looks good, but in the left channel the fog looks
> different.  It looks like a uniform fog type.  Is there any reason why the
> fog would look different in the two channels?????
> S. Sroczyk, JJM Systems Inc.

If you are using pfChanViewOffsets then you will have to modify the
fog density in the left channel by 1/cos(offset). In 2.0 this will 
no longer be necessary.



From guest  Wed Aug 23 18:40:05 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199508240134.SAA25431@tubes.asd.sgi.com>
Subject: Re: how to handle input device
To: guest (Herve Maurel)
Date: Wed, 23 Aug 95 18:34:37 PDT
Cc: d3@po.iijnet.or.jp, info-performer@sgi.sgi.com
In-Reply-To: <9508221223.AA05744@BAROCO.matra-espace.fr>; from "Herve Maurel" at Aug 22, 95 2:23 pm
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Status: O

> 
> 
> > 
> > Thanks for your reply.
> > Your comment that UNIX signal should not be used with Performer process is 
> > very important for me since I am designing a simulator using signal(SIGIO) for
> > input handling! I couldn't find something like that from Performer manuals.. 
> > Do you know the details about that? Or does anyone know?
> > 
> > 	Yutaka Kanou(3D Incorporated)
> > 	d3@po.iijnet.or.jp
> > 
> > 
> 
> I`m sorry , I haven't more infos. But only one remark is that
> I believe that you could not install some signal handlers in the 
> Performer-processes (APP, CULL, DRAW) because some (which ones ???) maybe are
> used to Sync the processes.  Maybe I'm wrong, but it was the only restriction 
> (the use of signal) people of SGI France told me. 
> 
> That's why, I believe you could not use sockets with SIGIO in the APP process.

	The only signals Performer traps are SIGCHLD and SIGHUP. It 
ignores SIGCHLD signals from non-Performer processes.




From guest  Wed Aug 23 18:42:34 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199508240136.SAA25439@tubes.asd.sgi.com>
Subject: Re: Passing App data to Draw callback
To: guest
Date: Wed, 23 Aug 95 18:36:42 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199508231401.JAA02010@grouper.fwb.gulf.net>; from "guest@holodeck" at Aug 23, 95 9:01 am
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Status: O

> 
>   I need to pass a large structure of data from the application process down to 
> the draw process.  Is there a way to send the pointer to this structure instead 
> and still use pfPassChanData -- maintaining frame-coherence.  I would appreciate 
> any examples (or suggestions) that you may have.
> 

	Just pass the pointer in the channel passthrough data. 




From guest  Wed Aug 23 18:43:54 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199508240137.SAA25447@tubes.asd.sgi.com>
Subject: Re: pfNodeData Standard Approach
To: guest (Randy Stiles)
Date: Wed, 23 Aug 95 18:37:42 PDT
Cc: matomira@epfl.ch, info-performer@sgi.sgi.com, jimh@surreal
In-Reply-To: <9508231904.AA26409@aic.lockheed.com>; from "Randy Stiles" at Aug 23, 95 12:04 pm
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Status: O

> 
> Another, perhaps more long-term approach would be to have user data be
> a pfList, with these integer/pointer combos as elements...
> 

	This is reasonable and is on our RFE list. However, I imagine
we would just use a pfList of void*.



From guest  Thu Aug 24 01:38:09 1995
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Date: Thu, 24 Aug 95 10:33:06 +0200
From: gce@syseca.fr (Cedric Gautier)
Message-Id: <9508240833.AA22933@anna>
To: info-performer@sgi.sgi.com
Subject: Performer futur ...
Status: O


Hi ... Got only two questions regarding a potential client ...

- Where can I find information about the new features of Performer 2.0 ?

- What about an Open Performer version ... short term ? long term ? none ?

Thanx ...

Cedric
Thomson Group
(email: gce@syseca.fr)



From guest  Fri Aug 25 08:45:15 1995
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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: Thu, 24 Aug 1995 20:43:51 PST
Subject: Re: Release of Performer 2.0 
Status: O

        Reply to:   RE>Release of Performer 2.0
>From: SSPSU91@aol.com
>Date: Tue, 22 Aug 1995 08:09:07 -0400
>Message-Id: <950822080906_60308003@mail06.mail.aol.com>
>To: info-performer@sgi.com
>Subject: Release of Performer 2.0
>
>When will Performer 2.0 be released? I have heard that
>it will have a variety of hooks in it to do IR/FLIR
>simulation, is this true?

Yes.  That's one of the major new features currently supported
in the OpenFlight R14.2 loader for Performer 2.0.  This loader
can correctly build multiple, coherent geostate tables using
OpenFlight polygon IR material attributes.  These geostate
tables are suitable arguments for calls to Performer 2.0's
pfChanGStateTable() and pfApplyGStateTable().  With two
geostate tables, it can automatically setup for out the
window and IR visuals.  The application must still manipulate
the associated pfMaterial's for proper effect in the IR
channel.  I'm working towards being able to support many
concurrent, _alternative_ visuals using these new facilities
... with only one scene graph.

<snip>
>S. Sroczyk, JJM Systems Inc.

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 Aug 25 11:24:37 1995
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Date: Fri, 25 Aug 1995 11:13:01 -0700
From: "Carlo L. Tiana" <carlo@vision.arc.nasa.gov>
Message-Id: <199508251813.LAA27926@descartes.arc.nasa.gov>
To: info-performer@sgi.sgi.com
Subject: external process driving perfly
Status: O


This is probably not a direct Performer question, though I am sure many
people must have tried this. I have written a simple perfly-like app,
where I update the XYZHPR coordinated via mouse (Xformer). I would like
now to control these coordinates from an external process. What I would
like to do would be to have my app startup, allocate a global structure
containing the 'pfCoord view;' and then somehow startup another process
(called, say, 'driver'), and communicate to it the address fo that
structure, so 'driver' can write values to view, to be read at every frame
by my flying app... you get the idea.

Are there preferred mechanism to do this within Performer? If not, what is
the simplest call that will make this happen? Something like sproc() or
maybe system()?

Any help would be appreciated!
Thanks a lot,
Carlo.



From guest  Fri Aug 25 12:04:28 1995
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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9508251159.ZM9785@lee.electrogig.com>
Date: Fri, 25 Aug 1995 11:59:49 -0700
In-Reply-To: "Carlo L. Tiana" <carlo@vision.arc.nasa.gov>
        "external process driving perfly" (Aug 25, 11:13am)
References: <199508251813.LAA27926@descartes.arc.nasa.gov>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Carlo L. Tiana" <carlo@vision.arc.nasa.gov>
Subject: Re: external process driving perfly
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Aug 25, 11:13am, Carlo L. Tiana wrote:
> Subject: external process driving perfly
>
> This is probably not a direct Performer question, though I am sure many
> people must have tried this. I have written a simple perfly-like app,
> where I update the XYZHPR coordinated via mouse (Xformer). I would like
> now to control these coordinates from an external process. What I would
> like to do would be to have my app startup, allocate a global structure
> containing the 'pfCoord view;' and then somehow startup another process
> (called, say, 'driver'), and communicate to it the address fo that
> structure, so 'driver' can write values to view, to be read at every frame
> by my flying app... you get the idea.
>
> Are there preferred mechanism to do this within Performer? If not, what is
> the simplest call that will make this happen? Something like sproc() or
> maybe system()?
>
> Any help would be appreciated!
> Thanks a lot,
> Carlo.
>
>-- End of excerpt from Carlo L. Tiana


Yes, forking off your own process and establishing shared memory for IPC
is the solution that I know of. Performer has a nice API for managing
shared memory - the data pool concept (look at the mannual). In fact even
when you are using mouse for input, the pfuInitInput function forks a process
to handle input devices like mouse, keyboard etc. You can fork the new process
from the APP process but make sure that you don't use certain Performer API
calls from within it (see that mannual for details).

