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Date: Mon, 2 Oct 1995 19:50:28 +0800
From: fair@iss.nus.sg (Kim Michael Fairchild)
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Subject: Memory woos
Status: O

Hi,

I have spent two days looking for a memory problem and really could
use some help (before I rewrite 500 pages in JAVA :->).

Every call to pfMalloc (from my code) was checked  and I sure don't
seem to be messing up anything. The value for "arena" is always the
same. 

I finally tried using sentinal (in single processor mode) to see if I
can find the error. Unfortunately the only potential memory problems
that it identified are in performer code. 

Has anyone else found any memory problems with the library? 

Any suggestions for looking further? The program only bombs in my
applications that have lots of objects, smaller programs work fine.

Here is the sentinal output:

SENTINEL: Warning [AccOutOfBounds,99]: The program attempted to write 8 bytes
          at address 0x64810C0.  This operation is invalid because the byte at
          address 0x64810C0 is not accessible.

          This problem was detected at the following location:

                  bzero()         [memext.c:251]
                  _prInitObject() [../../../lib/libpr/object.c:86]
                  pfNewDPool()    [../../../lib/libpr/dpool.c:129]
                  pfInitClock()   [../../../lib/libpr/time.c:260]
                  pfInit()        [../../../lib/libpf/pfProcess.C:545]
                  main()          [/usr45/ve/performer/d/main.c:68]


SENTINEL: Warning [AccOutOfBounds,99]: The program attempted to write 13
          bytes at address 0x64810C8.  This operation is invalid because the
          byte at address 0x64810C8 is not accessible.

          This problem was detected at the following location:

                  strcpy()        [string.c:1041]
                  pfNewDPool()    [../../../lib/libpr/dpool.c:132]
                  pfInitClock()   [../../../lib/libpr/time.c:260]
                  pfInit()        [../../../lib/libpf/pfProcess.C:545]
                  main()          [/usr45/ve/performer/d/main.c:68]


SENTINEL: Warning [AccOutOfBounds,99]: The program attempted to write 30
          bytes at address 0x64811C8.  This operation is invalid because the
          byte at address 0x64811C8 is not accessible.

          This problem was detected at the following location:

                  strcpy()        [string.c:1041]
                  pfNewDPool()    [../../../lib/libpr/dpool.c:133]
                  pfInitClock()   [../../../lib/libpr/time.c:260]
                  pfInit()        [../../../lib/libpf/pfProcess.C:545]
                  main()          [/usr45/ve/performer/d/main.c:68]


SENTINEL: Warning [AccOutOfBounds,99]: The program attempted to read 1 byte
          at address 0x64811C8.  This operation is invalid because the byte at
          address 0x64811C8 is not accessible.

          This problem was detected at the following location:

                  unlink()        [intercept.c:9537]
                  pfReleaseDPool() [../../../lib/libpr/dpool.c:182]
                  pfInitClock()   [../../../lib/libpr/time.c:334]
                  pfInit()        [../../../lib/libpf/pfProcess.C:545]
                  main()          [/usr45/ve/performer/d/main.c:68]

Performer Info (11): All 1 processors available on this machine.

SENTINEL: Warning [String,88]: strncpy() with a short length has resulted in
          a non-NULL terminated string located at 0x103C08F8 which contains
          the string '0' (without the NULL, of course).

          This problem was detected at the following location:

                  strncpy()       [string.c:1110]
                  copystring()    [ConnDis.c:63]
                  _X11TransConnectDisplay() [ConnDis.c:193]
                  XOpenDisplay()  [OpenDis.c:218]
                  _GLinitgl()     [../glws/wininit.c:273]
                  gl_g_scrnselect() [../glws/wininit.c:359]
                  pfConfig()      [../../../lib/libpf/pfProcess.C:1064]
                  main()          [/usr45/ve/performer/d/main.c:83]


SENTINEL: Warning [String,88]: strncpy() with a short length has resulted in
          a non-NULL terminated string located at 0x7FFFA7B0 which contains
          the string 'luna' (without the NULL, of course).

          This problem was detected at the following location:

                  strncpy()       [string.c:1110]
                  _X11TransGetHostname() [../../lib/xtrans/Xtrans.c:1390]
                  _X11TransConvertAddress() [../../lib/xtrans/Xtransutil.c:187]
                  _X11TransConnectDisplay() [ConnDis.c:333]
                  XOpenDisplay()  [OpenDis.c:218]
                  _GLinitgl()     [../glws/wininit.c:273]
                  gl_g_scrnselect() [../glws/wininit.c:359]
                  pfConfig()      [../../../lib/libpf/pfProcess.C:1064]
                  main()          [/usr45/ve/performer/d/main.c:83]


SENTINEL: Warning [String,88]: strncpy() with a short length has resulted in
          a non-NULL terminated string located at 0x103BAAD0 which contains
          the string 'Silicon Graphics' (without the NULL, of course).

          This problem was detected at the following location:

                  strncpy()       [string.c:1110]
                  XOpenDisplay()  [OpenDis.c:465]
                  _GLinitgl()     [../glws/wininit.c:273]
                  gl_g_scrnselect() [../glws/wininit.c:359]
                  pfConfig()      [../../../lib/libpf/pfProcess.C:1064]
                  main()          [/usr45/ve/performer/d/main.c:83]


SENTINEL: Warning [String,88]: strncpy() with a short length has resulted in
          a non-NULL terminated string located at 0x103B3018 which contains
          the string ' ' (without the NULL, of course).

          This problem was detected at the following location:

                  strncpy()       [string.c:1110]
                  read_line()     [lcDB.c:281]
                  CreateDatabase() [lcDB.c:968]
                  _XlcCreateLocaleDataBase() [lcDB.c:1150]
                  load_public()   [lcPublic.c:108]
                  initialize()    [lcPublic.c:237]
                  _XlcCreateLC()  [lcPubWrap.c:95]
                  _XlcDefaultLoader() [lcDefConv.c:342]
                  _XOpenLC()      [lcWrap.c:297]
                  _XrmInitParseInfo() [lcWrap.c:360]
                  NewDatabase()   [Xrm.c:497]
                  XrmGetFileDatabase() [Xrm.c:1619]
                  fastfinddb()    [../glws/ws_resource.c:29]


SENTINEL: Warning [String,88]: strncpy() with a short length has resulted in
          a non-NULL terminated string located at 0x7FFF9868 which contains
          the string 'X' (without the NULL, of course).

          This problem was detected at the following location:

                  strncpy()       [string.c:1110]
                  get_word()      [lcDB.c:356]
                  f_default()     [lcDB.c:828]
                  CreateDatabase() [lcDB.c:978]
                  _XlcCreateLocaleDataBase() [lcDB.c:1150]
                  load_public()   [lcPublic.c:108]
                  initialize()    [lcPublic.c:237]
                  _XlcCreateLC()  [lcPubWrap.c:95]
                  _XlcDefaultLoader() [lcDefConv.c:342]
                  _XOpenLC()      [lcWrap.c:297]
                  _XrmInitParseInfo() [lcWrap.c:360]
                  NewDatabase()   [Xrm.c:497]
                  XrmGetFileDatabase() [Xrm.c:1619]
                  fastfinddb()    [../glws/ws_resource.c:29]


SENTINEL: Warning [String,88]: strncpy() with a short length has resulted in
          a non-NULL terminated string located at 0x103B4750 which contains
          the string 'ISO8859-1:GL' (without the NULL, of course).

          This problem was detected at the following location:

                  strncpy()       [string.c:1110]
                  append_value_list() [lcDB.c:449]
                  store_to_database() [lcDB.c:501]
                  f_newline()     [lcDB.c:607]
                  CreateDatabase() [lcDB.c:978]
                  _XlcCreateLocaleDataBase() [lcDB.c:1150]
                  load_public()   [lcPublic.c:108]
                  initialize()    [lcPublic.c:237]
                  _XlcCreateLC()  [lcPubWrap.c:95]
                  _XlcDefaultLoader() [lcDefConv.c:342]
                  _XOpenLC()      [lcWrap.c:297]
                  _XrmInitParseInfo() [lcWrap.c:360]
                  NewDatabase()   [Xrm.c:497]
                  XrmGetFileDatabase() [Xrm.c:1619]
                  fastfinddb()    [../glws/ws_resource.c:29]


SENTINEL: Warning [String,88]: strncpy() with a short length has resulted in
          a non-NULL terminated string located at 0xF7F6C38 which contains the
          string 'x' (without the NULL, of course).

          This problem was detected at the following location:

                  strncpy()       [string.c:1110]
                  f_numeric()     [lcDB.c:805]
                  CreateDatabase() [lcDB.c:978]
                  _XlcCreateLocaleDataBase() [lcDB.c:1150]
                  load_public()   [lcPublic.c:108]
                  initialize()    [lcPublic.c:237]
                  _XlcCreateLC()  [lcPubWrap.c:95]
                  _XlcDefaultLoader() [lcDefConv.c:342]
                  _XOpenLC()      [lcWrap.c:297]
                  _XrmInitParseInfo() [lcWrap.c:360]
                  NewDatabase()   [Xrm.c:497]
                  XrmGetFileDatabase() [Xrm.c:1619]
                  fastfinddb()    [../glws/ws_resource.c:29]


SENTINEL: Warning [AccOutOfBounds,99]: The program attempted to write 312
          bytes at address 0x6A81984.  This operation is invalid because the
          byte at address 0x6A81984 is not accessible.

          This problem was detected at the following location:

                  bzero()         [memext.c:251]
                  initUtilDPool() [../shmem.c:97]
                  pfuInitUtil()   [../shmem.c:125]
                  main()          [/usr45/ve/performer/d/main.c:93]


SENTINEL: Warning [AccOutOfBounds,99]: The program attempted to write 16
          bytes at address 0x6A81AD8.  This operation is invalid because the
          byte at address 0x6A81AD8 is not accessible.

          This problem was detected at the following location:

                  bzero()         [memext.c:251]
                  initUtilDPool() [../shmem.c:100]
                  pfuInitUtil()   [../shmem.c:125]
                  main()          [/usr45/ve/performer/d/main.c:93]


SENTINEL: Warning [AccOutOfBounds,99]: The program attempted to write 48
          bytes at address 0x6A81B0C.  This operation is invalid because the
          byte at address 0x6A81B0C is not accessible.

          This problem was detected at the following location:

                  bzero()         [memext.c:251]
                  initUtilDPool() [../shmem.c:103]
                  pfuInitUtil()   [../shmem.c:125]
                  main()          [/usr45/ve/performer/d/main.c:93]


SENTINEL: Warning [AccOutOfBounds,99]: The program attempted to write 4620
          bytes at address 0x6A81B60.  This operation is invalid because the
          byte at address 0x6A81B60 is not accessible.

          This problem was detected at the following location:

                  bzero()         [memext.c:251]
                  initUtilDPool() [../shmem.c:106]
                  pfuInitUtil()   [../shmem.c:125]
                  main()          [/usr45/ve/performer/d/main.c:93]


SENTINEL: Warning [AccOutOfBounds,99]: The program attempted to write 48
          bytes at address 0x6A82D84.  This operation is invalid because the
          byte at address 0x6A82D84 is not accessible.

          This problem was detected at the following location:

                  bzero()         [memext.c:251]
                  initUtilDPool() [../shmem.c:109]
                  pfuInitUtil()   [../shmem.c:125]
                  main()          [/usr45/ve/performer/d/main.c:93]


SENTINEL: Warning [AccOutOfBounds,99]: The program attempted to write 10372
          bytes at address 0x6A82DD8.  This operation is invalid because the
          byte at address 0x6A82DD8 is not accessible.

          This problem was detected at the following location:

                  bzero()         [memext.c:251]
                  initUtilDPool() [../shmem.c:112]
                  pfuInitUtil()   [../shmem.c:125]
                  main()          [/usr45/ve/performer/d/main.c:93]


SENTINEL: Warning [AccOutOfBounds,99]: The program attempted to write 4 bytes
          at address 0x6A8567C.  This operation is invalid because the byte at
          address 0x6A8567C is not accessible.

          This problem was detected at the following location:

                  bzero()         [memext.c:251]
                  initUtilDPool() [../shmem.c:115]
                  pfuInitUtil()   [../shmem.c:125]
                  main()          [/usr45/ve/performer/d/main.c:93]



SENTINEL: Warning [Signal,59]: The program has generated the signal SIGSEGV.
          This is usually caused by an attempt by the program to perform an
          illegal operation (address a bad memory location, execute an invalid
          instruction, etc).

          This signal was caught at the following location:

                  <<Signal Received: SIGSEGV>>
                  _lmalloc()      [amalloc.c:719]
                  amalloc()       [amalloc.c:76]
                  pfMalloc()      [../../../lib/libpr/mall.c:214]
                  pfNode::setName() [../../../lib/libpf/pfNode.C:240]
                  pfNodeName()    [../../../lib/libpf/cNode.C:73]
                  GiveMeThisObject() [/usr45/ve/performer/d/loaddata.c:966]
                  DezNode::CreateObject() [dez.c:244]
                  DezNode::SwitchIcon() [dez.c:212]
                  AutoIcon::SwitchRepresentations() [autoicon.c:228]
                  AutoIconSet::SwitchRepresentations() [autoicon.c:211]
                  AutoIconSet::UpdateAutoIcon() [autoicon.c:201]
                  WorldContext::UpdatePosition() [context.c:396]
                  UpdateWorld()   [presentation.c:446]
                  WorldContext::StartWorld() [context.c:263]
                  GlobalContext::StartWorld() [mixins.c:158]
                  LoadAutoIcon()  [atoken.c:592]
                  ISSLoadFile()   [/usr45/ve/performer/d/loadfile.c:163]
                  doFileLoad()    [/usr45/ve/performer/d/loaddata.c:303]
                  lfFILENAME()    [/usr45/ve/performer/d/more.c:806]
                  doTokens()      [/usr45/ve/performer/d/token.c:363]
                  LoadDez()       [/usr45/ve/performer/d/loaddata.c:742]
                  ISSLoadFile()   [/usr45/ve/performer/d/loadfile.c:148]
                  initSceneGraph() [/usr45/ve/performer/d/perfly.c:354]
                  InitScene()     [/usr45/ve/performer/d/generic.c:304]
                  main()          [/usr45/ve/performer/d/main.c:96]



From guest  Mon Oct  2 09:46:57 1995
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Date: Mon, 2 Oct 1995 12:46:39 -0500
To: info-performer@sgi.sgi.com
From: graniela@vsl.ist.ucf.edu (Benito Graniela)
Subject: Multigen EAS modelers
Status: O


I know this is not the correct place to post this message but I am
getting kite desperate. Is there anybody out there that are
using Multigen EAS to build terrain databases from DMA
DTED and DFAD data? If so, please replay I will like to share my
frustration with you :-)


                           |
                           |\
                           | \  /
                           |/  /
                              / .
                              ....     ...       ...
                               ...       )\        )\
                              / . \     /  \      /  \
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~      ~ ~ ~    ~ ~ ~     ~ ~ ~ ~ ~ ~ ~
Benito Graniela                 University of Central Florida
Visual Systems Lab              Institute for Simulation & Training
(407) 658-5075                  3280 Progress Drive
graniela@vsl.ist.ucf.edu        Orlando, FL  32806-0544
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~

                       




From guest  Mon Oct  2 11:35:01 1995
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From: Hansong Zhang <zhangh@cs.unc.edu>
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	id OAA08533; Mon, 2 Oct 1995 14:28:23 -0400
Date: Mon, 2 Oct 1995 14:28:23 -0400
Message-Id: <199510021828.OAA08533@haydn.cs.unc.edu>
To: info-performer@sgi.sgi.com
Subject: Incorrect Texture Mapping on Reality Engine 2
Status: O

Hello everybody,

I had a strange problem when displaying a model (MultiGen .flt file)
on an Onyx with Reality Engine 2 graphics, using Perfjoy or Perfly.
On the texture mapped walls there're visible color bands, but the
texture map is greyscale (though I can't say the rgb values are
the same for any pixel). For some faces the mapping is largely
correct but with color bands, for others the color is not correct
at all.

I'm using very small textures (e.g. 16x16). I tried to display
the same model with the same software on an Indy (with no hardware
texture support) and the result is correct. I mapped the texuture
to a square using OpenGL and it works O.K.  So the problem should
be somewhere between Perfly and the graphics hardware.

Any suggestion will be appeciated!

Hansong


Hansong Zhang
Grad student
UNC-Chapel Hill


From guest  Mon Oct  2 12:20:19 1995
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	 id TAA05398; Mon, 2 Oct 1995 19:38:41 +0100
From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9510021938.ZM5396@bitch.reading.sgi.com>
Date: Mon, 2 Oct 1995 19:38:41 +0100
In-Reply-To: Hansong Zhang <zhangh@cs.unc.edu>
        "Incorrect Texture Mapping on Reality Engine 2" (Oct  2,  2:28pm)
References: <199510021828.OAA08533@haydn.cs.unc.edu>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Hansong Zhang <zhangh@cs.unc.edu>, info-performer@sgi.sgi.com
Subject: Re: Incorrect Texture Mapping on Reality Engine 2
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

This sounds like youre using a compressed internal storage format
which is causing quantisation. Look at the manual entry for
texdef and look for TX_INTERNAL_FORMAT TX_RGB_5.

This shouldn't happed with intensity maps so your greyscale images are
probably 3 or 4 component instead of 1. The image quality will improve
if you use 1 component for intensities, and avoid 4 component where alpha
information isn't required.

Try editing the texture properties in Multigen (select a texture from the
palette and press = then select the internal format you desire) hopefully
the loader will recognise this but it may depend on the version you are
linking to, and what else your application is doing.

Your INDY doesn't support the internal format and so doesn't exhibit the
problem.

On Oct 2,  2:28pm, Hansong Zhang wrote:
> Subject: Incorrect Texture Mapping on Reality Engine 2
> Hello everybody,
>
> I had a strange problem when displaying a model (MultiGen .flt file)
> on an Onyx with Reality Engine 2 graphics, using Perfjoy or Perfly.
> On the texture mapped walls there're visible color bands, but the
> texture map is greyscale (though I can't say the rgb values are
> the same for any pixel). For some faces the mapping is largely
> correct but with color bands, for others the color is not correct
> at all.
>
> I'm using very small textures (e.g. 16x16). I tried to display
> the same model with the same software on an Indy (with no hardware
> texture support) and the result is correct. I mapped the texuture
> to a square using OpenGL and it works O.K.  So the problem should
> be somewhere between Perfly and the graphics hardware.
>
> Any suggestion will be appeciated!
>
> Hansong
>
>
> Hansong Zhang
> Grad student
> UNC-Chapel Hill
>
>-- End of excerpt from Hansong Zhang



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


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	 id NAA06289; Mon, 2 Oct 1995 13:59:50 -0700
From: jrohlf@tubes (John Rohlf)
Message-Id: <199510022059.NAA06289@tubes.asd.sgi.com>
Subject: Re: Memory woos
To: guest (Kim Michael Fairchild)
Date: Mon, 2 Oct 95 13:59:50 PDT
Cc: info-performer@sgihub.corp.sgi.com
In-Reply-To: <9510021150.AA10445@iss.nus.sg>; from "Kim Michael Fairchild" at Oct 2, 95 7:50 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> Hi,
> 
> I have spent two days looking for a memory problem and really could
> use some help (before I rewrite 500 pages in JAVA :->).
> 
> Every call to pfMalloc (from my code) was checked  and I sure don't
> seem to be messing up anything. The value for "arena" is always the
> same. 
> 
> I finally tried using sentinal (in single processor mode) to see if I
> can find the error. Unfortunately the only potential memory problems
> that it identified are in performer code. 
> 
> Has anyone else found any memory problems with the library? 
> 
> Any suggestions for looking further? The program only bombs in my
> applications that have lots of objects, smaller programs work fine.
> 
> Here is the sentinal output:

	Does sentinel understand shared memory? I don't think it does 
	because it would have then caught the memory stomping which caused
	the core dump. I think the Performer warnings you have 
	are benign.

	I believe what you have here is a rare instantiation of a nasty
	hash table bug in Performer1.2. As a quick test, do not assign
	names to any of your nodes. 

	The workaround for this bug is the following:

extern void     **_pfNameTable; 
_pfNameTable[2] = 0;

	The only problem is that you need to call this more than once
	to ensure that a value does not increment beyond the end of 
	an array. It should work if you do it before every call
	to pfDelete(). If not, let me know.

> 
> SENTINEL: Warning [Signal,59]: The program has generated the signal SIGSEGV.
>           This is usually caused by an attempt by the program to perform an
>           illegal operation (address a bad memory location, execute an invalid
>           instruction, etc).
> 
>           This signal was caught at the following location:
> 
>                   <<Signal Received: SIGSEGV>>
>                   _lmalloc()      [amalloc.c:719]
>                   amalloc()       [amalloc.c:76]
>                   pfMalloc()      [../../../lib/libpr/mall.c:214]
>                   pfNode::setName() [../../../lib/libpf/pfNode.C:240]
>                   pfNodeName()    [../../../lib/libpf/cNode.C:73]
>                   GiveMeThisObject() [/usr45/ve/performer/d/loaddata.c:966]
>                   DezNode::CreateObject() [dez.c:244]
>                   DezNode::SwitchIcon() [dez.c:212]
>                   AutoIcon::SwitchRepresentations() [autoicon.c:228]
>                   AutoIconSet::SwitchRepresentations() [autoicon.c:211]
>                   AutoIconSet::UpdateAutoIcon() [autoicon.c:201]
>                   WorldContext::UpdatePosition() [context.c:396]
>                   UpdateWorld()   [presentation.c:446]
>                   WorldContext::StartWorld() [context.c:263]
>                   GlobalContext::StartWorld() [mixins.c:158]
>                   LoadAutoIcon()  [atoken.c:592]
>                   ISSLoadFile()   [/usr45/ve/performer/d/loadfile.c:163]
>                   doFileLoad()    [/usr45/ve/performer/d/loaddata.c:303]
>                   lfFILENAME()    [/usr45/ve/performer/d/more.c:806]
>                   doTokens()      [/usr45/ve/performer/d/token.c:363]
>                   LoadDez()       [/usr45/ve/performer/d/loaddata.c:742]
>                   ISSLoadFile()   [/usr45/ve/performer/d/loadfile.c:148]
>                   initSceneGraph() [/usr45/ve/performer/d/perfly.c:354]
>                   InitScene()     [/usr45/ve/performer/d/generic.c:304]
>                   main()          [/usr45/ve/performer/d/main.c:96]
> 
> 
> 




From guest  Mon Oct  2 19:19:51 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199510022121.OAA06337@tubes.asd.sgi.com>
Subject: Re: Transparency
To: guest
Date: Mon, 2 Oct 95 14:21:28 PDT
Cc: ldmyers@afit.af.mil, trdecarlo@tasc.com,
        info-performer@sgihub.corp.sgi.com
In-Reply-To: <9509200430.AA15575@sun.aitc.rest.tasc.com>; from "guest@holodeck" at Sep 19, 95 11:30 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> I have seen similar problems when loading Multigen models which
> contain transparent parts (though i'm sure it will happen with
> other models, too). I think the problem is the order of rendering.
> I don't think Performer does any pre-sorting of transparent parts,
> and to get transparent parts to render correctly, they should
> probably be rendered after all opaque parts and sorted to render
> back to front. The MultiGen modeller allows priority to be applied
> to parts, this can change the order of rendering. I'm sure that 
> something within Performer will let you assign higher priority
> to your transparent parts so they can be drawn last. I just don't
> know if you can sort them easily.
> 
> Thom
> <---- Begin Included Message ---->
> Date: Fri, 15 Sep 1995 16:13:36 -0400
> From: Lynda D Myers <ldmyers@afit.af.mil>
> Subject: Transparency
> To: info-performer@sgi.com
> 
> I am having touble seeing one transparent
> object through another when rendering objects
> in performer.  Using the no_occlude option in 
> pfTransparency did not solve the problem.  
> Is there another way to do this?
> 
> Thank you,
> Lynda D. Myers
> e-mail
> ldmyers@afit.af.mil 
> 

	In 1.2, there was a bad interaction between pfLayers/pfDecal
and NO_OCCLUDE so you may be experiencing this with transparent layers.
Another situation is specific to multisampled, screen door transparency.
2 objects of equal transparency will use the same screen door so 
even with NO_OCCLUDE you will only see the last-drawn transparent object.
To test this you can explicitly request PFTR_BLEND_ALPHA transparency
or vary object transparencies.

	Performer 1.2 does draw transparent objects after opaque and
2.0 goes a step further by sorting transparent geosets back to front.

	



From guest  Mon Oct  2 16:17:28 1995
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9510021502.ZM2029@royalflush.engr.multigen.com>
Date: Mon, 2 Oct 1995 15:02:24 -0700
In-Reply-To: Hansong Zhang <zhangh@cs.unc.edu>
        "Incorrect Texture Mapping on Reality Engine 2" (Oct  2,  2:28pm)
References: <199510021828.OAA08533@haydn.cs.unc.edu>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer
Subject: Re: Incorrect Texture Mapping on Reality Engine 2
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Oct 2,  2:28pm, Hansong Zhang wrote:
> Subject: Incorrect Texture Mapping on Reality Engine 2
> Hello everybody,
>
> I had a strange problem when displaying a model (MultiGen .flt file)
> on an Onyx with Reality Engine 2 graphics, using Perfjoy or Perfly.
> On the texture mapped walls there're visible color bands, but the
> texture map is greyscale (though I can't say the rgb values are
> the same for any pixel). For some faces the mapping is largely
> correct but with color bands, for others the color is not correct
> at all.
>
> I'm using very small textures (e.g. 16x16). I tried to display
> the same model with the same software on an Indy (with no hardware
> texture support) and the result is correct. I mapped the texuture
> to a square using OpenGL and it works O.K.  So the problem should
> be somewhere between Perfly and the graphics hardware.
>
> Any suggestion will be appeciated!
>
> Hansong
>
>
> Hansong Zhang
> Grad student
> UNC-Chapel Hill
>-- End of excerpt from Hansong Zhang

This sounds like the IRIX 5.3 texture repeat bug on Reality Engine.
Basically, texture repeat counts greater than 4 bits (15) would smear
badly.  I believe there's a Patch for it now.  I don't know the
number though.  Sharon Clay diagnosed this bug for me months ago.
Sharon explained that exceeding 4 bits of repeat invokes an exception
in the RE microcode ... that is broken in IRIX 5.3.  Also, even with
the patch, this condition draws slower.

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


From guest  Mon Oct  2 18:14:46 1995
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From: d3@po.iijnet.or.jp
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Date: Tue, 3 Oct 1995 10:11:27 +0900
Message-Id: <199510030111.KAA08585@sh0.po.iijnet.or.jp>
Subject: 3D virtual memory system
To: info-performer@sgi.sgi.com
X-Mailer: AIR Mail 3.X (SPRY, Inc.)
Status: O

Hello.
I am designing a real-time simulation system with Performer. The database I am 
concerned about is so large(giga bytes order) that the whole data cannot 
reside on the CUP memory. So I design a server which acts as a "3D space 
search engine". This server gets the information about the current view volume 
from the simulation process and search data very quickly from the disk(This is 
organized for quick spacial search) and puts the appropriate data to the 
simulation process. Performer asynchronously reads data(files) and continues 
simulation...
Are there any possibilities that I will win this game?

	Yutaka Kanou(3D Incorporated)
	d3@po.iijnet.or.jp
	tel:+81-45-314-8334
	fax:+81-45-314-8335
	Mitsuishi-building 1-39-3 Hiranuma
	Nishi-ku Yokohama 220 Japan

	


From guest  Tue Oct  3 05:39:01 1995
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From: lelkins@relay.nswc.navy.mil
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Subject: Re: Incorrect Texture Mapping on RE
To: info-performer@sgi.sgi.com
Date: Tue, 3 Oct 95 8:37:28 EDT
Cc: lelkins@relay.nswc.navy.mil (Leslie R. Elkins)
X-Mailer: ELM [version 2.3 PL11]
Status: O


>
> This sounds like the IRIX 5.3 texture repeat bug on Reality Engine.
> Basically, texture repeat counts greater than 4 bits (15) would smear
> badly.  I believe there's a Patch for it now.  I don't know the
> number though.  Sharon Clay diagnosed this bug for me months ago.
> Sharon explained that exceeding 4 bits of repeat invokes an exception
> in the RE microcode ... that is broken in IRIX 5.3.  Also, even with
> the patch, this condition draws slower.
>
> --
> Regards,
> Marcus Barnes, Member Technical Staff
> MultiGen Inc, 550 S. Winchester Blvd. STE 500, San Jose CA 95128
> PH: 1-408-556-2654   FX: 1-408-261-4102
> EMAIL: marcus@engr.multigen.com
>

It just so happens that I've been cussing myself for the last couple of
days trying to solve a repeated texture problem, thinking it was my fault...
Would someone happen to have to patch number handy?

-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...)




From guest  Tue Oct  3 07:29:25 1995
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	for info-performer@sgi.sgi.com id HAA01438; Tue, 3 Oct 1995 07:27:14 -0700
Date: Tue, 3 Oct 1995 07:27:14 -0700
From: mtj@babar (Michael Jones)
Message-Id: <199510031427.HAA01438@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com
Subject: RE: The release date for performer 2.0
Status: O

...is very soon. 

We are finishing the man pages and programmer's guide now, and 
will release to our manufacturing group this month. Expect to 
see CD's early next month if you have software maintenance. 
I think that you will like it.

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: william_marinelli@ntsc.navy.mil
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To: info-performer@sgi.sgi.com
Subject: The release date for performer 2.0
Status: O

     


     is.......



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From: "Michael Jones" <mtj@babar>
Message-Id: <9510030821.ZM3299@babar.asd.sgi.com>
Date: Tue, 3 Oct 1995 08:21:28 -0700
In-Reply-To: d3@po.iijnet.or.jp
        "3D virtual memory system" (Oct  3, 10:11am)
References: <199510030111.KAA08585@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: 3D virtual memory system
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Oct 3, 10:11am, d3@po.iijnet.or.jp wrote:
> Subject: 3D virtual memory system
:Hello.
:I am designing a real-time simulation system with Performer. The database I am
:concerned about is so large(giga bytes order) that the whole data cannot
:reside on the CUP memory. So I design a server which acts as a "3D space
:search engine". This server gets the information about the current view volume
:from the simulation process and search data very quickly from the disk(This is
:organized for quick spacial search) and puts the appropriate data to the
:simulation process. Performer asynchronously reads data(files) and continues
:simulation...
:Are there any possibilities that I will win this game?

This will work in Performer 2.0 but not (in general) in Performer 1.2.

-- 

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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Date: Tue, 3 Oct 1995 08:34:48 -0700
Message-Id: <199510031534.IAA03229@barney>
From: Scott Watson <scott@disney.com>
To: info-performer@sgi.sgi.com
Subject: Re: Incorrect Texture Mapping on RE
In-Reply-To: <9510031237.AA05767@oanews>
References: <9510031237.AA05767@oanews>
Status: O


   >>  This sounds like the IRIX 5.3 texture repeat bug on Reality
   >> Engine.  Basically, texture repeat counts greater than 4 bits
   >> (15) would smear badly.  I believe there's a Patch for it now.
   >> I don't know the number though.  Sharon Clay diagnosed this bug
   >> for me months ago.  Sharon explained that exceeding 4 bits of
   >> repeat invokes an exception in the RE microcode ... that is
   >> broken in IRIX 5.3.  Also, even with the patch, this condition
   >> draws slower.

HOW MUCH SLOWER (fill?) is more than 4 bits of repeat? 

   lelkins> It just so happens that I've been cussing myself for the
   lelkins> last couple of days trying to solve a repeated texture
   lelkins> problem, thinking it was my fault...  Would someone happen
   lelkins> to have to patch number handy?

Hey - we could really use this too. I thought we had a modelling
problem... 

-Scott


From guest  Tue Oct  3 10:24:55 1995
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Date: Tue, 03 Oct 1995 17:24:30 GMT
From: "Mr. Alun Evans" <aevans@taz.dra.hmg.gb>
To: INFO-PERFORMER@sgi.sgi.com
Message-Id: <0099753D.8FD9C9C1.33@taz.dra.hmg.gb>
Subject: pfChanPick
Status: O


Hi all!