-anita

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


From guest  Fri Aug 25 14:51:04 1995
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From: "Amarnath Banerjee" <ab@virtual.me.uic.edu>
Message-Id: <9508251633.ZM25404@virtual.me.uic.edu>
Date: Fri, 25 Aug 1995 16:33:20 -0500
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: GUI display in stereo
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi,

While trying to use 'sfly', I am having some problem displaying the GUI in
stereo. The GUI panel is OK for the right eye, but it is flickering for the
left eye.

Any suggestions as to what might be causing such a behavior?

Thanks.

-- 
Amarnath Banerjee				  email: ab@virtual.me.uic.edu
Industrial Virtual Reality Institute              tel: (312) 413 3619
University of Illinois at Chicago		  fax: (312) 413 0447


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Date: Fri, 25 Aug 1995 16:21:12 -0700
From: "Carlo L. Tiana" <carlo@vision.arc.nasa.gov>
Message-Id: <199508252321.QAA28162@descartes.arc.nasa.gov>
To: info-performer@sgi.sgi.com
Subject: Re: external process driving perfly
Status: O


Thanks to all of you who sent pointers - pfDataPools are a very easy
way to implement IPC if you are willing to link in the Performer libs
in the 'external' or 'driver' process - which is fine for me in this
case at least. I already have a little process up and running driving
perfly.
I modified perfly to spawn this process using a 'system' call - not very
elegant, maybe, but with ajust a few lines of code I was up and running.

Thanks for the help,
Carlo.



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Subject: Earth Sky
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	I added a pfEarthSky and now all my models appear to not be shaded.
They look like a solid color.  What happened?
-- 
Sean Halliday halliday@cs.sfu.ca


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From: "Christoph Stratmann" <strat@edeka.artcom.de>
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Date: Fri, 25 Aug 1995 22:54:44 -0600
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To: info-performer@sgi.sgi.com
Subject: Re: external process driving perfly
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Status: O

) Are there preferred mechanism to do this within Performer? If not, what is
) the simplest call that will make this happen? Something like sproc() or
) maybe system()?

In case you want independend processes use the Shared Arena Facility from
IRIX (usinit (), usmalloc (), etc.). It's easy to use and works well if you
don't want to use sproc () or link the hole Performer lib. I've build small
driving processes with that for every device we've got.

--
_______________________________________________________________________________
Christoph Stratmann
ART+COM e.V.                                  email: strat@artcom.de
Berlin, Germany                               http://www.artcom.de/~strat


From guest  Sun Aug 27 17:31:34 1995
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From: "Morten Bro-Nielsen" <bro@begonia.lab3d.odont.ku.dk>
Message-Id: <9508270437.ZM20119@begonia.lab3d.odont.ku.dk>
Date: Sun, 27 Aug 1995 04:37:25 -0600
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To: info-performer@sgi.sgi.com
Subject: Memory in Performer
Mime-Version: 1.0
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Status: O

I am trying to put together a Performer application that is somewhat
memory hungry. I need something like 200-400 Mbyte on the heap (using
normal malloc) and about 100-200 Mbyte in the shared arena.
I am working on an ONYX with 1 Gb.

Now my current problem is that I do not seem to be able to allocate
more than about 100 Mbyte on the heap. I can allocate 250 Mbyte
on the shared arena - no problem.

What can I do to change the memory configuration?

Could somebody shed some light on the relationship between the heap
and the shared arena in terms of maximum allocation size.

Morten Bro-Nielsen

PS: Please forgive me if this is a completely foolish question etc.
    I am posting at 4:30 in the night and my brain feels like having
    a break now. So good night :)

-- 
                                ,,,
                               (o o)
---------------------------oOO--(_)--OOo-----------------------------------
Morten Bro-Nielsen                          Phone.: (Panum)   +45 3532 6758
Technical University of Denmark                               +45 4525 3419
Institute of Mathematical Modelling         Fax...:           +45 4588 1397
Building 321, DK-2800 Lyngby, DENMARK       E-mail:          bro@imm.dtu.dk
WWW:                http://www.imm.dtu.dk/documents/users/bro/homepage.html   
---------------------------------------------------------------------------


From guest  Sun Aug 27 17:31:33 1995
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From: "Morten Bro-Nielsen" <bro@begonia.lab3d.odont.ku.dk>
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Date: Sun, 27 Aug 1995 04:45:47 -0600
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Status: O

Please reply by e-mail also. I am having some trouble getting the
info-performer postings right now... Thanks, Morten

-- 
                                ,,,
                               (o o)
---------------------------oOO--(_)--OOo-----------------------------------
Morten Bro-Nielsen                          Phone.: (Panum)   +45 3532 6758
Technical University of Denmark                               +45 4525 3419
Institute of Mathematical Modelling         Fax...:           +45 4588 1397
Building 321, DK-2800 Lyngby, DENMARK       E-mail:          bro@imm.dtu.dk
WWW:                http://www.imm.dtu.dk/documents/users/bro/homepage.html   
---------------------------------------------------------------------------


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Date: Sun, 27 Aug 1995 12:03:27 GMT
From: "Mr. Alun Evans" <aevans@taz.dra.hmg.gb>
To: INFO-PERFORMER@sgi.sgi.com
Message-Id: <009957FD.9543D9FE.305@taz.dra.hmg.gb>
Subject: MCO
Status: O

Hi all,
I know that this isn't really the place for this question
but I figured that someone here will be able to help me,
so here's my question:-
We are currently developing a virtual cockpit demo which
among other things displays a HUD. For the HUD to be displayed
correctly we use stencil planes. Everything works well
until we try and use exactly the same routine but displaying
the scene through the MCO.
We are using an Onyx Re2 with 4RM's, and using the MCO to create
2 displays '2@1280x1024_60 using the same stencil commands
gives very weird results.

Can anyone help?

Al.

Alun Evans
DRA Farn.


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Date: Sun, 27 Aug 1995 17:26:57 +0100
To: info-performer@sgi.sgi.com
From: depinxi@ub4b.eunet.be (Philippe Chiwy)
Subject: Re external process driving perfly
Status: O

>Date: Fri, 25 Aug 1995 11:13:01 -0700
>From: "Carlo L. Tiana" <carlo@vision.arc.nasa.gov>
>To: info-performer@sgi.com
>Subject: external process driving perfly
>X-UIDL: 809538575.001
>
>

>Are there preferred mechanism to do this within Performer? If not, what is
>the simplest call that will make this happen? Something like sproc() or
>maybe system()?
>

At de pinxi, we have the same kind of application, where we have sproc'ed
the position data structure you mentionned above in a function call located
in main.c, between ( perfly as reference) InitSharedMem() and InitConfig().

It works pretty good, but I don't know if it's the best way...

philippe 




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From: "Hellward Broszio" <BZ@AITEC.de>
Organization:  AITEC GmbH & Co KG
To: info-performer@sgi.sgi.com
Date:          Mon, 28 Aug 1995 12:05:55 GMT+1
Subject:       pfLightSource and multipipes
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Message-Id: <42489190DB2@aitec.de>
Status: O

Hi,

in my Performer application, I need to dynamically move 
pfLightSources within the scene. I attach pfLightSource's with 
pfDCS parent nodes to the scene. By using two  RE2 on an 
Onyx system (APP_CULL_DRAW configuration with five CPU's), 
the first pfLightSource (only the first) has no effect to the channel 
of one of these pipes. The statistics of the channels indicate
faultless culling of pfLightSource nodes. 
Has anybody some hints to solve this problem.

Thanks in advance

Hellward Broszio
------------------------------------------
Hellward Broszio, 
AITEC GmbH & Co Informationstechnologie KG
Tel.: 0221/96465-46
Email: bz@aitec.de
-------------------------------------------


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***************************************************
Jay Nash
UMASS Dartmouth
Advanced Technology Center
285 Old Westport Road 
North Dartmouth, MA 02747

Phone (508) 999-9121
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To: info-performer@sgi.sgi.com
Subject: cockpits
Date: Mon, 28 Aug 1995 09:47:37 PDT
From: "William J. Moore" <bmoore@world.nad.northrop.com>
Status: O


Hi,

This is not a Performer question, but I'm hoping
someone can help.