Has anyone tried using pfChanPick?
All I want to do is select certain objects in a ModelGen(.flt)
file.
Everything seems okay until I introduce a pfChanViewOffset()
on the channel that I am doing the picking in. To pick the same
object as before I would have to offset my cursor by an appropriate
value related to the chanviewoffset.
Is there a way of letting pfChanPick know about channel view offsets,
if so how?

Thanx in advance,

A.Evans
DRA Farn.


From guest  Tue Oct  3 12:04:33 1995
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Date: Tue, 3 Oct 1995 13:47:10 -0400
To: info-performer@sgi.sgi.com
From: barrus@merl.com (John W. Barrus)
Subject: Re: Incorrect Texture Mapping on RE
Status: O

At 8:34 AM 10/3/95, Scott Watson wrote:
>   >>  This sounds like the IRIX 5.3 texture repeat bug on Reality
>   >> Engine.  Basically, texture repeat counts greater than 4 bits
>   >> (15) would smear badly.  I believe there's a Patch for it now.
>   >> I don't know the number though.  Sharon Clay diagnosed this bug
>   >> for me months ago.  Sharon explained that exceeding 4 bits of
>   >> repeat invokes an exception in the RE microcode ... that is
>   >> broken in IRIX 5.3.  Also, even with the patch, this condition
>   >> draws slower.
>
>HOW MUCH SLOWER (fill?) is more than 4 bits of repeat?
>
>   lelkins> It just so happens that I've been cussing myself for the
>   lelkins> last couple of days trying to solve a repeated texture
>   lelkins> problem, thinking it was my fault...  Would someone happen
>   lelkins> to have to patch number handy?
>
>Hey - we could really use this too. I thought we had a modelling
>problem...
>
>-Scott

We see the problem also on big polygons that use a repeated grass texture.

Where do I get a patch? This is causing huge problems for us when we give
demos and make videos.

John B.


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

John Barrus                                           Research Scientist

Mitsubishi Electric Research Laboratories, Inc.     voice 1.617.621.7535
201 Broadway                                          fax 1.617.621.7550
Cambridge, MA  02139                                     barrus@merl.com




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Date: Tue, 3 Oct 1995 14:17:37 -0400
From: dorrie@beamish.mit.edu (Dorrie Hall)
Message-Id: <199510031817.OAA05752@beamish.mit.edu>
To: info-performer@sgi.sgi.com
Subject: IRIX 5.3 texture repeat bug on Reality Engine 
Status: O



I too, had a call in about this bug a few months ago but
the patch( I'm sorry I don't remember the number) didn't 
solve the problem on our machine. I actually had to remove
it becuase it caused other problems.  Perhaps it was only
because I couldn't find a solution to the problem, but I've 
convinced myself the threshold that is exceeded when the 
streaking starts to appear( when I'm scaling a texture in
Medit) is signifigant in performance terms.  Things seem to
be faster now that I've re-applied our textures so there is
no streaking.  It seems to be a nice non-abstract indicator.
That is I think that even under 5.2 there may have been a penalty
for exceeding the 4 bits of repeat.
 	Thanks for posting Sharon's diagnosis I never really got 
an explanation.
		Dorrie


From guest  Tue Oct  3 14:29:38 1995
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9510031354.ZM3633@royalflush.engr.multigen.com>
Date: Tue, 3 Oct 1995 13:54:32 -0700
In-Reply-To: dorrie@beamish.mit.edu (Dorrie Hall)
        "IRIX 5.3 texture repeat bug on Reality Engine" (Oct  3,  2:17pm)
References: <199510031817.OAA05752@beamish.mit.edu>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: IRIX 5.3 texture repeat bug on Reality Engine
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Oct 3,  2:17pm, Dorrie Hall wrote:
> Subject: IRIX 5.3 texture repeat bug on Reality Engine
>
>
> I too, had a call in about this bug a few months ago but
> the patch( I'm sorry I don't remember the number) didn't
> solve the problem on our machine. I actually had to remove
> it becuase it caused other problems.  Perhaps it was only
> because I couldn't find a solution to the problem, but I've
> convinced myself the threshold that is exceeded when the
> streaking starts to appear( when I'm scaling a texture in
> Medit) is signifigant in performance terms.  Things seem to
> be faster now that I've re-applied our textures so there is
> no streaking.  It seems to be a nice non-abstract indicator.
> That is I think that even under 5.2 there may have been a penalty

This is true.  Even though IRIX pre-5.3 handled texture repeats
correctly, it's still a RE microcode exception that degrades performance.
By modelling your textures to avoid excessive repeat counts, you
are actually staying on the RE texture "fast path" as it were ...

> for exceeding the 4 bits of repeat.
>  	Thanks for posting Sharon's diagnosis I never really got
> an explanation.
> 		Dorrie
>-- End of excerpt from Dorrie Hall

You're welcome :-)

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


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To: "Mr. Alun Evans" <aevans@taz.dra.hmg.gb>
Cc: info-performer@sgi.sgi.com
Subject: Re: pfChanPick 
In-Reply-To: Your message of "Tue, 03 Oct 95 17:24:30 GMT."
             <0099753D.8FD9C9C1.33@taz.dra.hmg.gb> 
Date: Tue, 03 Oct 95 16:23:22 -0700
From: Jim Helman <jimh@surreal>
Status: O

This is a bug.  pfChanPick does not handle offset channels in 1.2.

Fixed in 2.0.  

N.B. pfChanPick is really a convenience routine, albeit a big
convenience.  All the information (i.e. model and viewing transforms,
window size) you need to write your own pfChanPick using
pfSegsIsectNode is available to you in the pfChannel and pfPipe API.

rgds,

-jim helman

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



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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9510032248.ZM1524@lee.electrogig.com>
Date: Tue, 3 Oct 1995 22:48:14 -0700
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: using multiple channels on a single pipe Reality Engine
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hello everybody,

	In my application, I see that when I use two channels on a single
pipeline, both having a common viewing configuration (they are NOT channel
groups), and rendering different pfScenes (OR the same pfScene), each channel
rendering into one-half of the pipe window (window is halved vertically),
the size of the scene displayed in any half is not the same as that
of the size of the same scene displayed in the whole window using a single
channel, and all other configurations remaining the same. That is: when I
use a single channel, my scene fills the entire window. Whereas, in dual
channel mode, the scene fills only about 3/4th of its half of the window.

I would expect that it would be the same in either mode. Can anyone tell
me why is it different? What else am I missing in the setup, OR where am
I going wrong?

Thanks for any help.

-anita

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


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	id JAA11902; Wed, 4 Oct 1995 09:08:25 +0100
Date: Wed, 4 Oct 1995 09:08:25 +0100
Message-Id: <9510040908.ZM11900@uderzo>
In-Reply-To: lelkins@relay.nswc.navy.mil
        "Re: Incorrect Texture Mapping on RE" (Oct  3,  8:37)
References: <9510031237.AA05767@oanews>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: Incorrect Texture Mapping on RE
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Oct 3,  8:37, lelkins@relay.nswc.navy.mil wrote:
> Subject: Re: Incorrect Texture Mapping on RE
>
>
> It just so happens that I've been cussing myself for the last couple of
> days trying to solve a repeated texture problem, thinking it was my fault...
> Would someone happen to have to patch number handy?
>
> -Les
>
>-- End of excerpt from lelkins@relay.nswc.navy.mil

It's Patch 154. If you're thinking about using OpenGL you should get it anyway,
but it also fixes the texture repeat bug.

On Oct 3, 14:17, Dorrie Hall wrote:
> Subject: IRIX 5.3 texture repeat bug on Reality Engine
>
>
> I too, had a call in about this bug a few months ago but
> the patch( I'm sorry I don't remember the number) didn't
> solve the problem on our machine. I actually had to remove
> it becuase it caused other problems.

Hmm, it works for me. Do you have a small example handy that I could try?

> Perhaps it was only
> because I couldn't find a solution to the problem, but I've
> convinced myself the threshold that is exceeded when the
> streaking starts to appear( when I'm scaling a texture in
> Medit) is signifigant in performance terms.  Things seem to
> be faster now that I've re-applied our textures so there is
> no streaking.  It seems to be a nice non-abstract indicator.
> That is I think that even under 5.2 there may have been a penalty
> for exceeding the 4 bits of repeat.
>  	Thanks for posting Sharon's diagnosis I never really got
> an explanation.

Yeah, another little insight into the deep dark realms inside our most beloved
beasts... :-)

> 		Dorrie

>-- End of excerpt from Dorrie Hall

CU

	Dirk




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From: "Yves DEMANGE" <deum@sgiaix.aix.sgi.com>
Message-Id: <9510041342.ZM19601@sgiaix.aix.sgi.com>
Date: Wed, 4 Oct 1995 13:42:53 +0100
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To: info-performer@sgi.sgi.com
Subject: Distortion Correction
Content-Type: text/plain; charset=us-ascii
Mime-Version: 1.0
Status: O

Hi,

I would test correction distortion using texture engine.

Is there people having some Performer or GL/OpenGL code running
such of things
note that performance is not a pb, I just want to test the functionnality.

Two questions about that,

1. Is there some s/w capabilities to include the correction in the
database traversal instead of just distort rendered image of the
frame buffer ?

2. Will performer  include these Features in the future ?


Thanks,

yves



-- 
=========================================
=  Yves DEMANGE     M/S : IFR-342	=
=  Pre-sales engineer			=
=  SGI France AIX-EN PROVENCE Office	=
=  Parc club du golf, bat 20            =
=  Av. Guillibert de la Lauziere	=
=  BP 107000 Aix-en-Provence cedex 3	=
=  FRANCE				=
=  Tel : (33) 42 39 77 79		=
=  Fax : (33) 42 39 77 50		=
=  E-Mail : deum@aix.sgi.com VM 59361	=
=========================================



From guest  Wed Oct  4 07:43:22 1995
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9510041523.ZM7540@bitch.reading.sgi.com>
Date: Wed, 4 Oct 1995 15:23:15 +0100
In-Reply-To: "Yves DEMANGE" <deum@sgiaix.aix.sgi.com>
        "Distortion Correction" (Oct  4,  1:42pm)
References: <9510041342.ZM19601@sgiaix.aix.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Yves DEMANGE" <deum@sgiaix.aix.sgi.com>, info-performer@sgi.sgi.com
Subject: Re: Distortion Correction
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Oct 4,  1:42pm, Yves DEMANGE wrote:
> Subject: Distortion Correction
> Hi,
>
> I would test correction distortion using texture engine.
>
> Is there people having some Performer or GL/OpenGL code running
> such of things
> note that performance is not a pb, I just want to test the functionnality.

Angus Henderson recently uploaded some real-time distortion correction
software for a dome projector, it reads 3 rendered images from the
framebuffer into texture memory and textures them to polygon mesh to create
a single "fisheye" view in real-time. Because performance isn't an issue
you could try much higher resolutions than this demo uses.

ftp://sgigate.sgi.com/pub/Performer/RealityCentre/

>
> Two questions about that,
>
> 1. Is there some s/w capabilities to include the correction in the
> database traversal instead of just distort rendered image of the
> frame buffer ?
>
> 2. Will performer  include these Features in the future ?

The shark demo in the same directory applies distortion to the geometry
in the scene graph but I suspect that this isn't what you mean.
In the general case distortion correction is best applied in the framebuffer,
you can only affect vertex information in the scene graph, not apply
non-linear edge rendering & shading. This means you must have lots of
vertices & polygons to allow reasonably smooth distortion if you only
distort your geometry. If you don't mind having to tesselate your geometry
and draw lots of polygons then look at the atlantis demo.

>
>
> Thanks,
>
> yves
>
>
>
> --
> =========================================
> =  Yves DEMANGE     M/S : IFR-342	=
> =  Pre-sales engineer			=
> =  SGI France AIX-EN PROVENCE Office	=
> =  Parc club du golf, bat 20            =
> =  Av. Guillibert de la Lauziere	=
> =  BP 107000 Aix-en-Provence cedex 3	=
> =  FRANCE				=
> =  Tel : (33) 42 39 77 79		=
> =  Fax : (33) 42 39 77 50		=
> =  E-Mail : deum@aix.sgi.com VM 59361	=
> =========================================
>
>
>-- End of excerpt from Yves DEMANGE



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


From guest  Thu Oct  5 01:28:11 1995
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From: "Lionel Maiaux" <maiaux@quartz.corys.fr>
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Date: Thu, 5 Oct 1995 09:08:58 +0100
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To: info-performer@sgi.sgi.com
Subject: Performances with BLEND_ALPHA orMS_ALPHA 
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Hi everybody,

I work on a RE2 and I usually use MS_ALPHA type of transparency, but I read
some mails about sorting transparent objects, so I suppose some of you are
using BLEND_ALPHA type.

My question is :
- what is the difference of performance between these 2 type of transparency
(just fill rate I suppose) on a RE2,


From guest  Thu Oct  5 15:35:24 1995
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From: mwilliam@ldsa.com (Michael J. Williams)
Message-Id: <9510052201.AA08993@ldsa>
To: info-performer@sgi.sgi.com
Subject: Using RGBwritemask with Performer
Status: O



   I am hoping to use Performer to manage some models over top of
a detailed background.  The plan is to draw the background (having
about 30 colors) and then use RGBwritemask to protect it.  We want
to then use the remaining bitplanes to draw our models (5 colors)
as fast as possible without having to keep drawing the background.

   Has anybody implemented a system this way (using RGBwritemask
in effect to get an underlay plane with more than 4 colors)?
The GL manual suggests that this can be done, but will Performer
prevent us from doing this?

   We are on an Indigo2 Extreme, running IRIX 5.2, and Performer
1.2.  We are currently drawing the background, and using lrectread/
lrectwrite to save it, and then restore it at the beginning of each 
frame.  The lrectwrite takes 120 milliseconds, and is killing our
timing.


Thanks
Mike Williams
mwilliam@ldsa.com



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Date: Thu, 5 Oct 1995 13:17:09 GMT
From: angus@death.reading.sgi.com (Angus Henderson)
Message-Id: <199510051317.NAA05397@death.reading.sgi.com>
To: info-performer@sgi.sgi.com
Subject: bergs
Status: O


berg 1

This appears to be a GL bug, Using texdef2d with a TX_MAGFILTER_ALPHA of
TX_MODULATE_DETAIL & TX_MAGFILTER_COLOR of TX_BILINEAR causes the TX_DETAIL
TX_CONTROL_POINT to be ignored - i.e. you can't change the detail texture
tiling ratio

berg 2

On RE2 you often need to move the near clip plane dynamically to best
use your available z byffer resolution. If you do this with a non
sorry with a skewed view frustum the culling breaks.

In the application process calling "pfMakePerspFrust" & "pfFrustNearFar"
were used to move the near plane in the pfFrame loop
setting up a static skewed frustum at initaialisation did not break
the culling - only a dynamic frustum.

berg 3

I think John Rohlf may have answered this one but I am on site and I won't
be able to check until tomorrow. Moving the near clip plane on skewed
frusta caused a lateral shift in the view.







If anyone can help on these bergs before I make a bug report please say

ANGUs

^XW


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Date: Thu, 05 Oct 1995 10:48:03 -0400
From: Tanner Lovelace <LOVELACE@dcscorp.com>
To: info-performer@sgi.sgi.com
Subject:  2.0 compatibility with 1.2
Status: O

Greetings,

I understand that 2.0 is getting nearer and nearer to a release date.
The question I have is, how compatible with 1.2 is 2.0?  Will I just 
be able to recompile my 1.2 code and have it work perfectly?  If
not, then what things will I need to change.  Thanks in advance.

Tanner Lovelace
DCS Corporation
Alexandria, VA

P.S. I apologize in advance if this has been recently covered in
this list.  I just got back from being on my honeymoon for a month.



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From: "Javier Castellar" <javier@sixty>
Message-Id: <9510051147.ZM13723@sixty.asd.sgi.com>
Date: Thu, 5 Oct 1995 11:47:36 -0700
In-Reply-To: "Yves DEMANGE" <deum@sgiaix.aix.sgi.com>
        "Distortion Correction" (Oct  4,  1:42pm)
References: <9510041342.ZM19601@sgiaix.aix.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Yves DEMANGE" <deum@sgiaix.aix.sgi.com>
Subject: Re: Distortion Correction
Cc: info-performer@sgihub.corp.sgi.com
Mime-Version: 1.0
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Status: O


The older example that i know was written in GL in 1989 by our beloved Paul
Haberli and is performed moving  the vertex location to match the LEEP lens
optical/perspective distortion. This is not exactly perperctive distortion. You
can find a basic example in the DT 1.0 (the famous Totally Insane).