I'm trying to locate a source for fiberglass
cockpit shells. The kind you see at shows like
I/ITEC. Does anyone know of a company that sells
them?


Thanks 
Bill Moore




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Subject: 3D reader problem
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Status: O

Hi out there,
--------
Can anybody help ?
Thanks

The 3ds reader function, as defined in pf3ds.c, uses the library
3dstfk.a for the actual reading of the 3ds file. However, when I
try to link 3dsftk.a with the rest of the code, I get the following
message:

ld:
Object file format error in: ../3dsftk.a(3dsfile.o): bad symbolic header (magic
number)

Using the command odump I could see that the magic number in the .o files
archived in 3dstfk.a is 0000500. In all other object files I use it
is 0000540. However, this does not help me, since I don't know what the
magic number is all about. Is there a solution that would enable me
to use 3dsftk.a and if not, would it be possible to get a version that
I can use?

All this refers to the Performer 2.0 version marked 'alpha73'.

Thanks a lot
Olivier

---------

-- 
      +-----------------------------------------+
      |      Olivier Hartmann                   |             
      |      Business Development Manager       |
      |      SiliconGraphics Switzerland        |    ___     
      |      Chemin des Avouillons 30           |   /  / /    / | \  /
      |      1196 Gland - Switzerland           |  /__/ /__  /  |  \/
      |      Tel: (41-22)9999260                |
      |      Fax: (4122)3648366                 |
      |      email: olivier@gland.sgi.com       |
      |      m/s: IGE-304B VM: 5-9208           |
      +-----------------------------------------+



From guest  Mon Aug 28 12:31:38 1995
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From: halliday@cs.sfu.ca
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Subject: Earth Sky 
To: info-performer@sgi.sgi.com
Date: Mon, 28 Aug 1995 12:26:41 -0800 (PDT)
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	I have another problem with Sky and Ground.  I have a tracker
that I use to move the camera and I am looking at an object that is
at the origin.  As I move the camera away from the object, it appears
to sink into the ground.  It looks like the ground plain is not calculated
perfectly, or there is some kind of floating point error.  

	BTW, I still have no idea why using Earth/Sky screws up my objects
materials or lighting.  (last message I posted).  If I comment out
pfChanESky(Chan,sky);
The materials are fine.  Does Earth Sky change lights or materials or
something?
-- 
Sean Halliday halliday@cs.sfu.ca


From guest  Mon Aug 28 14:59:04 1995
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From: "Bryan Stewart" <bcstewar@gravy5.cs.nps.navy.mil>
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Date: Mon, 28 Aug 1995 14:54:20 -0700
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Subject: Using an accumulation buffer to get Motion Blur
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Status: O

I have been trying to get motion blur for objects in my scene.  Does performer
allow us to update an acculation buffer, and if so how do I access it, and then
send it thru the pipeline to be rendered?  I know that OPEN-GL has specific
calls to work with an accumulation buffer.

Thanks.

Bryan Stewart

bcstewar@cs.nps.navy.mil
Naval Postgraduate School
Monterey, CA


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Subject: Pre/Post Draw Callbacks, dissapointment!
To: info-performer@sgi.sgi.com
Date: Mon, 28 Aug 95 16:04:34 MDT
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Status: O

 
  On the recommendation of a few good programmers from this list, I tried 
to illuminate a helicopter by dimming the pfLightColor of the sun on the 
perfly program through the use of PreDraw and PostDraw functions.  I am 
very dissapointed because through this functions I can't even turn off 
the light for the helicopter in the PreDraw and then back ON in the 
PostDraw.  I've set it up in the following manner if anyone cares to comment:

 pfNodeTravFuncs(Apache->dcs , PFTRAV_CULL,
                        apachePreCull, apachePostCull);

long apachePreDraw(pfTraverser *trav, void *data)
{
  oldtod=ViewState->tod; 
    ViewState->tod=0.00f; 
    pfLightAmbient(ViewState->sun, 0.0f, 0.0f, 0.0f); 
    pfLightColor(ViewState->sun, ViewState->tod, ViewState->tod,
                                                 ViewState->tod);
}

long apachePostDraw(pfTraverser *trav, void *data) 
{

    ViewState->tod=oldtod; 
    pfLightAmbient(ViewState->sun, 0.2f*ViewState->tod,
                                   0.2f*ViewState->tod,
                                   0.2f*ViewState->tod); 
    pfLightColor(ViewState->sun, ViewState->tod, ViewState->tod,
                                                 ViewState->tod);
}


  The apache model is a multigen model, and I would expect that the model 
would be dark as if with no light and then the rest of the terrain would 
appear with the light.

 Also, is updating the apache DCS in the preDraw function a good or bad 
practice?  

  All +comments welcomed,

 Mario T.
  



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From: "David H. Whittington" <dhw3314@aw101.iasl.ca.boeing.com>
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Subject: Partial Object Display
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To: Performerites or (pfVictims)

	I am converting a strictly gl application to Performer that has
a complex object - namely a several thousand element line-drawn tunnel-in-
the-sky. In gl, I've had full control of whether I show the whole
object or just the portion that is so many feet out in front of an aircraft.
I wonder if I can efficiently construct a complex object in Performer that
can be shown piecemeal or whether I will have to still do it in "gl".
Any ideas??


  .=========================================================================.
 / David H. Whittington       | Voice: (206) 662-4923 (work)                 \
|  Boeing Commercial Airplane |        (206) 662-3425 (lab)                   |
|  P.O. Box 3707, M/S 19-MH   | Internet: dhw3314@aw101.iasl.ca.boeing.com    |
 \ Seattle, WA  98124-2207    | #include "/boeing/sw/std_disclaimer.h"       /
  `========================================================================='



From guest  Mon Aug 28 18:48:05 1995
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From: halliday@cs.sfu.ca
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Subject: Bug in EarthSky
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	There is a bug in Earth Sky.  If you do:

pfOverride(PFSTATE_LIGHTMODEL, PF_ON) 

at the start of your program, then when the sky is draw it does a 
lmbind(LMODEL,0) to turn of the lightmodel.  Performer doesn't 
know this and doesn't lmbind the old light model on again.

PS: disregard my message about objects sinking into the ground.

-- 
Sean Halliday halliday@cs.sfu.ca


From guest  Mon Aug 28 23:58:56 1995
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Date: Tue, 29 Aug 1995 14:58:07 +0800 (SST)
From: Kelvin Lee <kelvinle@centro.com.hk>
To: info-performer@sgi.sgi.com
Subject: 3ds loader of performer
Message-Id: <Pine.SGI.3.91.950829145531.15043A-100000@onyx.centro.com.hk>
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Status: O

Hi there,

I have heard about the 3ds loader for performer. But does it only 
avaliable in performer 2.0 ?

Also, does anybody out there try the conversion utility 3dsToIv which 
could convert 3ds file to inventor file. It said that it could convert 
texture and lighting, but I have problem in that ? Any suggestions ?


kelvin

#########################################
Name 	: Kelvin Lee
Company	: Centro Digital Pictures Limited
Address	: Rm601&604, HKITC
	  72 Tat Chee Ave, Kowloon Tong
	  Hong Kong
Tel	: (852) 2319 6588
Fax	: (852) 2319 2272
#########################################



From guest  Tue Aug 29 00:18:05 1995
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From: "Lionel Maiaux" <maiaux@quartz.corys.fr>
Message-Id: <9508290838.ZM9047@quartz>
Date: Tue, 29 Aug 1995 08:38:23 +0100
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To: info-performer@sgi.sgi.com
Subject: Fog with projected textures (again)
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Status: O

Hi,

Some time ago, Robert Webb wrote he had problems to implement fog with
projected textures (I post his mail again at the end of this one). I have the
same difficulties and I'm sure we are not alone!