Another aproach was proposed mixing distortion correction + stereo correction
in the equivalent to the today's CULL transversal, taking advantage of the LoD
precalculation. In this approach a different perspective matrix was applied to
correct a non uniform projection in function of the distance. The problem was
that at that time the morphing process was like a SF chapter. (yes, morphing is
much more that an exotic feature for performer, it is important not only for
character animation in Disney ...)

Anyway when the Reality Engine came up and the fbsubtexload service was
provided. The perfomance is good but not enough for high resolution. It is also
depends on the trade off between color resolution + space resolution ... etc.
Some people have made some tests using fbsubtexload for optical correction in
some hi-price "rated R" HMD, but only as an experiment.

Another example which uses fbsubtexload was written by ANgus Henderson in the
Reality Center and it is available. Mainly it corrects the perspective
distortion due to planar proyection. I cannot remember the location but
probably someone from the reality center will know the latest version location.
Anyway in sgigate using the ftp anonymus account you can find some old
versions. It works on reality engine but with low resolutions (due to
fbsubtexload limitations).

Regarding current plans ... well ... we are working on it taking in account
much more effects than perspective distortion ... maybe the final result will
be either a pfu or an example for performer...

It will cover:

1) Perspective Distortion

2) Offset distortion

3) Optical Map correction

All at the same time and with ways to demostrate the accurancy of the
correction.

I can't tell you any date yet.

-Javier


-- 

*************************************************************************
* Javier Castellar Arribas     * Email:              javier@asd.sgi.com *                 
*                              * Vmail:            		 3-1589 *            
* Member of Technical Staff    * Phone:                  (415)-390-1589 *
* Real-Time Graphics	       * Fax:                    (415)-964-8671 *     
* Advanced Systems Division    * MailStop:                       8U-800 *
************************************************************************* 
* Silicon Graphics Inc.                                                 *
* 2011 N. Shoreline Boulevard,                                          *                        
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*************************************************************************
"Violence is the last refuge of the incompetant"
						Hari Seldon



From guest  Thu Oct  5 13:23:21 1995
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From: "Jean-Luc Dery" <dery@cae.ca>
Message-Id: <9510051606.ZM6391@vklm.cae.ca>
Date: Thu, 5 Oct 1995 16:06:03 -0400
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To: info-performer@sgi.sgi.com
Subject: zbuf read
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Status: O

Hi,

This is a GL related question.

What I'm trying to do might seen weird to you, but it's what seems to be a
solution for the project I'm working on.

My problem comes from the fact that I want to copy the z buffer content into
the normal buffer using the rectcopy function.

I want to isolate 8 bits in the z buffer by setting the shift value of pixmode
and copy them to the alpha value of the normal buffer. I'm using a RGBwritemask
to protect the color values.  It works pretty fine if I'm writing to one of the
RGB bits but I can't get it to write to the alpha bits.  Since I know it's
possible to write the z buffer to the normal planes, this should be possible.

When I'm reading the zbuffer, the followings are set:

pfAntialias( PFAA_OFF ); is called before pfDraw();

pixmode( PM_SIZE, 32 );
pixmode( PM_INPUT_TYPE, PM_UNSIGNED_BYTE );
pixmode( PM_INPUT_FORMAT, PM_RGBA );
pixmode( PM_OUTPUT_TYPE, PM_UNSIGNED_BYTE );
pixmode( PM_OUTPUT_FORMAT, PM_RGBA );

pixmode( PM_SHIFT, 8 );

zbuffer( TRUE );
zdraw( FALSE );

readsource( SRC_ZBUFFER );

RGBWritemask( 0x00, 0x00, 0x00 );

rectcopy( ... );

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

The results I get is like

  RRGGBBAA    ZBUF           RRGGBBAA
0x------FF  0x------00  => 0x------FF

I think I remember seeing that the alpha is not activated when multisample is
disabled, ... but it has to be disabled in order to read the z buffer.

Help !!!

Thank in advance for any hints.




-- 
___________________________________________________________________
                                           ____    ___   __
Jean-Luc Dery                               /  \  /_    /__) \__/
System engineer                          __/___/ /___  /  \   /
                                         
CAE Electronics Ltd.
GRAPHICS SOFTWARE TECHNOLOGY             Phone: (514)341-6780 x2275
e-mail:  dery@cae.ca                     FAX:   (514)340-5496
___________________________________________________________________



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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9510052154.ZM9196@bitch.reading.sgi.com>
Date: Thu, 5 Oct 1995 21:54:38 +0100
In-Reply-To: "Jean-Luc Dery" <dery@cae.ca>
        "zbuf read" (Oct  5,  4:06pm)
References: <9510051606.ZM6391@vklm.cae.ca>
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To: "Jean-Luc Dery" <dery@cae.ca>, info-performer@sgi.sgi.com
Subject: Re: zbuf read
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

o Only multisample transparency is disabled when not antialiasing on REs
  You still have alpha planes and blended transparency.

o also from the manual:

     The result of rectcopy is undefined if zbuffer is TRUE, except when pixel
     mode PM_ZDATA is enabled (see pixmode).  This special pixel mode, in
     conjunction with stencil operation, can be used to implement rectangle
     copies with depth buffering.

o It's prefferable to use ABGR, it's much faster on RE.

o The manual also says that positive shifts are to the left for copy, this
  suggests that your 8 bit shift to the left is leaving your low
  order bits (and that's alpha in PM_RGBA) empty.

Hope this helps.
Angus.

On Oct 5,  4:06pm, Jean-Luc Dery wrote:
> Subject: zbuf read
> Hi,
>
> This is a GL related question.
>
> What I'm trying to do might seen weird to you, but it's what seems to be a
> solution for the project I'm working on.
>
> My problem comes from the fact that I want to copy the z buffer content into
> the normal buffer using the rectcopy function.
>
> I want to isolate 8 bits in the z buffer by setting the shift value of
pixmode
> and copy them to the alpha value of the normal buffer. I'm using a
RGBwritemask
> to protect the color values.  It works pretty fine if I'm writing to one of
the
> RGB bits but I can't get it to write to the alpha bits.  Since I know it's
> possible to write the z buffer to the normal planes, this should be possible.
>
> When I'm reading the zbuffer, the followings are set:
>
> pfAntialias( PFAA_OFF ); is called before pfDraw();
>
> pixmode( PM_SIZE, 32 );
> pixmode( PM_INPUT_TYPE, PM_UNSIGNED_BYTE );
> pixmode( PM_INPUT_FORMAT, PM_RGBA );
> pixmode( PM_OUTPUT_TYPE, PM_UNSIGNED_BYTE );
> pixmode( PM_OUTPUT_FORMAT, PM_RGBA );
>
> pixmode( PM_SHIFT, 8 );
>
> zbuffer( TRUE );
> zdraw( FALSE );
>
> readsource( SRC_ZBUFFER );
>
> RGBWritemask( 0x00, 0x00, 0x00 );
>
> rectcopy( ... );
>
> RGBwritemask( 0xFF, 0xFF, 0xFF );
>
> The results I get is like
>
>   RRGGBBAA    ZBUF           RRGGBBAA
> 0x------FF  0x------00  => 0x------FF
>
> I think I remember seeing that the alpha is not activated when multisample is
> disabled, ... but it has to be disabled in order to read the z buffer.
>
> Help !!!
>
> Thank in advance for any hints.
>
>
>
>
> --
> ___________________________________________________________________
>                                            ____    ___   __
> Jean-Luc Dery                               /  \  /_    /__) \__/
> System engineer                          __/___/ /___  /  \   /
>
> CAE Electronics Ltd.
> GRAPHICS SOFTWARE TECHNOLOGY             Phone: (514)341-6780 x2275
> e-mail:  dery@cae.ca                     FAX:   (514)340-5496
> ___________________________________________________________________
>
>
>-- End of excerpt from Jean-Luc Dery

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


From guest  Fri Oct  6 01:39:16 1995
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9510060935.ZM9682@bitch.reading.sgi.com>
Date: Fri, 6 Oct 1995 09:35:04 +0100
In-Reply-To: mwilliam@ldsa.com (Michael J. Williams)
        "Using RGBwritemask with Performer" (Oct  5,  6:01pm)
References: <9510052201.AA08993@ldsa>
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To: mwilliam@ldsa.com (Michael J. Williams), info-performer@sgi.sgi.com
Subject: Re: Using RGBwritemask with Performer
Mime-Version: 1.0
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Status: O

This is a nice idea, but would only really work in very specific colour map
cases. The problem you would have if you tried this in RGB mode is that you'd
see the background through the objects you were drawing, unless they were a
lot brighter or happened to contain all the background bits over their entire
area. You'd also be pretty limited in what intensities & colours you could use
in the background & database.

Investigate storing your background in the accumulation buffer then when
you want to renew it copy it through to the framebuffer, you can be
selective about how much you copy by using scrmask.

On Oct 5,  6:01pm, Michael J. Williams wrote:
> Subject: Using RGBwritemask with Performer
>
>
>    I am hoping to use Performer to manage some models over top of
> a detailed background.  The plan is to draw the background (having
> about 30 colors) and then use RGBwritemask to protect it.  We want
> to then use the remaining bitplanes to draw our models (5 colors)
> as fast as possible without having to keep drawing the background.
>
>    Has anybody implemented a system this way (using RGBwritemask
> in effect to get an underlay plane with more than 4 colors)?
> The GL manual suggests that this can be done, but will Performer
> prevent us from doing this?
>
>    We are on an Indigo2 Extreme, running IRIX 5.2, and Performer
> 1.2.  We are currently drawing the background, and using lrectread/
> lrectwrite to save it, and then restore it at the beginning of each
> frame.  The lrectwrite takes 120 milliseconds, and is killing our
> timing.
>
>
> Thanks
> Mike Williams
> mwilliam@ldsa.com
>
>
>-- End of excerpt from Michael J. Williams



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


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	 id JAA09694; Fri, 6 Oct 1995 09:39:56 +0100
From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9510060939.ZM9692@bitch.reading.sgi.com>
Date: Fri, 6 Oct 1995 09:39:55 +0100
In-Reply-To: mwilliam@ldsa.com (Michael J. Williams)
        "Using RGBwritemask with Performer" (Oct  5,  6:01pm)
References: <9510052201.AA08993@ldsa>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: mwilliam@ldsa.com (Michael J. Williams), info-performer@sgi.sgi.com
Subject: Re: Using RGBwritemask with Performer
Mime-Version: 1.0
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Status: O

Whoops, sorry about the accumulation buffer suggestion, I noticed youre
using extreme graphics.

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


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To: info-performer@sgi.sgi.com
Subject: Custom Stress function, where to calculate?
Sensitivity: personal
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Date: Fri, 06 Oct 95 11:50:11 +0100
From: (Mario Veraart) <rioj7@fel.tno.nl>
Status: O

Hello performer programmers,

In my application I want to implement my own stress algorithm.
>From a control theory point of view it's bad to use the value of
the control variable to change it's value (stress += stress * scale).
Now I want to find the best place to calculate the stress value
to minimise the latency. 
The question is, when is the new value of the channel load available?

I guess it's after the call to pfSync().

Then the code would look like:

   pfSync();

   curLoad = pfGetChanLoad(myChan);
   [calculate stress value, simple algorithm]
   pfChanStress(myChan,newStressVal);

   [some other time critical stuff]
   pfFrame();

Can somebody tell me if this is the best way to do it?
Thanks in advance.

Mario


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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9510060443.ZM3973@lee.electrogig.com>
Date: Fri, 6 Oct 1995 04:43:47 -0700
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To: info-performer@sgi.sgi.com
Subject: regarding multiple channels on a single pipe
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I create two channels with completly different FOV, and viewing directions and
positions.
They are not grouped together. Both of them share a common scene graph.
Their viewports are the default values of full window.

When the simulation loop starts, I want to be able to switch between
the two channels - once showing the scene from channel 1, another time
showing it from channel 2. I don't want to display both channel's views
at the same time.

I have tried to do this using

	// switch after count = 50; for example

	pfChanScene(chan2, NULL);
	pfChanScene(chan1, scene); // switch from chan2 to chan1

in the simulation loop after I have configured them outside the loop,
created in the order chan1, then chan2, so that view before switching
will be that of chan2.

But this doesn't work. When count=50, chan2's view is now NULL (blank)
but chan1's view doesn't appear.

Any ideas on how to do this...?

Thanks for any input.

-anita


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From: "Jean-Luc Dery" <dery@cae.ca>
Message-Id: <9510060918.ZM8389@vklm.cae.ca>
Date: Fri, 6 Oct 1995 09:18:19 -0400
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To: info-performer@sgi.sgi.com
Subject: zbuf read
Content-Type: text/plain; charset=us-ascii
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Status: O

Hi again,

I send a mail yesterday on the z buffer read using the rectcopy with a shift to
the alpha in the normal buffer. As I said, I can write to any RGB value of the
normal bit plane but can't write on the alpha bits. This takes place in a
Performer application with a RE2.

Here is, again but corrected, what i'm doing:

...

pixmode( PM_SIZE, 32 );
pixmode( PM_INPUT_TYPE, PM_UNSIGNED_BYTE );
pixmode( PM_INPUT_FORMAT, PM_ABGR );
pixmode( PM_OUTPUT_TYPE, PM_UNSIGNED_BYTE );
pixmode( PM_OUTPUT_FORMAT, PM_ABGR );

pixmode( PM_SHIFT, 8 );

zbuffer( FALSE );

readsource( SRC_ZBUFFER );

RGBWritemask( 0x00, 0x00, 0x00 );

rectcopy( ... );

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

zbuffer( TRUE );

...


The results I get is like

  AABBGGRR    ZBUF           AABBGGRR
0xFF------  0x------00  => 0xFF------

If I query the graphics set up at the end of the pipe ConfigFunc, I get

getgdesc( GD_BITS_NORM_DBL_RED ) = 12
getgdesc( GD_BITS_NORM_DBL_ALPHA ) = 12
getgdesc( GD_BITS_NORM_ZBUFFER ) = 32

getgconfig( GC_DOUBLE ) = 1
getgconfig( GC_BITS_RED ) = 8
getgconfig( GC_BITS_ALPHA ) = 0 <---------------
getgconfig( GC_BITS_ZBUFFER ) = 4294967272

The setup I'm in doesn't seem to configure any available alpha bit planes.
Another thing is that when I read the z buffer with a lrectread, all the lower
8 bits are at 00.

One more thing, in the RGBsize man page, under the BUGS notice, I read the
following:


     On the IRIS-4D RealityEngine models when the number of planes configured
     for each single-color component is 8, the framebuffer consist of no alpha
     bit planes.

     On the IRIS-4D RealityEngine models the framebuffer cannot be configured
     to consist of 32 Z buffer planes (or 32 depth planes in the multisample
     buffer) and 8 color planes for each of the RGB color buffers
     simultaneously.

Does this apply in my case, with a RE2; am I in a dead end ???

Thanks for any help.


-- 
___________________________________________________________________
                                           ____    ___   __
Jean-Luc Dery                               /  \  /_    /__) \__/
System engineer                          __/___/ /___  /  \   /
                                         
CAE Electronics Ltd.
GRAPHICS SOFTWARE TECHNOLOGY             Phone: (514)341-6780 x2275
e-mail:  dery@cae.ca                     FAX:   (514)340-5496
___________________________________________________________________



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To: "AnitaKishore" <kishore@electrogig.com>
Cc: info-performer@sgi.sgi.com, bmcquear@dw3f.ess.harris.com
Subject: Re: regarding multiple channels on a single pipe 
In-Reply-To: Your message of "Fri, 06 Oct 95 04:43:47 PDT."
             <9510060443.ZM3973@lee.electrogig.com> 
Date: Sat, 07 Oct 95 08:07:30 -0400
X-Mts: smtp
Status: O


>>I create two channels with completly different FOV, and viewing directions and....