I suppose this is not a Performer specific bug (as Robert, I use IRIS GL calls
with Performer) but we would like to know :

1 - if this bug is well known from SGI,
2 - if it's corrected with OPEN GL,
3 - if there are plans to correct it.

Thanks to SGI to help us!

Lionel

> Hi guys,
>
> It's me again, and I'm still trying to get my projected textures working
> properly.  Just one problem left! (I think).
>
> I am doing two passes of pfDraw() in the one draw traversal callback.  The
> first pfDraw draws everything in a grey colour that represents the colour of
> the ambient light, and resolves the zbuffer in preparation for the second
> pass.
>
> The second pass uses zfunction(ZF_EQUAL) to ensure that each pixel is
> touched only once, and also uses this:
>     blendfunction(BF_DC, BF_ZERO);
> instead of the usual:
>     blendfunction(BF_ONE, BF_ZERO);
>
> This means instead of each pixel getting set to the SOURCE colour, it is set
> to SOURCE*DEST, ie it is multiplied by the colour which is already there
> (and represents the ambient lighting).
>
> HOWEVER!  It seems the SOURCE colour includes the colour adjustment caused
> by the fog, even though I really want fog to be added later.  This means
> that the fog colour is also being multiplied by the DEST colour, hence
> making my fog seem darker for the geometry which goes through this projected
> texture process (lightpoints etc do not, and hence have the normal fog,
> making them appear light grey while everything else is a darker grey, for
> very thick fog).
>
> HELP!  Someone must have tackled this before.  Someone must have used fog
> with projected textures successfully.  How is it done?
>
> Many thanks,
> Rob.
>



From guest  Tue Aug 29 07:27:18 1995
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From: chaos@renoir.sait.samsung.co.kr (Cho Tae Hee)
Message-Id: <199508291319.XAA11064@renoir.sait.samsung.co.kr>
Subject: Movie Play in MCO
To: info-performer@sgi.sgi.com
Date: Tue, 29 Aug 1995 23:19:55 +1000 (KST)
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Status: O

Hi everyone.
My question is how can we mix a full screen (1280 x 1024) prerendered movie 
with Performer?

We're writing a "star-wars" type game program on SGI using performer.
The main body of the program is running on real-time.
However, we would like to display good-looking prerendered images at 30
frames per second on full screen.

We tried /usr/sbin/moviemaker and /usr/sbin/movieplay. 
However it couldn't display the full screen on 30 frames per second speed.

Any helps or hits are appreciated.
Thanks,

								chaos@venus.sait.samsung.co.kr



From guest  Tue Aug 29 08:30:51 1995
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From: mtorres@arl.mil (Torres Mario 678-3280 AMSRL-BE-M)
Message-Id: <9508291439.AA13609@mercury.arl.mil>
Subject: Re: Partial Object Display
To: dhw3314@aw101.iasl.ca.boeing.com (David H. Whittington)
Date: Tue, 29 Aug 95 8:39:03 MDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199508282251.AA13373@aw181.iasl.ca.boeing.com.info-performer@sgi.com>; from "David H. Whittington" at Aug 28, 95 03:51:01 pm
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Status: O

> 
> To: Performerites or (pfVictims)
> 
> 	I am converting a strictly gl application to Performer that has
> a complex object - namely a several thousand element line-drawn tunnel-in-
> the-sky. In gl, I've had full control of whether I show the whole
> object or just the portion that is so many feet out in front of an aircraft.
> I wonder if I can efficiently construct a complex object in Performer that
> can be shown piecemeal or whether I will have to still do it in "gl".
> Any ideas??
> 
  
  You should have no problem recreating this in Performer just like you 
did in gl.  Performer supports the geometry sets just like gl.  As far as 
showing off portions you may use the Level of detail functions or simply 
(I think better method) break up your large geometry set into any number 
of groups and display them as needed.  Another tool is to use the far 
clipping plane to adjust what is seen. 
 
  Mario A. Torres
  STC @ ARMY Research Lab.


> 
>   .=========================================================================.
>  / David H. Whittington       | Voice: (206) 662-4923 (work)                 \
> |  Boeing Commercial Airplane |        (206) 662-3425 (lab)                   |
> |  P.O. Box 3707, M/S 19-MH   | Internet: dhw3314@aw101.iasl.ca.boeing.com    |
>  \ Seattle, WA  98124-2207    | #include "/boeing/sw/std_disclaimer.h"       /
>   `========================================================================='
> 
> 
> 



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          id <02634-0@josef.ifi.unizh.ch>; Tue, 29 Aug 1995 17:02:19 +0200
To: info-performer@sgi.sgi.com
Subject: MCO Problems
Date: Tue, 29 Aug 1995 17:02:19 +0200
From: Kornel Szabo <szabo@ifi.unizh.ch>
Sender: szabo@ifi.unizh.ch
Status: O

Hi,

after initiating the commands

setenv DISPLAY :0.0
/usr/gfx/stopgfx 
setmon -S 4@640x486_30i


I get the following message:

---------------------------------------------------------
Reminder: This program must be run on an sgi with
a mco installed and the DISPLAY env var set to :0.0
This program changes to mco modes (def is 4NTSCs).
For a different mode, enter it on the command line.
gl_init_scrntab() can`t find any valid X screens (:o.o)

There is no longer output to the console, output
is now directed to the MCO in 4@640x486_30i mode.

Please note, it can take a minute or two for 
the graphics and X server to start back up.
---------------------------------------------------------

Can anyone give me a hint, what to check to fix this problem?
(I already checke the RE vof files: they are all there)


Here is an ls of the (I think) relevant dirs:


/usr/gfx/ucode/RE/vs2/vof/2rm/:

1@1280x1024_60/               2@640x480_60/                 4@640x480_60/
1@640x486_30i/                2@640x480_60+1@1280x1024_60/  4@640x486_30i/
2@1025x768_60/                2@640x486_30i/                4@640x640_60/
2@1200x900_72/                2@960x680_60/                 4@720x544_60/
2@1280_twovof/                3@640x486_30i/                4@960x620_60/
2@1280x1024_50/               3@800x600_60/                 6@640x480_60/
2@1280x1024_60/               3@850x850_60/                 6@640x486_30i/
2@640x480_180q/               3@960x680_60/                 6@745x224_60/


/usr/gfx/ucode/RE/vx2/vof/:

1280x1024_60/    1280x960_180qi/  640x480_180q/    640x480_60/




Thanks in advance

Kornel


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From: "Bruce Cameron" <bmc@shadow.mayo.EDU>
Message-Id: <9508291053.ZM951@shadow.mayo.edu>
Date: Tue, 29 Aug 1995 10:53:47 -0500
In-Reply-To: Kornel Szabo <szabo@ifi.unizh.ch>
        "MCO Problems" (Aug 29,  5:02pm)
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The sequence should be:

setmon -S ...
stopgfx
startgfx

I've appended a perl script that I wrote that handles this. The one
modification I would make to it would be to check for the number of
RMs present and limit the MCO options to only those that are valid
for the number of RMs present.