Anita,

You can toggle between channels using pfChanTravMode like in the
following fragment...
(Note: channels have been previously set up for each to take half the viewport)

      /*-------------------------------------------------
      |-- Set the pfChannel to the active channel
      -------------------------------------------------*/
      if (activeChannel == CHANNEL_1)
      {
         /*--------------------------------------------
         |-- Make sure the channel is on
         --------------------------------------------*/
         pfChanTravMode(channel, PFTRAV_DRAW, PFDRAW_ON);

         /*---------------------------------------
         |-- Set the viewport one to full window
         ---------------------------------------*/
         pfChanViewport(channel, 0.0f, 1.0f, 0.0f, 1.0f);

         /*--------------------------------------------
         |-- Turn off the other channel
         --------------------------------------------*/
         pfChanTravMode(channel2, PFTRAV_DRAW, PFDRAW_OFF);
      }

      else if (activeChannel == CHANNEL_2)
      {

         /*--------------------------------------------
         |-- Make sure the channel is on
         --------------------------------------------*/
         pfChanTravMode(channel2, PFTRAV_DRAW, PFDRAW_ON);

         /*---------------------------------------
         |-- Set the viewport two to full window
         ---------------------------------------*/
         pfChanViewport(channel2, 0.0f, 1.0f, 0.0f, 1.0f);

         /*--------------------------------------------
         |-- Turn off the other channel
         --------------------------------------------*/
         pfChanTravMode(channel, PFTRAV_DRAW, PFDRAW_OFF);

      }



-----------------------------------------------------------
Bruce McQueary               |  Phone 407-984-5964 (Office)
Harris Corporation, ISD      |        407-984-6813 (Lab)
P.O. Box 98000               |  Fax   407-984-6323 
W3-3207                      |  email: bmcquear@harris.com
Melbourne, FL 32902          |
-----------------------------------------------------------
 




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Subject: WWW Selected Topics
To: info-performer@sgi.sgi.com
Date: Sat, 7 Oct 1995 09:44:49 -0700 (PDT)
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Status: O

	I got on my soapbox a couple of weeks ago and asked for 
a WWW subdirectory for code sections and example programs to
be deposited. With WWW, I can see that the "selected topics"
area might be a good choice but why are the contents of that 
directory so old (mostly 1994)? What is the problem in us -
the contributors - being able to submit example code sequence
and having them placed on the /pub/Performer WWW site?


  .=========================================================================.
 / 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  Sat Oct  7 18:42:33 1995
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Subject: fog on impact with performer 1.2
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	I have a performer 1.2 program that has fog and works on an
extreme.   Everthing works on an impact except the fog.  Any ideas?


--
Sean Halliday halliday@cs.sfu.ca


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To: "David H. Whittington" <dhw3314@aw101.iasl.ca.boeing.com>
Cc: info-performer@sgi.sgi.com
Subject: Re: WWW Selected Topics 
In-Reply-To: Your message of "Sat, 07 Oct 95 09:44:49 PDT."
             <199510071644.AA25652@aw533.info-performer@sgi.com> 
Date: Mon, 09 Oct 95 00:46:38 -0700
From: Jim Helman <jimh@surreal>
Status: O

> why are the contents of that directory so old (mostly 1994)? 

been busy???

> What is the problem in us - the contributors - being able to submit
> example code sequence and having them placed on the /pub/Performer
> WWW site?

No problem at all; we'd love to have more code and useful bits.
Send requests to info-performer-request@sgi.com.  Allan or I 
will look after them.

rgds,

-jim helman

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



From guest  Mon Oct  9 12:06:44 1995
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To: info-performer@sgi.sgi.com
Subject: Intersection and levels of detail
Sensitivity: personal
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Date: Mon, 09 Oct 95 10:20:44 +0100
From: (Mario Veraart) <rioj7@fel.tno.nl>
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Hello,

In our application we visualise a terrain, this terrain has 3 levels
of detail. We have to do some intersection calculation on this database.
The question is: which level of detail does the pfSegsIsectNode function
use, and can it be changed?

Thanks in advance

Mario


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--- Erhalten von  E.PURSCHKE  +49-5361-922176       09.10.95 16.00
  -> IBMMAIL.INTERNET      IBM MAIL EXCHANGE ADRESSE


Hello,

excuse me for bothering you but my local SGI-representative
suggested to contact you. I have a few questions concerning
Performer. I found a few interesting files (VRfly.tar &
fasttrak.tar)on your ftp-server (ftp://ftp.sgi.com). Because of the
fact that we?d like to use Performer together with a Polhemus
Fasttrak and several HMD?s I tried to compile these pakages.
Compilation was no problem, but it was difficult to run these. But
the most difficult fact was that there was no Docs (READMEs, ...)
included. My question is: Will those functionalities be included
in Performer 2.0 (fastrak,.) (so I will sit back and wait ;-) )
or is it just unsupported sw??

Thanks in advance
Frank Purschke
Volkswagen AG
Virtual Reality Lab
Email: devw17n9@ibmmail.com


From guest  Mon Oct  9 10:32:30 1995
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From: "Kowsik Guruswamy" <giraffe.asd.sgi.com!sgi.sgi.com!cory.portal.com!buggy.coryphaeus.com!kowsik>
Message-Id: <9510090925.ZM8152@buggy.coryphaeus.com>
Date: Mon, 9 Oct 1995 09:25:11 -0700
In-Reply-To: "AnitaKishore" <kishore@electrogig.com>
        "regarding multiple channels on a single pipe" (Oct  6,  4:43am)
References: <9510060443.ZM3973@lee.electrogig.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "AnitaKishore" <kishore@electrogig.com>, info-performer@sgi.sgi.com
Subject: Re: regarding multiple channels on a single pipe
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On Oct 6,  4:43am, AnitaKishore wrote:
> Subject: regarding multiple channels on a single pipe

[snip]

> I have tried to do this using
>
> 	// switch after count = 50; for example
>
> 	pfChanScene(chan2, NULL);
> 	pfChanScene(chan1, scene); // switch from chan2 to chan1

How about using pfChanTravMode(...)

        pfChanTravMode (chan2, PFTRAV_DRAW, PFDRAW_OFF);
        pfChanTravMode (chan1, PFTRAV_DRAW, PFDRAW_ON);  // switch on chan1

>From the man pages:

     For drawing, mode is either PFDRAW_OFF or PFDRAW_ON.  PFDRAW_OFF
     essentially turns off chan.  No culling or drawing traversal will take
     place.  Drawing is enabled by default.  pfGetChanTravMode returns the
     mode corresponding to trav or -1 if trav is an illegal or unknown
     traversal type.

Hope that helps,

K.

-- 
kowsik@coryphaeus.com



From guest  Mon Oct  9 12:44:32 1995
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199510091937.MAA26652@tubes.asd.sgi.com>
Subject: Re: Intersection and levels of detail
To: guest
Date: Mon, 9 Oct 95 12:37:36 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199510090920.KAA25929@felfs.fel.tno.nl>; from "guest@holodeck" at Oct 9, 95 10:20 am
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Status: O

> 
> Hello,
> 
> In our application we visualise a terrain, this terrain has 3 levels
> of detail. We have to do some intersection calculation on this database.
> The question is: which level of detail does the pfSegsIsectNode function
> use, and can it be changed?
> 
> Thanks in advance
> 
> Mario
> 
> 

	pfSegsIsectNode intersects with the highest LOD. 2.0 has a new 
function which allows you to intersect with the proper LOD.



From guest  Mon Oct  9 18:59:14 1995
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To: devw17n9@ibmmail.com
Cc: info-performer@sgi.sgi.com
Subject: VR code
In-Reply-To: Your message of "Mon, 09 Oct 95 11:05:14 EDT."
             <199510091532.IAA05894@sgi.sgi.com> 
Date: Mon, 09 Oct 95 15:00:40 -0700
From: Jim Helman <jimh@surreal>
Status: O

The code on ftp://sgigate.sgi.com/pub/Performer is unsupported.
We don't have any plans to directly support VR peripherals in
Performer, since there are so many.  But it might be reasonable
for us to provide a device input interface so that third parties
could write driver DSOs for specific input or display devices.
This would allow a variety of devices to plug and play with
standard Performer apps.

rgds,

-jim helman

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



From guest  Mon Oct  9 19:26:09 1995
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From: chris@vino.paradigmsim.com (Chris Mumford)
Message-Id: <199510092226.RAA09641@vino.paradigmsim.com>
Subject: deleting pfGroup
To: info-performer@sgi.sgi.com
Date: Mon, 9 Oct 1995 17:26:04 -0500 (CDT)
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Status: O

Question:

I'm tracking down memory leaks and I've run across this:

    pf = (pfNode *)pfNewGroup();
    
    pfAddChild( scene, pf );

If I just call pfDelete( pf ) without removing the group
from the scene I get about 200 bytes leaked. When I remove
it first it's air tight.

In either case it works fine, just memory leaking. Is this
my fault?
-- 
Chris Mumford                          Voice: 214-960-2301 ( Voice )
Paradigm Simulation, Inc.              FAX  : 214-960-2303 ( FAX )
14900 Landmark Blvd., Suite 400        email: chris@paradigmsim.com
Dallas, TX 75240   USA


From guest  Tue Oct 10 03:12:40 1995
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9510101043.ZM18399@bitch.reading.sgi.com>
Date: Tue, 10 Oct 1995 10:43:43 +0100
In-Reply-To: chris@vino.paradigmsim.com (Chris Mumford)
        "deleting pfGroup" (Oct  9,  5:26pm)
References: <199510092226.RAA09641@vino.paradigmsim.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: chris@vino.paradigmsim.com (Chris Mumford), info-performer@sgi.sgi.com
Subject: Re: deleting pfGroup
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Reference counting will prevent the group from being deleted, you have to
remove it form the parent.

Sorry, it's your fault.

Reguards,
Angus.

On Oct 9,  5:26pm, Chris Mumford wrote:
> Subject: deleting pfGroup
> Question:
>
> I'm tracking down memory leaks and I've run across this:
>
>     pf = (pfNode *)pfNewGroup();
>
>     pfAddChild( scene, pf );
>
> If I just call pfDelete( pf ) without removing the group
> from the scene I get about 200 bytes leaked. When I remove
> it first it's air tight.
>
> In either case it works fine, just memory leaking. Is this
> my fault?
> --
> Chris Mumford                          Voice: 214-960-2301 ( Voice )
> Paradigm Simulation, Inc.              FAX  : 214-960-2303 ( FAX )
> 14900 Landmark Blvd., Suite 400        email: chris@paradigmsim.com
> Dallas, TX 75240   USA
>
>-- End of excerpt from Chris Mumford


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


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To: chris@vino.paradigmsim.com (Chris Mumford)
Cc: info-performer@sgi.sgi.com
Subject: Reply to deleting pfGroup 
In-Reply-To: Your message of "Mon, 09 Oct 95 17:26:04 EST"
             <199510092226.RAA09641@vino.paradigmsim.com> 
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Date: Tue, 10 Oct 95 12:18:15 +0100
From: (Mario Veraart) <rioj7@fel.tno.nl>
Status: O

> Question:
> 
> I'm tracking down memory leaks and I've run across this:
> 
>     pf = (pfNode *)pfNewGroup();
>     
>     pfAddChild( scene, pf );
> 
> If I just call pfDelete( pf ) without removing the group
> from the scene I get about 200 bytes leaked. When I remove
> it first it's air tight.
> 
> In either case it works fine, just memory leaking. Is this
> my fault?

I think all pfObject's are linked in a separate list.
On our application we had an error that took a lot of time to solve.
One of the pfNode pointers was pointing to a piece of memory that
started with the following hex characters

  0xDE 0xAD 0xBE 0xEF

it was a node that wasn't connected to anything anymore because of
a small program error. Probably performer checked the 
shadow administration and determined it couldn't find it in the 
perpormer tree structure and put DEAD BEEF at the pointer.
Can somebody of the performer team give some info about this phenomenon?

Mario


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To: info-performer@sgi.sgi.com
Subject: Time spent during Culling
Sensitivity: personal
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Date: Tue, 10 Oct 95 13:36:42 +0100
From: (Mario Veraart) <rioj7@fel.tno.nl>
Status: O

Hello,

Because of a typo I made on the commandline my program got in the
PFMP_APPCULLDRAW mode instead of what I usually have PFMP_APP_CULL_DRAW.
When I looked at the stats, how I discovered the typo, I saw that
culling only needed 0.8-0.9 ms for the very complex terrain 
database. But when I use separate processors for app cull and draw then
cull needs about 9 ms to cull the database. 
My question: what is culling doing those extra 8 ms?
Is it needed to copy the databse? 
Is there one of the PFMP_APPxxxx versions that is better for some
applications or is it just try and look which is faster?

Thanks in advance.
Mario


From guest  Tue Oct 10 05:55:57 1995
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From: "Peter Ebbesmeyer" <pe@hni.uni-paderborn.de>
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Date: Tue, 10 Oct 1995 13:52:51 +0100
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To: info-performer@sgi.sgi.com
Subject: 24W7 cable
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Status: O

Hi erverybody,

sorry for posting this hardware related question here, but I believe there are
a lot of people in this mailing list who know the SGI ONYX/RE2 hardware very
well and who maybe could give me a hint.

I have the following problem: Our ONYX/RE2 (Rack) is equipped with a MCO. The
MCO is connected to the breakout box by three 24W7 video cables (SGI part
number 018-0435-001). Unfortunately these cables are too short because in our
environment the breakout box must be located in another room. Does anybody know
where I can get 24W7 cables which are twice as long as those which were
supplied with the MCO?

Thanks for any help,
Peter

-----------------------------------------------------------------------
Dipl.-Ing. Peter Ebbesmeyer                Universitaet-GH  Paderborn
Raum F0.210                                  Heinz Nixdorf Institut
Tel. + 49 5251 606234                     Rechnerintegrierte Produktion
Fax. + 49 5251 606268                            Fuerstenallee 11
email: pe@hni.uni-paderborn.de                   33102 Paderborn
                                                     Germany
-----------------------------------------------------------------------



-- 


From guest  Tue Oct 10 06:36:29 1995
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Date: Tue, 10 Oct 1995 09:21:57 -0400 (EDT)
From: Michael Kelley <kelleym@ito.snap.org>
X-Sender: kelleym@galileo.hpc.org
To: Performer <info-performer@sgi.sgi.com>
Subject: Re: VR code
In-Reply-To: <199510092200.PAA07289@surreal.asd.sgi.com>
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On Mon, 9 Oct 1995, Jim Helman wrote:

> Performer, since there are so many.  But it might be reasonable
> for us to provide a device input interface so that third parties
> could write driver DSOs for specific input or display devices.
> This would allow a variety of devices to plug and play with
> standard Performer apps.
> 
> -jim helman
> 

Excellent idea! I think a lot of people would appreciate this....


====================================================================
Michael Kelley                        Information Sciences Institute
Systems Programmer                     4350 N. Fairfax Dr. Suite 400 
kelleym@ito.snap.org                             Arlington, VA 22203
day:  (703) 812-4723                          night:  (703) 243-9422
====================================================================



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From: jrohlf@tubes (John Rohlf)
Message-Id: <199510101643.JAA27768@tubes.asd.sgi.com>
Subject: Re: Reply to deleting pfGroup
To: guest
Date: Tue, 10 Oct 95 9:43:33 PDT
Cc: chris@vino.paradigmsim.com, info-performer@sgi.sgi.com
In-Reply-To: <199510101118.MAA18409@felfs.fel.tno.nl>; from "guest@holodeck" at Oct 10, 95 12:18 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> > Question:
> > 
> > I'm tracking down memory leaks and I've run across this:
> > 
> >     pf = (pfNode *)pfNewGroup();
> >     
> >     pfAddChild( scene, pf );
> > 
> > If I just call pfDelete( pf ) without removing the group
> > from the scene I get about 200 bytes leaked. When I remove
> > it first it's air tight.
> > 
> > In either case it works fine, just memory leaking. Is this
> > my fault?
> 
> I think all pfObject's are linked in a separate list.
> On our application we had an error that took a lot of time to solve.
> One of the pfNode pointers was pointing to a piece of memory that
> started with the following hex characters
> 
>   0xDE 0xAD 0xBE 0xEF
> 
> it was a node that wasn't connected to anything anymore because of
> a small program error. Probably performer checked the 
> shadow administration and determined it couldn't find it in the 
> perpormer tree structure and put DEAD BEEF at the pointer.
> Can somebody of the performer team give some info about this phenomenon?
> 
> Mario
> 
> 

	Each pfNode has a unique id. This id is set to 0xdeadbeef 
when the node's memory is freed so we can make some effort to catch
references to deleted nodes.