-- 
--Bruce
-----------------------------------------------------
Bruce M. Cameron		bmc@mayo.edu
Mayo Foundation			office: (507) 284-3288
200 1st St SW			fax:    (507) 284-1428
Rochester, MN 55905		ARS WD9CKW


--PART-BOUNDARY=.19508291053.ZM951.mayo.edu
X-Zm-Content-Name: MCO
Content-Description: Text
Content-Type: text/plain ; name="MCO" ; charset=us-ascii ; x-irix-type=Script

#!/usr/local/bin/perl
# Copyright (c) 1994, 1995
# Bruce Cameron (bmc@mayo.edu)
#
#    This program is free software; you can redistribute it and/or modify
#    it under the terms of the GNU General Public License as published by
#    the Free Software Foundation; either version 2 of the License, or
#    (at your option) any later version.
#
#    This program is distributed in the hope that it will be useful,
#    but WITHOUT ANY WARRANTY; without even the implied warranty of
#    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#    GNU General Public License for more details.
#
#    You should have received a copy of the GNU General Public License
#    along with this program; if not, write to the Free Software
#    Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
#
# The author requests that all modifications and/or bug fixes be sent
# to him as patch files for incorporation into the code.
#
if ($#ARGV < 0 || $#ARGV > 1) {
	print "Usage: MCO on|off [mode]\n";
	print "Default mode is 2 @ 640x480 30 Hz interlaced\n";
	print "Possible modes are:\n";
	print "\n\t 1 RM:\n";
	print "\t\t 2up60_0ms  - 2 @ 640x480 60 \n";
	print "\t\t 2up30_0ms  - 2 @ 640x486 30 Hz Interlaced \n";
	print "\t\t 4up60_0ms  - 4 @ 640x480 60 Hz\n";
	print "\t\t 4up30_0ms  - 4 @ 640x486 30 Hz Interlaced \n";

	print "\n\t 2 RMs add:\n";
	print "\t\t 2up60_0ms_full  - 2 @ 1280x1024 60 \n";
	print "\t\t 2up60_0ms_part  - 2 @ 1025x768  60 \n";
	print "\t\t 3up60_0ms       - 3 @ 960x680   60 \n";
	print "\t\t 3up60_0ms_mix   - 1 @ 1280x1024, 2 @ 640x480 60 \n";
	print "\t\t 6up60_0ms       - 6 @ 640x480 60 Hz\n";
	print "\t\t 6up30_0ms       - 6 @ 640x486 30 Hz Interlaced \n\n";

	print "\t\t 2up60_4ms       - 2 @ 640x480 60 \n";
	print "\t\t 2up30_4ms       - 2 @ 640x480 30 Hz Interlaced \n";
	print "\t\t 4up60_4ms       - 4 @ 640x480 60 Hz\n";
	print "\t\t 4up30_4ms       - 4 @ 640x486 30 Hz Interlaced \n\n";

	print "\t\t 2up60_8ms       - 2 @ 640x480 60 \n";
	print "\t\t 2up30_8ms       - 2 @ 640x480 30 Hz Interlaced \n";
	print "\t\t 4up60_8ms       - 4 @ 640x480 60 Hz\n";
	print "\t\t 4up30_8ms       - 4 @ 640x486 30 Hz Interlaced \n\n";

	print "\t\t 2up60_16ms      - 2 @ 640x480 60 \n";
	print "\t\t 2up30_16ms      - 2 @ 640x486 30 Hz Interlaced \n\n";

	print "\n\t 4 RMs add:\n";
	print "\t\t 3up60_0ms_lg    - 3 @ 1025x768  60 \n\n";

	print "\t\t 2up60_4ms_full  - 2 @ 1280x1024 60 \n";
	print "\t\t 2up60_4ms_part  - 2 @ 1025x768  60 \n";
	print "\t\t 3up60_4ms       - 3 @ 960x680   60 \n";
	print "\t\t 3up60_4ms_mix   - 1 @ 1280x1024, 2 @ 640x480 60 \n";
	print "\t\t 6up60_4ms       - 6 @ 640x480 60 Hz\n";
	print "\t\t 6up30_4ms       - 6 @ 640x486 30 Hz Interlaced \n\n";

	print "\t\t 2up60_8ms_full  - 2 @ 1280x1024 60 \n";
	print "\t\t 2up60_8ms_part  - 2 @ 1025x768  60 \n";
	print "\t\t 3up60_8ms       - 3 @ 960x680   60 \n";
	print "\t\t 3up60_8ms_lg    - 3 @ 1025x768  60 \n";
	print "\t\t 3up60_8ms_mix   - 1 @ 1280x1024, 2 @ 640x480 60 \n";
	print "\t\t 6up60_8ms       - 6 @ 640x480 60 Hz\n";
	print "\t\t 6up30_8ms       - 6 @ 640x486 30 Hz Interlaced \n\n";

	print "\t\t 4up60_16ms      - 2 @ 640x480 60 \n";
	print "\t\t 4up30_16ms      - 2 @ 640x486 30 Hz Interlaced \n\n";
}

if ($ARGV[0] =~ /on/) {
	print "Activating MCO ";

	if ($#ARGV == 0) {
		print "as 2up30_0ms\n";
		system '/usr/gfx/setmon -S 2@640x486_30i';	
	} 
	elsif ($ARGV[1] =~ /2up30_0ms/  || 
	       $ARGV[1] =~ /2uo30_4ms/  ||
	       $ARGV[1] =~ /2uo30_8ms/  ||
	       $ARGV[1] =~ /2uo30_16ms/) {
		print "as $ARGV[1]\n";
		system '/usr/gfx/setmon -S 2@640x486_30i';
	}
	elsif ($ARGV[1] =~ /2up60_0ms/  ||
	       $ARGV[1] =~ /2up60_4ms/  ||
	       $ARGV[1] =~ /2up60_8ms/  ||
	       $ARGV[1] =~ /2up60_16ms/){
		print "as $ARGV[1]\n";
		system '/usr/gfx/setmon -S 2@640x480_60';
	}
	elsif ($ARGV[1] =~ /4up60_0ms/  ||
	       $ARGV[1] =~ /4up60_4ms/  ||
	       $ARGV[1] =~ /4up60_8ms/  ||
	       $ARGV[1] =~ /4up60_16ms/){
		print "as $ARGV[1]\n";
		system '/usr/gfx/setmon -S 4@640x480_60';
	}
	elsif ($ARGV[1] =~ /4up30_0ms/  ||
	       $ARGV[1] =~ /4up30_4ms/  ||
	       $ARGV[1] =~ /4up30_8ms/  ||
	       $ARGV[1] =~ /4up30_16ms/){
		print "as $ARGV[1]\n";
		system '/usr/gfx/setmon -S 4@640x486_30i';
	}
	elsif ($ARGV[1] =~ /2up60_0ms_full/ ||
	       $ARGV[1] =~ /2up60_4ms_full/ ||
	       $ARGV[1] =~ /2up60_8ms_full/){
		print "as $ARGV[1]\n";
		system '/usr/gfx/setmon -S 2@1280x1024_60';
	}
	elsif ($ARGV[1] =~ /2up60_0ms_part/ ||
	       $ARGV[1] =~ /2up60_4ms_part/ ||
	       $ARGV[1] =~ /2up60_8ms_part/){
		print "as $ARGV[1]\n";
		system '/usr/gfx/setmon -S 2@1025x768_60';
	}
	elsif ($ARGV[1] =~ /3up60_0ms/ ||
	       $ARGV[1] =~ /3up60_4ms/ ||
	       $ARGV[1] =~ /3up60_8ms/){
		print "as $ARGV[1]\n";
		system '/usr/gfx/setmon -S 3@960x680_60';
	}
	elsif ($ARGV[1] =~ /3up60_0ms_mix/ ||
	       $ARGV[1] =~ /3up60_4ms_mix/ ||
	       $ARGV[1] =~ /3up60_8ms_mix/){
		print "as $ARGV[1]\n";
		system '/usr/gfx/setmon -S 2@640x480_60+1@1280x1024_60';
	}
	elsif ($ARGV[1] =~ /6up60_0ms/ ||
	       $ARGV[1] =~ /6up60_4ms/ ||
	       $ARGV[1] =~ /6up60_8ms/){
		print "as $ARGV[1]\n";
		system '/usr/gfx/setmon -S 6@640x480_60';
	}
	elsif ($ARGV[1] =~ /6up30_0ms/ ||
	       $ARGV[1] =~ /6up30_4ms/ ||
	       $ARGV[1] =~ /6up30_8ms/){
		print "as $ARGV[1]\n";
		system '/usr/gfx/setmon -S 6@640x486_30i';
	}
	elsif ($ARGV[1] =~ /3up60_0ms_lg/){
		print "as $ARGV[1]\n";
		system '/usr/gfx/setmon -S 3@1025x768_60';
	}
	else {
	    die "Hardware does not support requested format\n";
	}

	system '/usr/gfx/stopgfx';
	system '/usr/gfx/startgfx';
}
elsif ($ARGV[0] =~ /off/){
	print "Resetting Standard Video\n";
	system '/usr/gfx/setmon -x 1280x1024_60';
	system '/usr/gfx/stopgfx';
	system '/usr/gfx/startgfx';
}

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This section is intended to make thoroughly clear what is believed to
be a consequence of the rest of this License.