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From: jrohlf@tubes (John Rohlf)
Message-Id: <199510101646.JAA27782@tubes.asd.sgi.com>
Subject: Re: Time spent during Culling
To: guest
Date: Tue, 10 Oct 95 9:46:59 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199510101236.NAA20322@felfs.fel.tno.nl>; from "guest@holodeck" at Oct 10, 95 1:36 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> Hello,
> 
> Because of a typo I made on the commandline my program got in the
> PFMP_APPCULLDRAW mode instead of what I usually have PFMP_APP_CULL_DRAW.
> When I looked at the stats, how I discovered the typo, I saw that
> culling only needed 0.8-0.9 ms for the very complex terrain 
> database. But when I use separate processors for app cull and draw then
> cull needs about 9 ms to cull the database. 
> My question: what is culling doing those extra 8 ms?
> Is it needed to copy the databse? 
> Is there one of the PFMP_APPxxxx versions that is better for some
> applications or is it just try and look which is faster?
> 
> Thanks in advance.
> Mario
> 
> 

When CULL and DRAW are in the same process they are "combined" so that
objects are drawn as they are culled. This avoids the overhead of 
making a display list but the CULL will not show up in the stats - 
it is mixed with the DRAW timing. If CULL and DRAW are in different processes,
the CULL builds a display list for the DRAW. You should experiment to 
see which mode is best for you. If you have enough CPUs then CULL_DRAW
is probably best.



From guest  Tue Oct 10 10:00:03 1995
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Date: Tue, 10 Oct 1995 09:55:31 -0700 (PDT)
From: "Paul S. Cutt" <cutt@netcom.com>
Subject: VR device interface.....it exists
To: info-performer@sgi.sgi.com
Cc: jimh@surreal
In-Reply-To: <Pine.3.89.9510100349.A928-0100000@netcom>
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Status: O


> The code on ftp://sgigate.sgi.com/pub/Performer is unsupported.
> We don't have any plans to directly support VR peripherals in
> Performer, since there are so many.  But it might be reasonable
> for us to provide a device input interface so that third parties
> could write driver DSOs for specific input or display devices.
> This would allow a variety of devices to plug and play with
> standard Performer apps.

Hi Jim,

My company has developed such an interface....SyncLink.  Below is a 
description.  I'll be pleased to answer any questions or comments.

Sincerely,

Paul S. Cutt
VP Engineering
Xtensory Inc 

Tel: 408/439-0600
Fax: 408/439-8845
Email: cutt@netcom.com 

-----------------
XVS-SyncLink (TM)  
  
A Standard Device Interface for Virtual Environments and Applications  
  
Benefits   
  
XVS-SyncLinkTM is a C++ class library that simplifies adding and 
maintaining virtual reality (VR) sensor support in existing applications.  It 
provides a standard device interface for including virtual environment 
devices into applications.   
  
Virtual environments have led to the proliferation of 3D devices with 
multiple degrees of freedom x,y,z,roll,pitch,yaw).  Each device has its own 
strengths and weaknesses, and the creation of new devices brings with it a 
constant improvement in the capabilities available.  However, using these 
devices in applications is not easy.  
  
Many of these devices are mutually incompatible.  They have different 
command sets; they use different command syntax for the same commands; 
the output they give to the computer follows different binary formats; and 
the same type of data is presented using different coordinate systems.  Until 
now, the near-total lack of standardization of even the simplest virtual 
reality functions has discouraged  developers from supporting multiple 
devices, or adding any VR support to their applications at all.  
  
SyncLink takes the load off the application developer by providing a 
standardized and portable object-oriented set of VR device drivers.  This 
lets the developer concentrate on the applications, rather than the 
idiosyncracies of each VR device.  
  
Object Oriented

SyncLink provides an object-oriented interface to VR devices.  There is a 
single C++ class hierarchy for VR sensors.  This hierarchy currently 
handles 6-D sensors such as the Polhemus Fastrak, Logitech 3D Mouse, 
Ascension Flock of Birds, Spaceball 2003, and the VPL Research 
DataGlove Model 2.  A second C++ class for coordinate systems allows the 
application programmer to translate automatically between the differing 
coordinate systems used by VR devices, 3D rendering systems, and existing 
applications and data sets.  
  
Common Interface  
  
All devices which provide 6-degree of freedom position and  orientation 
data are handled similarly.  SyncLink's base sensor class provides standard 
operations for opening devices, closing devices, and reading position, Euler 
angles, toggles, and other device data.  Common filtering operations are 
also avaiable in the base class, including origin offset, setting tolerance 
levels, clipping, modulo, and scaling.  Each device may report data in 
either absolute or relative values, whether it is an isometric device like the 
Spaceball, or an isotonic device like the Fastrak.  
  
While the SyncLink base class provides a common interface to common 
VR functions across different devices, it does not limit the application 
programmer to the lowest common denominator.  Device-specific functions 
are also provided.  For example, Fastrak and Flock of Birds users can make 
use of the multistation capabilities of these devices, allowing multiple 
receivers to be read from a single serial port.  DataGlove Model 2 
programmers can calibrate the glove and read and write ASCII-formatted 
calibration tables.  Logitech users may access the fringe and out of range 
settings which warn when the receiver is approaching its line-of-sight 
limits.  
  
Sample application code provided with SyncLink demonstrates how the 
same source code can be used to control any of the supported sensors.  
  
Switching Sensors  
  
SyncLink's common interface makes it easy to switch between sensors from 
within an application.  Simply close and delete the old sensor object, create 
and open a new sensor object, and reapply the application's sensor filters.  
Even this level of detail can be hidden from the user by the application.  
No longer do the software incompatibilities between sensors inhibit 
switching between them from within an application.  
  
Customized Support    
  
Xtensory provides the services for adding customized device support.  
Custom devices can then use the same standard object-oriented interface as 
commercial devices, without losing access to the functionality that makes 
the device unique.  
  
Maintenance    
  
Xtensory provides support for upgrades and maintains the drivers as new 
devices become available.   
  
Portability  
  
SyncLink provides portability between different UNIX and POSIX 
platforms.  The same C++ class library is available for Silicon Graphics, 
Kubota Pacific, and Digital Equipment systems.  
  
Devices Supported   
  
Ascension Flock of Birds  
General Reality CyberEye  
Immersion Probe and Personal Digitizer  
Logitech 3D Mouse, Cyberman  and Space Control Mouse   
Origin Instruments DynaSight  
Polhemus Fastrak, Isotrak, and 3Ball  
Precision Navigation Wayfinder  
Spaceball 2003  
Virutal I/O i-glasses!  
Virtual Technologies CyberGlove  
VPL DataGlove Model 2  
  
System Requirements  
  
SyncLink includes a C++ object library, C++ header files, and sample C++ 
test software.  SyncLink requires one of the following operating systems:  
	SGI IRIX 5.2 or later  
	Digital OSF/1 1.3 or later   
	Microsoft Windows NT 3.5  
	Microsoft Windows 3.1  
	HP-UX 9.0 or later  
	Sun  
	  
SyncLink also requires the appropriate  C/C++ compiler for the platform:  
	SGI C++ 3.0  
	Digital C++ 1.3 or later  
	Microsoft Visual C++  
	HP  
	Sun  
  
Contact Xtensory regarding support for VR devices or UNIX/POSIX  
operating systems not listed above.  
	  
  
Xtensory Inc     
140 Sunridge Drive     
Scotts Valley   CA   95066   USA  
  
Tel 408/439-0600     
Fax 408/439-8845  
cutt@netcom.com  
  
...opening the doors of perception (TM)  
  





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From: garrova@cod.nosc.mil (James F. Garrova)
Message-Id: <9510101807.AA29758@cod.nosc.mil>
Subject: arena/shared memory problems
To: info-performer@sgi.sgi.com
Date: Tue, 10 Oct 1995 11:07:27 -0700 (PDT)
Cc: jackb@cod.nosc.mil (Jack P. Berkowitz),
        croft@cod.nosc.mil (Bryan L. Croft),
        lenz@cod.nosc.mil (Brandon M. Lenz)
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Status: O

Hello

I'm trying to load a large terrain database (about 70 MB)
in a Performer 1.2 based DIS simulation on a 4 processor, 3 pipe ONYX with 
256 MB of RAM.  When running in single pipe mode, the database 
loads and the application runs fine, however in 3 pipe mode I get 
the following alerts:

Performer Fatal: libpf: Unable to allocate 80 bytes from arena 0x18080000.
Try using a filesystem bigger than (262144.00Kbytes).
Use the PFTMPDIR environment variable or pfTmpDir

Performer Fatal: libpf: Unable to allocate 80 bytes from arena 0x18080000.
Try using a filesystem bigger than (262144.00Kbytes).
Use the PFTMPDIR environment variable or pfTmpDir

Performer Fatal (2): libpf: Unable to allocate 80 bytes from arena 0x18080000.
Try using a filesystem bigger than (262144.00Kbytes).
Use the PFTMPDIR environment variable or pfTmpDir

I have set the  PFTMPDIR variable as recommended  to a directory other
 than /usr/tmp and have increased the swap area, but still get the same alert.
 Could it be that I will need,more RAM to run a shared memory intensive
  application such as this or is there another solution?  Thanx.

  Jim  



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Date: Tue, 10 Oct 1995 14:22:06 -0500 (CDT)
From: Scott McCaskill <scott@spiffy.paradigmsim.com>
To: info-performer@sgi.sgi.com
Subject: number of light points in a pfLightPoint
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Status: O


How does one query a pfLightPoint for the number of light points it 
contains?  I've read the man page and the faq for this list but could 
find no mention of how to do this.  Is this just an omission in the API? 
(and if so, should I direct this somewhere else?)

thanks,

Scott

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Scott McCaskill               work:  scott@paradigmsim.com
                          personal:  jmccaski@metronet.com
                                     http://www.cs.trinity.edu/~jmccaski/




From guest  Tue Oct 10 13:53:35 1995
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To: garrova@cod.nosc.mil (James F. Garrova)
Cc: info-performer@sgi.sgi.com, jackb@cod.nosc.mil (Jack P. Berkowitz),
        croft@cod.nosc.mil (Bryan L. Croft),
        lenz@cod.nosc.mil (Brandon M. Lenz)
Subject: Re: arena/shared memory problems 
In-Reply-To: Your message of "Tue, 10 Oct 95 11:07:27 PDT."
             <9510101807.AA29758@cod.nosc.mil> 
Date: Tue, 10 Oct 95 13:12:25 -0700
From: Jim Helman <jimh@surreal>
Status: O

The error message is misleading.  When a amalloc fails, we
don't differentiate between the arena having filled its
default maximum size of 256MB and the arena failing at
some smaller size because swap space or disk space
(PFTMPDIR) has run out.

In your case, I suspect the latter, so you should try
calling pfSharedArenaSize() to request a larger arena
before calling pfInit.  Must be a big database.

rgds,

-jim helman

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




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Date: Tue, 10 Oct 1995 17:11:31 -0400
In-Reply-To: Scott McCaskill <scott@spiffy.paradigmsim.com>
        "number of light points in a pfLightPoint" (Oct 10,  2:22pm)
References: <Pine.SGI.3.91.951010141228.22646B-100000@spiffy.paradigmsim.com>
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To: Scott McCaskill <scott@spiffy.paradigmsim.com>, info-performer@sgi.sgi.com
Subject: Re: number of light points in a pfLightPoint
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On Oct 10,  2:22pm, Scott McCaskill wrote:
> Subject: number of light points in a pfLightPoint
>
> How does one query a pfLightPoint for the number of light points it
> contains?  I've read the man page and the faq for this list but could
> find no mention of how to do this.  Is this just an omission in the API?
> (and if so, should I direct this somewhere else?)
>
>
>-- End of excerpt from Scott McCaskill


There is a function which was left out of the man page:

extern long     pfGetNumLPoints(pfLightPoint* _lpoint);

Also, in 2.0 pfLightPoints will become obsolete (which means I suppose they
will eventually get tossed out) in favor of the light point state (as noted in
the 2.0 man page):

...
pfLightPoint(3pf)                   IRIS Performer 2.0 libpf C Reference Pages

PARAMETERS
     lpoint  identifies a pfLightPoint.

DESCRIPTION
     pfLightPoint is now obsoleted in favor of the libpr primitive
     pfLPointState. pfGetLPointGSet returns the underlying pfGeoSet of lpoint
     from which the pfLPointState can be found:

          gset = pfGetLPointGSet(lpoint);
          gstate = pfGetGSetGState(gset);
          lpstate = pfGetGStateAttr(gstate, PFSTATE_LPOINTSTATE);
...

-- 
______________________________________________________________________________
           /\    ______  /\____ ______ ______   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 Oct 11 09:41:20 1995
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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9510102137.ZM7051@lee.electrogig.com>
Date: Tue, 10 Oct 1995 21:37:46 -0700
In-Reply-To: kaki@kaki.nsg.sgi.com (Masanori Kakimoto)
        "Synchronizing HW pipes" (Oct 11,  2:29pm)
References: <9510111429.ZM19559@kaki.nsg.sgi.com>
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To: dorbie@bitch.reading.sgi.com, info-performer@sgi.sgi.com,
        kaki@sgitokyo.nsg.sgi.com
Subject: Re: Synchronizing HW pipes
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Status: O

Shouldn't you also be sharing the attribute PFCHAN_LOD among the three
channels on adjacent displays?  Maybe sharing PFCHAN_SWAPBUFFERS and
PFCHAN_LOD together might solve the problem.

-anita


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From: kaki@kaki.nsg.sgi.com (Masanori Kakimoto)
Message-Id: <9510111429.ZM19559@kaki.nsg.sgi.com>
Date: Wed, 11 Oct 1995 14:29:00 +0900
Reply-To: kaki@sgitokyo.nsg.sgi.com
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To: info-performer@sgi.sgi.com
Subject: Synchronizing HW pipes
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Status: O

A customer has a problem in synchronizing three hardware pipes in an RE2.

They use a pfMultipipe(3) call and three calls of pfNewChan, each of which
is for each pipe.  They have three physical displays, each of them assigned 
to each channel, or pipe.  The channel for the middle display is the master.  
The other two channels are pfAttachChan'ed.

The problem is that the attached channels, i.e. left and right displays,
seem to be constantly delayed by 1 frame compared to the master channel.  
This is true even when the master channel renders most of the polygons and 
the attached channels render much less.

The delay is even more outstanding when the frame rate is reduced by
changing the parameter for pfFrameRate.  The delay is easily noticed by 
moving the camera position vertically and watching the crosspoint of a 
redered horizontal line and a physical boundary of the displays.

When they, instead of multipipe, tried using single pipe and multichannel 
with MCO, they do NOT have the problem.

The skeleton of the main loop in the source looks like the following.

while (running) {
  switch (eventHandling()) {  /* pfChanView is called under this.  */
    case END_EVENT:
      running = 0;
      break;
    case NEED_ISECT_EVENT:
      if (Needed) {
        isectProcessing(Scene);  /* pfSegsIsectNode is called inside  */
      }
      continue;
    default:
      break;
  }
  if (running) {
    pfSync();
    pfFrame();
  }
}

They tried GangDraw using PFCHAN_SWAPBUFFERS_HW and proper wire connections 
and terminations but had the same result.

They also tried CPU locking, which made no difference.

Their Onyx has 8 CPU's each of which should be assigned for Unix, APP, (CULL
and DRAW)*3 just respectively by their call 
pfMultiprocess(PFMP_APP_CULL_DRAW).

Does anybody have any suggestions?  Thanks in advance.

-- 
Masanori Kakimoto                  mailto:kaki@nsg.sgi.com
East Asia Technology Center, Tokyo Office,
c/o Nihon Silicon Graphics K.K.
TEL:+81-3-5488-1852  FAX:+81-3-5420-2397  Voicemail:5-7465


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	 id HAA19739; Wed, 11 Oct 1995 07:09:12 +0100
From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9510110709.ZM19737@bitch.reading.sgi.com>
Date: Wed, 11 Oct 1995 07:09:12 +0100
In-Reply-To: kaki@kaki.nsg.sgi.com (Masanori Kakimoto)
        "Synchronizing HW pipes" (Oct 11,  2:29pm)
References: <9510111429.ZM19559@kaki.nsg.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: kaki@sgitokyo.nsg.sgi.com, info-performer@sgi.sgi.com
Subject: Re: Synchronizing HW pipes
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Try sharing PFCHAN_SWAPBUFFERS, you don't need a swapready on a single
host (PFCHAN_SWAPBUFFERS_HW), but you should genlock the pipes, setmon -g
+ wiring. Also try changing the pfPhase to a mode which works for a
synchronous swap.

I also noticed you don't update the eye position or animation in the loop,
incase it isn't an omition you should do this in the applicaion, somewhere
in this loop and not in a callback in cull or draw.

Hope this helps,

Angus.

On Oct 11,  2:29pm, Masanori Kakimoto wrote:
> Subject: Synchronizing HW pipes
> A customer has a problem in synchronizing three hardware pipes in an RE2.
>
> They use a pfMultipipe(3) call and three calls of pfNewChan, each of which
> is for each pipe.  They have three physical displays, each of them assigned
> to each channel, or pipe.  The channel for the middle display is the master.
> The other two channels are pfAttachChan'ed.
>
> The problem is that the attached channels, i.e. left and right displays,
> seem to be constantly delayed by 1 frame compared to the master channel.
> This is true even when the master channel renders most of the polygons and
> the attached channels render much less.
>
> The delay is even more outstanding when the frame rate is reduced by
> changing the parameter for pfFrameRate.  The delay is easily noticed by
> moving the camera position vertically and watching the crosspoint of a
> redered horizontal line and a physical boundary of the displays.
>
> When they, instead of multipipe, tried using single pipe and multichannel
> with MCO, they do NOT have the problem.
>
> The skeleton of the main loop in the source looks like the following.
>
> while (running) {
>   switch (eventHandling()) {  /* pfChanView is called under this.  */
>     case END_EVENT:
>       running = 0;
>       break;
>     case NEED_ISECT_EVENT:
>       if (Needed) {
>         isectProcessing(Scene);  /* pfSegsIsectNode is called inside  */
>       }
>       continue;
>     default:
>       break;
>   }
>   if (running) {
>     pfSync();
>     pfFrame();
>   }
> }
>
> They tried GangDraw using PFCHAN_SWAPBUFFERS_HW and proper wire connections
> and terminations but had the same result.
>
> They also tried CPU locking, which made no difference.
>
> Their Onyx has 8 CPU's each of which should be assigned for Unix, APP, (CULL
> and DRAW)*3 just respectively by their call
> pfMultiprocess(PFMP_APP_CULL_DRAW).
>
> Does anybody have any suggestions?  Thanks in advance.
>
> --
> Masanori Kakimoto                  mailto:kaki@nsg.sgi.com
> East Asia Technology Center, Tokyo Office,
> c/o Nihon Silicon Graphics K.K.
> TEL:+81-3-5488-1852  FAX:+81-3-5420-2397  Voicemail:5-7465
>
>-- End of excerpt from Masanori Kakimoto



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


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From: kaki@kaki.nsg.sgi.com (Masanori Kakimoto)
Message-Id: <9510111713.ZM19759@kaki.nsg.sgi.com>
Date: Wed, 11 Oct 1995 17:13:30 +0900
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: Synchronizing HW pipes" (Oct 11,  7:09am)
References: <9510111429.ZM19559@kaki.nsg.sgi.com> 
	<9510110709.ZM19737@bitch.reading.sgi.com>
Reply-To: kaki@sgitokyo.nsg.sgi.com
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>, info-performer@sgi.sgi.com
Subject: Re: Synchronizing HW pipes
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Thank you for the quick response, Angus.

On Oct 11,  7:09am, Angus Dorbie wrote:
> Subject: Re: Synchronizing HW pipes
> Try sharing PFCHAN_SWAPBUFFERS, you don't need a swapready on a single
> host (PFCHAN_SWAPBUFFERS_HW), but you should genlock the pipes, setmon -g

PFCHAN_SWAPBUFFERS should be shared by default among a channel group.  Do 
we have to explicitly call pfChanShare to share PFCHAN_SWAPBUFFERS?

By default, PFCHAN_VIEW is also shared.  But the customer calls pfChanView 
for each channel instead of using pfChanViewOffsets and PFCHAN_VIEW 
advantage.

> + wiring. Also try changing the pfPhase to a mode which works for a
> synchronous swap.

pfPhase(PFPHASE_LOCK) is called after pfConfig.

> I also noticed you don't update the eye position or animation in the loop,
> incase it isn't an omition you should do this in the applicaion, somewhere
> in this loop and not in a callback in cull or draw.

They do call pfChanView in the loop as I commented in the source code 
skeleton.
> > while (running) {
> >   switch (eventHandling()) {  /* pfChanView is called under this.  */

The view change is done before pfSync rather than between pfSync and pfFrame.  
This may cause a minor problem in the response to events.  But I doubt whether  
it affects the synchronization among pipes.

I also pointed out to the customer that there might be some possibility that a 
pfFrame intervenes between pfChanView(middle, ) and pfChanView(left or right, ) 
under some input condition.  But they say that does not happen.

The important point of the problem is below:
> > When they, instead of multipipe, tried using single pipe and multichannel
> > with MCO, they do NOT have the problem.
# Sorry for the tense inconsistency of the above sentense.

-- 
Masanori Kakimoto                  mailto:kaki@nsg.sgi.com
East Asia Technology Center, Tokyo Office,
c/o Nihon Silicon Graphics K.K.
TEL:+81-3-5488-1852  FAX:+81-3-5420-2397  Voicemail:5-7465


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Date: Wed, 11 Oct 95 16:15 MET
From: matomira@lig.di.epfl.ch (Fernando D. Mato Mira)
To: info-performer@sgi.sgi.com
Subject: 2.0 and VRML
Reply-To: matomira@epfl.ch
Status: O


Hello,

  Regarding the Inventor reader, does this mean
that `2.0 fully supports VRML'?
  And what about that `Inventor writer' facility I once
heard of?

Thanks,

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


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	 id RAA20474; Wed, 11 Oct 1995 17:17:35 +0100
From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9510111717.ZM20472@bitch.reading.sgi.com>
Date: Wed, 11 Oct 1995 17:17:35 +0100
In-Reply-To: kaki@kaki.nsg.sgi.com (Masanori Kakimoto)
        "Re: Synchronizing HW pipes" (Oct 11,  5:13pm)
References: <9510111429.ZM19559@kaki.nsg.sgi.com> 
	<9510110709.ZM19737@bitch.reading.sgi.com> 
	<9510111713.ZM19759@kaki.nsg.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: kaki@sgitokyo.nsg.sgi.com
Subject: Re: Synchronizing HW pipes
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Oct 11,  5:13pm, Masanori Kakimoto wrote:
> Subject: Re: Synchronizing HW pipes
> Thank you for the quick response, Angus.
>
> On Oct 11,  7:09am, Angus Dorbie wrote:
> > Subject: Re: Synchronizing HW pipes
> > Try sharing PFCHAN_SWAPBUFFERS, you don't need a swapready on a single
> > host (PFCHAN_SWAPBUFFERS_HW), but you should genlock the pipes, setmon -g
>
> PFCHAN_SWAPBUFFERS should be shared by default among a channel group.  Do
> we have to explicitly call pfChanShare to share PFCHAN_SWAPBUFFERS?

Yoy will if you call pfChanShare() with a non default mask, unless you
try:

pfChanShare(chan, pfGetChanShare(chan) | PFCHAN_FOO);


>
> By default, PFCHAN_VIEW is also shared.  But the customer calls pfChanView
> for each channel instead of using pfChanViewOffsets and PFCHAN_VIEW
> advantage.
>
> > + wiring. Also try changing the pfPhase to a mode which works for a
> > synchronous swap.
>
> pfPhase(PFPHASE_LOCK) is called after pfConfig.

Try the other phase modes.

>
> > I also noticed you don't update the eye position or animation in the loop,
> > incase it isn't an omition you should do this in the applicaion, somewhere
> > in this loop and not in a callback in cull or draw.
>
> They do call pfChanView in the loop as I commented in the source code
> skeleton.
> > > while (running) {
> > >   switch (eventHandling()) {  /* pfChanView is called under this.  */
>
> The view change is done before pfSync rather than between pfSync and pfFrame.
> This may cause a minor problem in the response to events.  But I doubt
whether
> it affects the synchronization among pipes.
>
> I also pointed out to the customer that there might be some possibility that
a
> pfFrame intervenes between pfChanView(middle, ) and pfChanView(left or right,
)
> under some input condition.  But they say that does not happen.
>
> The important point of the problem is below:
> > > When they, instead of multipipe, tried using single pipe and multichannel
> > > with MCO, they do NOT have the problem.

Well, it's in the same window and the same rendering process so it wouldn't
show a problem, this just says the problem isn't in the animation code.

> # Sorry for the tense inconsistency of the above sentense.
>
> --
> Masanori Kakimoto                  mailto:kaki@nsg.sgi.com
> East Asia Technology Center, Tokyo Office,
> c/o Nihon Silicon Graphics K.K.
> TEL:+81-3-5488-1852  FAX:+81-3-5420-2397  Voicemail:5-7465
>-- End of excerpt from Masanori Kakimoto



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


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From: jrohlf@tubes (John Rohlf)
Message-Id: <199510111628.JAA05922@tubes.asd.sgi.com>
Subject: Re: Synchronizing HW pipes
To: guest (Angus Dorbie)
Date: Wed, 11 Oct 95 9:28:21 PDT
Cc: kaki@sgitokyo.nsg.sgi.com, info-performer@sgi.sgi.com
In-Reply-To: <9510110709.ZM19737@bitch.reading.sgi.com>; from "Angus Dorbie" at Oct 11, 95 7:09 am
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Status: O

> 
> Try sharing PFCHAN_SWAPBUFFERS, you don't need a swapready on a single
> host (PFCHAN_SWAPBUFFERS_HW), but you should genlock the pipes, setmon -g
> + wiring. Also try changing the pfPhase to a mode which works for a
> synchronous swap.

	This is correct but I want to be even more emphatic. 
Multipipe operation absolutely requires that all participating 
pipes be genlocked. I don't think this is adequately documented in
1.2 but Performer 2.0 will have logic that
warns you if the pipes are not genlocked.



From guest  Wed Oct 11 10:29:39 1995
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9510111812.ZM20536@bitch.reading.sgi.com>
Date: Wed, 11 Oct 1995 18:12:25 +0100
In-Reply-To: "AnitaKishore" <kishore@electrogig.com>
        "Re: Synchronizing HW pipes" (Oct 10,  9:37pm)
References: <9510111429.ZM19559@kaki.nsg.sgi.com> 
	<9510102137.ZM7051@lee.electrogig.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "AnitaKishore" <kishore@electrogig.com>, info-performer@sgi.sgi.com,
        kaki@sgitokyo.nsg.sgi.com
Subject: Re: Synchronizing HW pipes
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You should also be sharing this sort of information but it shouldn't have
any bearing on sync swap the problem. The load on each pipe will typically
be very different and they should still sync swap.

On Oct 10,  9:37pm, AnitaKishore wrote:
> Subject: Re: Synchronizing HW pipes
> Shouldn't you also be sharing the attribute PFCHAN_LOD among the three
> channels on adjacent displays?  Maybe sharing PFCHAN_SWAPBUFFERS and
> PFCHAN_LOD together might solve the problem.
>
> -anita
>-- End of excerpt from AnitaKishore

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


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Date: Wed, 11 Oct 1995 16:07:46 -0500
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Subsribe

-- 

Thanks,

==========================================================================
Ben Cain				    
AEgis Research Corporation
6703 Odyssey Drive
Suite 200
Huntsville, AL 35806

205/842.6912 (voice)			     
205/876.7165 ( fax )			    

email:
  bcain@aegisrc.com
  benc@roo.gcs.redstone.army.mil
==========================================================================



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To: matomira@epfl.ch
Cc: info-performer@sgi.sgi.com
Subject: Re: 2.0 and VRML 
In-Reply-To: Your message of "Wed, 11 Oct 95 16:15:00 +0700."
             <m0t32sg-0001K8C@ligsg10.epfl.ch> 
Date: Wed, 11 Oct 95 14:28:43 -0700
From: Jim Helman <jimh@surreal>
Status: O

> Regarding the Inventor reader, does this mean
> that `2.0 fully supports VRML'?

Since Performer 2.0 uses Inventor 2.1 to read Inventor files,
Performer can understand all the Inventor information inside a
VRML file, including the new LOD node.  So perfly xxx.wrl
works.  Performer does not have a notion of the information
that is not related to graphics, e.g. WWWAnchor.  Note: you
need Inventor 2.1, since Inventor 2.0 cannot directly read
VRML files.

> And what about that `Inventor writer' facility I once
> heard of?

Gavin Bell has been working on an Performer-to-Inventor
converter that would also enable Performer scenes as IV files.
Neither of our groups has had time to finish the converter up
since we're both in the final stages of release.  When we
finish it up, we'll put it out for FTP. 

Performer 2.0's loader DSO system now supports the notion of
writing scenes as well as reading them, i.e. you can do
pfdLoadFile(), pfdStoreFile() or in-memory conversions where
supported pfdConverTo(), pfdConvertFrom().  In 2.0, the
Inventor converter DSO only supports pfdLoadFile() and
pfdConvertFrom().  With the addition of Gavin's stuff, the
updated version will support all four operations.

rgds,

-jim helman

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



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Date: Thu, 12 Oct 1995 08:44:46 +0100
In-Reply-To: steve@mred.hti.com (Steve Baker)
        "Re:  Performances with BLEND_ALPHA orMS_ALPHA" (Oct 11,  2:53pm)
References: <9510111953.AA21105@mred    >
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
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Subject: Re: Performances with BLEND_ALPHA orMS_ALPHA
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Hi Steve,

You wrote :
> Also, there is a fill performance hit for blended alpha.

Do you have precisions about it (fill rates for instance) ???



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To: info-performer@sgi.sgi.com
From: per.andersson@mailbox.swipnet.se (Ulf Yngve)
Subject: Local light on Indigo2 XL
X-Mailer: <PC Eudora Version 1.4b22>
Status: O

Hello,

I have an Indigo2 XL and it behaves strange when I use a local light and
show some geometry at the same time. When I do that the whole viewport
turns to the same color as some part of the geometry. If I do this on
an Indigo2 Extreme it works fine, it also works fine on the Indigo2 XL
if the light is not local.

Is this a gl or a Performer bug or am I doing something wrong. Does someone
know a workaround (I need local lights).

Thanks in advance
Ulf Yngwe



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Subject: Reply to Synchronizing HW pipes 
In-Reply-To: Your message of "Tue, 10 Oct 95 21:37:46 MST"
             <9510102137.ZM7051@lee.electrogig.com> 
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Date: Thu, 12 Oct 95 11:15:51 +0100
From: (Mario Veraart) <rioj7@fel.tno.nl>
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> Shouldn't you also be sharing the attribute PFCHAN_LOD among the three
> channels on adjacent displays?  Maybe sharing PFCHAN_SWAPBUFFERS and
> PFCHAN_LOD together might solve the problem.
> -anita
PFCHAN_LOD Certainly not. 
If the two views are for two periscopes than you
would change the LOD of the slave channel when you zoom out on the
master channel.

Mario


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Thu, 12 Oct 1995 12:34:53 +0100
In-Reply-To: (Mario Veraart) <rioj7@fel.tno.nl>
        "Reply to Synchronizing HW pipes" (Oct 12, 11:15am)
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Status: O

I suppose this depends on your application, I had assumed you either had
a single out the window view with multiple pipes or an HMD application
where there is a pressing need to share the swapbuffers. With these
applications you certainly do want to share the PFCHAN_LOD but not to
solve the PFCHAN_SWAPBUFFERS reason.