  8. If the distribution and/or use of the Program is restricted in
certain countries either by patents or by copyrighted interfaces, the
original copyright holder who places the Program under this License
may add an explicit geographical distribution limitation excluding
those countries, so that distribution is permitted only in or among
countries not thus excluded.  In such case, this License incorporates
the limitation as if written in the body of this License.

  9. The Free Software Foundation may publish revised and/or new versions
of the General Public License from time to time.  Such new versions will
be similar in spirit to the present version, but may differ in detail to
address new problems or concerns.

Each version is given a distinguishing version number.  If the Program
specifies a version number of this License which applies to it and "any
later version", you have the option of following the terms and conditions
either of that version or of any later version published by the Free
Software Foundation.  If the Program does not specify a version number of
this License, you may choose any version ever published by the Free Software
Foundation.

  10. If you wish to incorporate parts of the Program into other free
programs whose distribution conditions are different, write to the author
to ask for permission.  For software which is copyrighted by the Free
Software Foundation, write to the Free Software Foundation; we sometimes
make exceptions for this.  Our decision will be guided by the two goals
of preserving the free status of all derivatives of our free software and
of promoting the sharing and reuse of software generally.

			    NO WARRANTY

  11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW.  EXCEPT WHEN
OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.  THE ENTIRE RISK AS
TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU.  SHOULD THE
PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
REPAIR OR CORRECTION.

  12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
POSSIBILITY OF SUCH DAMAGES.

		     END OF TERMS AND CONDITIONS

	Appendix: How to Apply These Terms to Your New Programs

  If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.

  To do so, attach the following notices to the program.  It is safest
to attach them to the start of each source file to most effectively
convey the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) 19yy  <name of author>

    This program is free software; you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation; either version 2 of the License, or
    (at your option) any later version.

    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.

    You should have received a copy of the GNU General Public License
    along with this program; if not, write to the Free Software
    Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.

Also add information on how to contact you by electronic and paper mail.

If the program is interactive, make it output a short notice like this
when it starts in an interactive mode:

    Gnomovision version 69, Copyright (C) 19yy name of author
    Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
    This is free software, and you are welcome to redistribute it
    under certain conditions; type `show c' for details.

The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License.  Of course, the commands you use may
be called something other than `show w' and `show c'; they could even be
mouse-clicks or menu items--whatever suits your program.

You should also get your employer (if you work as a programmer) or your
school, if any, to sign a "copyright disclaimer" for the program, if
necessary.  Here is a sample; alter the names:

  Yoyodyne, Inc., hereby disclaims all copyright interest in the program
  `Gnomovision' (which makes passes at compilers) written by James Hacker.

  <signature of Ty Coon>, 1 April 1989
  Ty Coon, President of Vice

This General Public License does not permit incorporating your program into
proprietary programs.  If your program is a subroutine library, you may
consider it more useful to permit linking proprietary applications with the
library.  If this is what you want to do, use the GNU Library General
Public License instead of this License.

--PART-BOUNDARY=.19508291053.ZM951.mayo.edu--



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From: mtorres@arl.mil (Torres Mario 678-3280 AMSRL-BE-M)
Message-Id: <9508291701.AA20656@mercury.arl.mil>
Subject: Pre/Post Draw Callbacks, dissapointment! (fwd)
To: info-performer@sgi.sgi.com
Date: Tue, 29 Aug 95 11:01:02 MDT
X-Mailer: ELM [version 2.4dev PL17]
Status: O

  Sorry about the typo below!

>   On the recommendation of a few good programmers from this list, I tried 
> to illuminate a helicopter by dimming the pfLightColor of the sun on the 
> perfly program through the use of PreDraw and PostDraw functions.  I am 
> very dissapointed because through this functions I can't even turn off 
> the light for the helicopter in the PreDraw and then back ON in the 
> PostDraw.  I've set it up in the following manner if anyone cares to comment:
> 
>  pfNodeTravFuncs(Apache->dcs , PFTRAV_CULL,
>                         apachePreCull, apachePostCull);
> 
  should be:

   pfNodeTravFuncs(Apache->dcs, PFTRAV_DRAW, apachePreDraw, apachePostDraw);


> long apachePreDraw(pfTraverser *trav, void *data)
> {
>   oldtod=ViewState->tod; 
>     ViewState->tod=0.00f; 
>     pfLightAmbient(ViewState->sun, 0.0f, 0.0f, 0.0f); 
>     pfLightColor(ViewState->sun, ViewState->tod, ViewState->tod,
>                                                  ViewState->tod);
> }
> 
> long apachePostDraw(pfTraverser *trav, void *data) 
> {
> 
>     ViewState->tod=oldtod; 
>     pfLightAmbient(ViewState->sun, 0.2f*ViewState->tod,
>                                    0.2f*ViewState->tod,
>                                    0.2f*ViewState->tod); 
>     pfLightColor(ViewState->sun, ViewState->tod, ViewState->tod,
>                                                  ViewState->tod);
> }
> 
> 
>   The apache model is a multigen model, and I would expect that the model 
> would be dark as if with no light and then the rest of the terrain would 
> appear with the light.
> 
>  Also, is updating the apache DCS in the preDraw function a good or bad 
> practice?  
> 
>   All +comments welcomed,
> 
>  Mario T.
>   
> 
> 
> 



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Message-Id: <9508291309.ZM16136@crusader.vsl.ist.ucf.edu>
Date: Tue, 29 Aug 1995 13:09:57 -0400
In-Reply-To: mtorres@arl.mil (Torres Mario 678-3280 AMSRL-BE-M)
        "Pre/Post Draw Callbacks, dissapointment!" (Aug 28,  4:04pm)
References: <9508282204.AA25684@mercury.arl.mil>
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To: mtorres@arl.mil (Torres Mario 678-3280 AMSRL-BE-M)
Subject: Re: Pre/Post Draw Callbacks, dissapointment!
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Aug 28,  4:04pm, Torres Mario 678-3280 AMSRL-BE-M wrote:
> Subject: Pre/Post Draw Callbacks, dissapointment!
>
>   On the recommendation of a few good programmers from this list, I tried
> to illuminate a helicopter by dimming the pfLightColor of the sun on the
> perfly program through the use of PreDraw and PostDraw functions.  I am
> very dissapointed because through this functions I can't even turn off
> the light for the helicopter in the PreDraw and then back ON in the
> PostDraw.  I've set it up in the following manner if anyone cares to comment:

<snip>

>
>   The apache model is a multigen model, and I would expect that the model
> would be dark as if with no light and then the rest of the terrain would
> appear with the light.
>
>  Also, is updating the apache DCS in the preDraw function a good or bad
> practice?
>
>-- End of excerpt from Torres Mario 678-3280 AMSRL-BE-M


You cannot change the scene geometry in the draw process so, no, it is not good
practice to attempt it.  This should mean that the calls to pfLightAmbient() et
al, do not work in either the draw or cull processes, though if others have
suggested it, it might still work.  However, pfEnable() does work.  So you
could use pfGetEnable in preDraw, followed by pfDisable, then pfEnable or
pfDisable in the postDraw.

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


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From: "Lance Marrou" <marrou@vsl.ist.ucf.edu>
Message-Id: <9508291950.ZM6563@lost-ark.vsl.ist.ucf.edu>
Date: Tue, 29 Aug 1995 19:50:28 -0400
In-Reply-To: "Robert Reif" <reif@rdvax.ntsc.navy.mil>
        "user defined cursor?" (Aug 29,  7:07pm)
References: <199508292320.QAA00880@sgi.sgi.com>
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To: "Robert Reif" <reif@rdvax.ntsc.navy.mil>,
        "info-performer" <info-performer@sgi.sgi.com>
Subject: Re: user defined cursor?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Aug 29,  7:07pm, Robert Reif wrote:
> Subject: user defined cursor?
> Is there a way to specify your own cursor in X input mode?  I am able to
> create my own cursor but it gets replaced by the Performers cursor when
> pfuInitInput is called.  If I select a non-existent cursor, I can use my
> cursor but I get constant warnings about a non-existent cursor selected.
>
> I know I can change the pfu code but I would rather not.
>
> Thanks,
>
> Robert Reif
>
>
>-- End of excerpt from Robert Reif

The pfutil library offers these functions (for GLX or X):


extern void     pfuCursor(long _target,  long _c);
extern void     pfuCursorSel(long _sel);
extern long     pfuGetCursorSel(void);
extern long     pfuGetCursor(long _target);


See pfutil.h for the constant declarations and gui.c (from the sample source
code) for implementation suggestions.  I noticed your reference to the "pfu
code."  Is it that you tried the above functions and they did not work
correctly?

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


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Date: 29 Aug 95 19:07:00 EST
From: "Robert Reif" <reif@rdvax.ntsc.navy.mil>
Subject: user defined cursor?
To: "info-performer" <info-performer@sgi.sgi.com>
Status: O

Is there a way to specify your own cursor in X input mode?  I am able to
create my own cursor but it gets replaced by the Performers cursor when 
pfuInitInput is called.  If I select a non-existent cursor, I can use my 
cursor but I get constant warnings about a non-existent cursor selected.

I know I can change the pfu code but I would rather not.

Thanks,

Robert Reif



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Date: Wed, 30 Aug 1995 15:11:00 +0200
From: Henrik Ladholm <hela@ppvku.ericsson.se>
Message-Id: <199508301311.PAA01176@ppvku.ericsson.se>
To: info-performer@sgi.sgi.com
Subject: intersections with bars
Status: O

Hi,
I'm trying to do intersection tests with a bounding cylinder. On page 150 in Performer 1.2
programming guide " If only a rough volume-volume intersection is required, you can specify
a bounding cylinder in the pfSegSet without any line segments at all and request discriminator
callbacks at the PFTRAV_IS_NODE and PFTRAV_IS_GSET level. "
I want to do this in order to detect collisions with vertical or horizontal "bars" in the
landscape. I miss these with segment intersection. Has someone a fragment of code that
accomplishes this (without too much performance degradation) ?
Downbelow is a peace of code that does not! work.

//--------------------this doesn't work------------------------------------------
    pfMatrix eyeMatrix = is set up as the eyeposition;
    // make segment that points in +Y direction from eyepoint and is 4 m long
    // It is only used to make the appropriate cylinder with radius 0.4 m
    pfSeg seg; 
    pfCoord eyeCoord,newAheadCoord;
    pfGetOrthoMatCoord(eyeMatrix,&eyeCoord);
    pfMatrix newAheadMatrix;
    pfCopyMat(newAheadMatrix,eyeMatrix);
    pfPreTransMat(newAheadMatrix,0,4.0,0,newAheadMatrix);
    pfGetOrthoMatCoord(newAheadMatrix,&newAheadCoord);
    pfMakePtsSeg(&seg,eyeCoord.xyz,newAheadCoord.xyz);
    // make a cylinder around the segment
    pfCylinder cylinder;
    pfSeg* segArray[]={&seg};
    pfCylAroundSegs(&cylinder,segArray,1);
    cylinder.radius = 0.4;//override radius
    // create pfSegSet
    pfHit** hits[32];
    pfSegSet segSet;
    segSet.mode = PFTRAV_IS_GSET|PFTRAV_IS_CULL_BACK|PFTRAV_IS_BCYL;
    segSet.isectMask = PFUCOLLIDE_OBJECT|PFUCOLLIDE_EVENTWALL;
    segSet.activeMask = 0;// mask for the segments, in this case 0 segments
    segSet.segs[0] = seg;
    segSet.bound = &cylinder;
    segSet.discFunc = NULL;
    segSet.userData = NULL;
    // do intersection with appropriate node
    pfNode* sceneNode = is set to the scene;
    long retValue = pfSegsIsectNode(sceneNode, &segSet, hits);
\\-----------------------------------------------------------------------------

Comments and suggestions will be appreciated  :-]

Regards
Henrik Ladholm
Ericsson Infocom
Sweden


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Date: Wed, 30 Aug 1995 09:22:26 -0600
In-Reply-To: mtorres@arl.mil (Torres Mario 678-3280 AMSRL-BE-M)
        "Pre/Post Draw Callbacks, dissapointment!" (Aug 28,  4:04pm)
References: <9508282204.AA25684@mercury.arl.mil>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: mtorres@arl.mil (Torres Mario 678-3280 AMSRL-BE-M)
Subject: Re: Pre/Post Draw Callbacks, dissapointment!
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Aug 28,  4:04pm, Torres Mario 678-3280 AMSRL-BE-M wrote:
> Subject: Pre/Post Draw Callbacks, dissapointment!
>
>   On the recommendation of a few good programmers from this list, I tried
> to illuminate a helicopter by dimming the pfLightColor of the sun on the
> perfly program through the use of PreDraw and PostDraw functions.  I am
> very dissapointed because through this functions I can't even turn off
> the light for the helicopter in the PreDraw and then back ON in the
> PostDraw.  I've set it up in the following manner if anyone cares to comment:
>
>  pfNodeTravFuncs(Apache->dcs , PFTRAV_CULL,
>                         apachePreCull, apachePostCull);
>
> long apachePreDraw(pfTraverser *trav, void *data)
> {
>   oldtod=ViewState->tod;
>     ViewState->tod=0.00f;
>     pfLightAmbient(ViewState->sun, 0.0f, 0.0f, 0.0f);
>     pfLightColor(ViewState->sun, ViewState->tod, ViewState->tod,
>                                                  ViewState->tod);
> }
>
> long apachePostDraw(pfTraverser *trav, void *data)
> {
>
>     ViewState->tod=oldtod;
>     pfLightAmbient(ViewState->sun, 0.2f*ViewState->tod,
>                                    0.2f*ViewState->tod,
>                                    0.2f*ViewState->tod);
>     pfLightColor(ViewState->sun, ViewState->tod, ViewState->tod,
>                                                  ViewState->tod);
> }
>

This probably changes the light but it's already been bound. Re-binding the
light source here may affect the change but you shouldn't do this in mid-draw.
You have your viewing matrix applied + any model matrix so this should never
be done in the draw process.

>
>   The apache model is a multigen model, and I would expect that the model
> would be dark as if with no light and then the rest of the terrain would
> appear with the light.

This wouldn't happen even if your callbacks worked because your light colour
is still set to time of day in pre and post callbacks (unless your model has
no diffuse or specular in it's materials).

>
>  Also, is updating the apache DCS in the preDraw function a good or bad
> practice?

This is a bad idea, you should do this in the app. What would happen if your
original position was culled and the apache never got drawn even though it was
in the frustum? I've updated pfDCSs in post cull callbacks and this worked, but
I used the callback to billboard the node (modelled around origin), so the cull
was still valid.

>
>   All +comments welcomed,
>
>  Mario T.
>
>
>
>-- End of excerpt from Torres Mario 678-3280 AMSRL-BE-M



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


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From: mtorres@arl.mil (Torres Mario 678-3280 AMSRL-BE-M)
Message-Id: <9508301715.AA07091@mercury.arl.mil>
Subject: Callbacks Discuss
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Status: O


  Thanks to everyone contributing to the subject ( and my confusion ;-)  ).

 Its interesting to read from various sources about what will work or not 
work, should and shouldn't do.  Certainly, I am learning a great deal 
from all this and thought I would share what HAS worked for me, maybe I
just got lucky.  

  Some suggest that its not a good idea to change scene geometry or 
DCS in the draw callbacks, however, I am currently updating the 
position of a helicopter by updating its DCS through its preDraw callback.
I have not run into problems yet. The trick to doing this is, however,
that I have the helicopter geometry in shared memory, maybe this is what
allows it to work so well.  Some were concerned about the multiprocessing
mode screwing things up by not having access to the scene geometry, but I 
think that it does have access to it via the ViewState structure (in 
perfly) in shared memory.

  Other (bizarro) things I tried using in the draw callback include 
messing with a light model (in the shared memory) to update the 
illumination of the helicopter.  This works (I think) good, since I can 
now update real-time the illumination of a helicopter as it flies through 
cloud shadows.  This is achieved by setting the pfLightAmbient of the sun 
to zeros (for dramatic effects), and then setting the pfLModelAmbient of the 
light model to my desired intensity.  Then (this is the ify part), in 
order for this changes to take effect I have to pfApplyLModel.  Is there 
a better/another way of getting light model effects to take effect?
  
 I realize that the best method of illuminating this helicopter is by 
attaching a light to its geoset, but since this helicopter model is flt 
format, its going to take me a bit more to be able to grab its gstate and 
attach a light to it.   

  Once again, thanks to everyone for their kind contributions.  If 
anything else perhaps my ignorance can spark some good discussion of what 
callbacks are really for and how they should be used.  I've followed this 
list for about a year now and have not found too much on callback 
discussions on the list's log that I've kept.

  What fueled me to try callbacks is that the performer manuals say:
"Draw callbacks are commonly used to place tags or change STATE while a 
subgraph is being rendered."


  Mario Torres
 


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From: hlind@bvu-lads.loral.com (Henrik Lind)
Message-Id: <9508302139.AA28282@sparky.bvu-lads.loral.com>
Subject: Problem with Spot Lights
To: info-performer@sgi.sgi.com (Performer Help)
Date: Wed, 30 Aug 1995 14:39:13 -0700 (PDT)
Cc: hlind@sparky.bvu-lads.loral.com (Henrik Lind)
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Status: O

I am using local illumination spot lights to model flare illumination.
The lights seem to be initialized properly and move properly.  But when
I turn them off, it seems they don't always get turned off, i.e., the
landscape remains illuminated.  Here is sample code.  If you can give
any insight into the problem, I'd be grateful.

Thanks,
Henrik Lind

-------------------------------------------------------------------
/* INITIALIZATION */
{
  pfScene*       scene;
  pfLightSource* lSource;
  char           lsName[10];
  int i;
  pfLightModel*  lm;

  /* Initialize light source node names */
  strcpy(lsName, "G_lightx");

  /* Get light source group */
  scene = pfFindScene("G_scene");
  if (scene == NULL)
  {
    fprintf(stderr, "G_scene not found!\n");
    exit(-1);
  }
  G_lights = pfNewGroup();
  if (G_lights == NULL)
  {
    fprintf(stderr, "G_lights not created!\n");
    exit(-1);
  }
  pfNodeName(G_lights, "G_lights");
  pfAddChild(scene, G_lights);
  
  /* Allocate MAXLIGHTS light sources, naming them G_light0 - G_lightn. */

  for (i = 0; i < MAXLIGHTS; i++)
  {
    lSource = pfNewLSource();
    if (lSource == NULL)
    { 
      fprintf(stderr, "unable to alloc light source %d\n", i);
      exit(-1);
    }

    pfSpotLightDir(lSource, 0.0f, 0.0f, -1.0f);
    pfSpotLightCone(lSource, 4.0f, 45.0f);
    pfLightColor(lSource, 1.0f, 1.0f, 1.0f);
    pfLightPos(lSource, 0.0f, 0.0f, 0.0f, 1.0f);
    pfLightOff(lSource);
    lsName[7] = (char)(i + (int)'0');
    pfNodeName(lSource, lsName);
    pfAddChild(G_lights, lSource);
  }
}


-------------------------------------------------------------------
At run time, a flare is bound to a light source by:

for (i = 0; i < MAXLIGHTS; i++)
{
  lSource = (pfLightSource*) pfGetChild(Glights, i);
  if (pfIsLightOn(lSource)) ;
  else
  {
    pfLightColor(lSource, r, g, b);
    pfLightPos(lSource, x, y, z, 1.0f);
    pfPushIdentMatrix();
    pfSpotLightDir(lSource, 0.0f, 0.0f, -1.0f); 
    pfSpotLightCone(lSource, 0.0f, 90.0f); 
    pfLightOn(lSource);
    pfPopMatrix();
    break;
  }
}

-------------------------------------------------------------------
The position of a flare is updated by:

{
  /* Change flare position */
  pfLightPos(lSource, x, y, z, 1.0f);
  pfPushIdentMatrix();
  pfLightOn(lSource);
  pfPopMatrix();
}

-------------------------------------------------------------------
Finally, a flare is turned off simply by:

pfLightOff(lSource);


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Date:          Thu, 31 Aug 1995 11:07:14 GMT+1
Subject:       pfLightSource and multipipe
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Hi,

in my Performer application, I need to dynamically move 
pfLightSources within the scene. I attach pfLightSource's with 
pfDCS parent nodes to the scene. By using two  RE2 on an 
Onyx system (APP_CULL_DRAW configuration with five CPU's), 
the first pfLightSource (only the first) has no effect to the channel 
of one of these pipes. The statistics of the channels indicate
faultless culling of pfLightSource nodes. 
Has anybody some hints to solve this problem.

Thanks in advance

Hellward Broszio
------------------------------------------
Hellward Broszio, 
AITEC GmbH & Co Informationstechnologie KG
Tel.: 0221/96465-46
Email: bz@aitec.de
-------------------------------------------


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Thu, 31 Aug 1995 19:02:04 -0600
In-Reply-To: hlind@bvu-lads.loral.com (Henrik Lind)
        "Problem with Spot Lights" (Aug 30,  2:39pm)
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To: hlind@bvu-lads.loral.com (Henrik Lind),
        info-performer@sgi.sgi.com (Performer Help)
Subject: Re: Problem with Spot Lights
Cc: hlind@sparky.bvu-lads.loral.com (Henrik Lind)
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Status: O

Youre using performer to turn lights on but it seems occasionally
you don't turn them off (can't check this in your posted code). You
could add and remove your light sources to the performer scene graph and let
performer take care of all of this for you. You could also you have your light
source below a pfDCS to move it around the scene instead of positioning it.
The only problem I've had with this is that the lights may be culled with
geometry in the scene graph if you attach them to a populated pfDCS. To avoid
this add a huge bounding volume to the light source:

sph = (pfSphere *)pfCalloc(1, sizeof(pfSphere), pfGetSharedArena());
pfMakeEmptySphere(sph);
sph->radius = PF_HUGEVAL;
pfNodeBSphere(light, sph, PFN_BMODE_STATIC);


Good Luck.

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


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Date: Thu, 31 Aug 1995 18:41:08 -0700
From: "Carlo L. Tiana" <carlo@vision.arc.nasa.gov>
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To: info-performer@sgi.sgi.com
Subject: Performer 1.2, IRIX 6.1
Status: O


I am considering upgrading my PowerIndigo 2 Extreme to IRIX 6.1.
I am currently running Performer 1.2 under 6.0.1 quite successfully.
I was wondering if I will still be able to run Performer 1.2 under
IRIX 6.1 as successfully. Any comments would be appreciated.
Thanks,
Carlo.