On Oct 12, 11:15am, (Mario Veraart) wrote:
> Subject: Reply to Synchronizing HW pipes
> > Shouldn't you also be sharing the attribute PFCHAN_LOD among the three
> > channels on adjacent displays?  Maybe sharing PFCHAN_SWAPBUFFERS and
> > PFCHAN_LOD together might solve the problem.
> > -anita
> PFCHAN_LOD Certainly not.
> If the two views are for two periscopes than you
> would change the LOD of the slave channel when you zoom out on the
> master channel.
>
> Mario
>
>-- End of excerpt from (Mario Veraart)

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


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In-Reply-To: per.andersson@mailbox.swipnet.se (Ulf Yngve)
        "Local light on Indigo2 XL" (Oct 12, 10:58am)
References: <199510120958.KAA06917@mailbox.swip.net>
X-Face: -=[08]X2X__vn<DI:3i\V5GyrUKlcCnz`U|LraC_2Xb#eXJ/_q$R)Fp?b(y6.1v\NFfLsqe
                                                                                                          9qp.JccrlAe-?tJChCt/l!m{6kVXW*{b$gI}c>]Ge>/Bb9vF?Ou{eDY7Ph%v0D${5R~/TCxc.jPP?8
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+>---- On Oct 12, 10:58am, Ulf Yngve wrote:
> Subject: Local light on Indigo2 XL
->Hello,
->
->I have an Indigo2 XL and it behaves strange when I use a local light and
->show some geometry at the same time. When I do that the whole viewport
->turns to the same color as some part of the geometry. If I do this on
->an Indigo2 Extreme it works fine, it also works fine on the Indigo2 XL
->if the light is not local.
->
->Is this a gl or a Performer bug or am I doing something wrong. Does someone
->know a workaround (I need local lights).

This sounds like a GL bug. By any chance do you have a small test
case you can send us?

Thanx!
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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#########################################
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From: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>
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Date: Thu, 12 Oct 1995 16:40:25 +0100
In-Reply-To: Jim Helman <jimh@surreal.asd.sgi.com>
        "Re: 2.0 and VRML" (Oct 11,  2:28pm)
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On Oct 11,  2:28pm, Jim Helman wrote:

> works.  Performer does not have a notion of the information
> that is not related to graphics, e.g. WWWAnchor.  Note: you

But the source code translating the iv scene graph is provided,
so that code to handle these nodes can be added, right?



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unsubscribe


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Subject: Re: 2.0 and VRML 
In-Reply-To: Your message of "Thu, 12 Oct 95 16:40:25 BST."
             <9510121640.ZM24298@lig.di.epfl.ch> 
Date: Thu, 12 Oct 95 15:04:37 -0700
From: Jim Helman <jimh@surreal>
Status: O


> But the source code translating the iv scene graph is provided,
> so that code to handle these nodes can be added, right?

Correct.  We ship source code to the loaders whenever possible.

rgds,

-jim helman

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





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Could you subscribe me to this mailing list.

I am looking for informations about the list
of loaders in the new realese of Performer (2.0)

Thank you for your help.

Sincerely,

B. Arnaldi


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Please change my email address from dvining@sgilab.medeng.wfu.edu to
dvining@indigo2.medeng.wfu.edu.

Thanks,
David Vining
Department of Radiology
Bowman Gray School of Medicine
Winston-Salem, NC


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How can I draw a data base from DFAD and DTED data? Does Performer provide
calls to actually draw the verticies?  I know you can do this in GL so you
can probably do it in Performer.  Thanks.

S. Sroczyk, JJM Systems


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Date: Fri, 13 Oct 1995 14:24:27 +0100
In-Reply-To: SSPSU91@aol.com
        "drawing from DFAD and DTED data" (Oct 13,  8:28am)
References: <951013082855_43535589@mail02.mail.aol.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: SSPSU91@aol.com
Subject: Re: drawing from DFAD and DTED data
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Stephanie

Searching the info-performer archives reveals that:

"
the Performer DTED reader that was contributed a while ago is at:

        pub/Performer/src/npsdted.tar.Z
"

This is on sgigate.sgi.com which you can access as anonymous ftp ( as are the
archives of this list ).

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: kaki@kaki.nsg.sgi.com (Masanori Kakimoto)
Message-Id: <9510132246.ZM24330@kaki.nsg.sgi.com>
Date: Fri, 13 Oct 1995 22:46:24 +0900
In-Reply-To: kaki (Masanori Kakimoto)
        "Synchronizing HW pipes" (Oct 11,  2:29pm)
References: <9510111429.ZM19559@kaki.nsg.sgi.com>
Reply-To: kaki@sgitokyo.nsg.sgi.com
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: Synchronizing HW pipes
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Status: O

There was an incorrect description in my first mail.

On Oct 11,  2:29pm, Masanori Kakimoto wrote:
> The problem is that the attached channels, i.e. left and right displays,
> seem to be constantly delayed by 1 frame compared to the master channel.  
> This is true even when the master channel renders most of the polygons and 
> the attached channels render much less.

The delay problem occurs regardless of pipe id or #polygons.  
Sometimes pipe0 is late, sometimes pipe1 or pipe2.

> When they, instead of multipipe, tried using single pipe and multichannel 
> with MCO, they do NOT have the problem.

This is still true.  So as Angus mentioned, there is no problem in 
the application sequence.

When, as an experiment, we use multiple Performer pipes with single 
HW pipe, using multiple windows on a display, we do have the problem.  
The delay is bigger when frame rate is reduced, which is the same 
situation as with multiple HW pipes.  This suggests the delay may be 
1 frame.

On Oct 11,  5:17pm, Angus Dorbie wrote:
> > PFCHAN_SWAPBUFFERS should be shared by default among a channel group.  Do
> > we have to explicitly call pfChanShare to share PFCHAN_SWAPBUFFERS?
> 
> Yoy will if you call pfChanShare() with a non default mask, unless you
> try:
> 
> pfChanShare(chan, pfGetChanShare(chan) | PFCHAN_FOO);

In the program, PFCHAN_VIEW and PFCHAN_SWAPBUFFERS are being shared 
though all others are not.  This is double-checked by inquiring with 
pfGetChanShare.

Note that we use pfMakePerspFrust to get off-axis projections for 
left and right channels.

The program now calls only one pfChanView in the main loop to take 
advantage of sharing PFCHAN_VIEW.  But the problem is still not 
solved in either the HW or SW multipipe environment.

We are now trying to dump view info in the main loop from:
  The application;
  PreDraw for pipe 0;
  PostDraw for pipe 0;
  PreDraw for pipe 1;
  PostDraw for pipe 1;
  PreDraw for pipe 2;
  PostDraw for pipe 2.


-- 
Masanori Kakimoto                  mailto:kaki@nsg.sgi.com
East Asia Technology Center, Tokyo Office,
c/o Nihon Silicon Graphics K.K.
TEL:+81-3-5488-1852  FAX:+81-3-5420-2397  Voicemail:5-7465


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Date: Fri, 13 Oct 1995 15:08:15 +0100 (BST)
From: ROY RUDDLE <saprar@thor.cf.ac.uk>
Reply-To: Ruddle@cardiff.ac.uk
To: info-performer@sgi.sgi.com
Subject: Object Library?
Message-Id: <Pine.OSF.3.91.951013150448.4228K-100000@thor>
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Status: O

I'm after a variety of everyday objects to use in a Performer 
application. Exmples are:
- household items, eg. shoe, light, cup
- exterior items, eg. car, bus

I know about the UK-VRSIG and Avalon repositories, but much of the 
relevant data there is for Superscape. I've also looked @ the SGI demos (eg. 
Performer + Inventor).

Has anyone any ideas

cheers

roy


From guest  Fri Oct 13 07:43:08 1995
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9510131518.ZM24508@bitch.reading.sgi.com>
Date: Fri, 13 Oct 1995 15:18:46 +0100
In-Reply-To: kaki@kaki.nsg.sgi.com (Masanori Kakimoto)
        "Re: Synchronizing HW pipes" (Oct 13, 10:46pm)
References: <9510111429.ZM19559@kaki.nsg.sgi.com> 
	<9510132246.ZM24330@kaki.nsg.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: kaki@sgitokyo.nsg.sgi.com, info-performer@sgi.sgi.com
Subject: Re: Synchronizing HW pipes
Mime-Version: 1.0
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Status: O

You didn't mention pfPhase, this is important when sharing PFCHAN_SWAPBUFFERS,
two out of the four modes don't help, I forget which ones but try experimenting
with this. You also didn't mention genlock, sorry for bringing this up again if
youre already genlocking.
If this doesn't help then the problem sounds very strange, it's a long shot
but try adding PFCHAN_SCENE to your share mask. I'm only suggesting this
voodoo because I've never tried not using this, when youre desperate you'll
try anything.

On Oct 13, 10:46pm, Masanori Kakimoto wrote:
> Subject: Re: Synchronizing HW pipes
> There was an incorrect description in my first mail.
>
> On Oct 11,  2:29pm, Masanori Kakimoto wrote:
> > The problem is that the attached channels, i.e. left and right displays,
> > seem to be constantly delayed by 1 frame compared to the master channel.
> > This is true even when the master channel renders most of the polygons and
> > the attached channels render much less.
>
> The delay problem occurs regardless of pipe id or #polygons.
> Sometimes pipe0 is late, sometimes pipe1 or pipe2.

From guest  Fri Oct 13 07:51:26 1995
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Date: Fri, 13 Oct 1995 10:45:38 -0400 (EDT)
From: Michael Kelley <kelleym@ito.snap.org>
X-Sender: kelleym@galileo.hpc.org
To: Ruddle@cardiff.ac.uk
Cc: info-performer@sgi.sgi.com
Subject: Re: Object Library?
In-Reply-To: <Pine.OSF.3.91.951013150448.4228K-100000@thor>
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On Fri, 13 Oct 1995, ROY RUDDLE wrote:

> I'm after a variety of everyday objects to use in a Performer 
> application. Exmples are:
> - household items, eg. shoe, light, cup
> - exterior items, eg. car, bus
> 

Try:

http://www.ocnus.com/models/models.html

for vehicles and household items.  Not a huge selection, but 
maybe enough to help you out.  They're in VRML format, but the conversion 
to Inventor is fairly easy.  And make sure you have the great  
Inventor 2.0 loader available on the SGI ftp site.


====================================================================
Michael Kelley                        Information Sciences Institute
Systems Programmer                     4350 N. Fairfax Dr. Suite 400 
kelleym@ito.snap.org                             Arlington, VA 22203
day:  (703) 812-4723                          night:  (703) 243-9422
====================================================================



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From: "Nathaniel Bletter" <nat@od.sri.com>
Message-Id: <9510131040.ZM28753@od.sri.com>
Date: Fri, 13 Oct 1995 10:40:20 -0700
In-Reply-To: ROY RUDDLE <saprar@thor.cf.ac.uk>
        "Object Library?" (Oct 13,  3:08pm)
References: <Pine.OSF.3.91.951013150448.4228K-100000@thor>
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On Oct 13,  3:08pm, ROY RUDDLE wrote:
> Subject: Object Library?
> I'm after a variety of everyday objects to use in a Performer
> application. Exmples are:
> - household items, eg. shoe, light, cup
> - exterior items, eg. car, bus

Look in the Performer friends directory that is an optional installation on the
Performer CD. There are tons of models there, including a complete house in the
Coryphaeus directory (I think). maybe it will contain those household items
you're looking for.

--

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


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From: "Sharon Clay (Fischler)" <src@rose>
Message-Id: <9510152350.ZM19061@rose.asd.sgi.com>
Date: Sun, 15 Oct 1995 23:50:20 -0700
In-Reply-To: " Vincent Oh" <vincentoh@sgisgp.singapore.sgi.com>
        "Texture paging" (Oct 16,  1:48pm)
References: <9510161348.ZM11096@sgisgp.singapore.sgi.com>
X-Face: -=[08]X2X__vn<DI:3i\V5GyrUKlcCnz`U|LraC_2Xb#eXJ/_q$R)Fp?b(y6.1v\NFfLsqe
                                                                                                                     9qp.JccrlAe-?tJChCt/l!m{6kVXW*{b$gI}c>]Ge>/Bb9vF?Ou{eDY7Ph%v0D${5R~/TCxc.jPP?8
                                                                                                                     #a;[(/qcE`zS:^@N"POerC^NQa2RQQ4yQA4EJMst8$J(lvz7^cb0-j_a]D22;p9RcOZXvx4Q?cT9En
                                                                                                                     "nf-4FeBA*sE|.^FsQrfBcb^9^g[5@.Rar5NhLoF,n&1;J{SIH9=K?g
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To: " Vincent Oh" <vincentoh@sgisgp.singapore.sgi.com>,
        info-performer@sgihub.corp.sgi.com
Subject: Re: Texture paging
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+>---- On Oct 16,  1:48pm,  Vincent Oh wrote:
> Subject: Texture paging
->Hi there,
->
->Sorry if this has already been asked before. I am told that texture paging is
->supported in Performer 2.0. How is this done?
->

Glad you asked!

There is API to allow you to specify that textures should be
pageable (requires special formatting in the GL) and you can
specify if a texture should be continuously reloaded.
There is also exposed API to let you force the formatting and/or 
loading/reloading of  textures.
You can also specify a set of mutually exclusive textures
that should all apply to the same geometry.  You can then specify
the mechanism by which those textures should replace each other:
by automatically idling the previous texture and freeing its memory 
or the more restrictive method of actually sharing the same texture memory.
You then select the current member of the set to be used.
2.0 also supports texture sources of Sirius vidio and framebuffer.
All of this hangs of the same pfTexture primitive from 1.2 so 
Sample programs are provided.

Trying to finish docs and ship this stuff!
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  Mon Oct 16 01:16:42 1995
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From: "Lionel Maiaux" <maiaux@quartz.corys.fr>
Message-Id: <9510160849.ZM16479@quartz>
Date: Mon, 16 Oct 1995 08:49:57 +0100
In-Reply-To: "Sharon Clay (Fischler)" <src@rose.asd.sgi.com>
        "Re: Texture paging" (Oct 15, 11:50pm)
References: <9510161348.ZM11096@sgisgp.singapore.sgi.com> 
	<9510152350.ZM19061@rose.asd.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Texture paging (2)
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi Sharon,

>
> There is API to allow you to specify that textures should be
> pageable (requires special formatting in the GL) and you can
> specify if a texture should be continuously reloaded.
> There is also exposed API to let you force the formatting and/or
> loading/reloading of  textures.
> You can also specify a set of mutually exclusive textures
> that should all apply to the same geometry.  You can then specify
> the mechanism by which those textures should replace each other:
> by automatically idling the previous texture and freeing its memory
> or the more restrictive method of actually sharing the same texture memory.
> You then select the current member of the set to be used.
> 2.0 also supports texture sources of Sirius vidio and framebuffer.
> All of this hangs of the same pfTexture primitive from 1.2 so
> Sample programs are provided.
>

Does this API support mipmapping ???




From guest  Mon Oct 16 01:19:06 1995
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Date: Mon, 16 Oct 1995 09:14:00 +0100 (BST)
From: ROY RUDDLE <saprar@thor.cf.ac.uk>
Reply-To: Ruddle@cardiff.ac.uk
To: info-performer@sgi.sgi.com
Subject: VRML -> Inventor
Message-Id: <Pine.OSF.3.91.951016091151.29969A-100000@thor>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O

OK, so there is a .iv -> VRML converter. Does anyone out there have one 
that goes from VRML -> .iv, so I can import VRML geometry into Performer 
(I can find no mention of this anywhere). I suppose an alternative would 
be to hack the qv code, but I don't really want to do this if I can avoid it.

cheers

roy


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From: "Sharon Clay (Fischler)" <src@rose>
Message-Id: <9510160135.ZM20061@rose.asd.sgi.com>
Date: Mon, 16 Oct 1995 01:35:32 -0700
In-Reply-To: "Lionel Maiaux" <maiaux@quartz.corys.fr>
        "Texture paging (2)" (Oct 16,  8:49am)
References: <9510161348.ZM11096@sgisgp.singapore.sgi.com> 
	<9510152350.ZM19061@rose.asd.sgi.com> 
	<9510160849.ZM16479@quartz>
X-Face: -=[08]X2X__vn<DI:3i\V5GyrUKlcCnz`U|LraC_2Xb#eXJ/_q$R)Fp?b(y6.1v\NFfLsqe
                                                                                                                     9qp.JccrlAe-?tJChCt/l!m{6kVXW*{b$gI}c>]Ge>/Bb9vF?Ou{eDY7Ph%v0D${5R~/TCxc.jPP?8
                                                                                                                     #a;[(/qcE`zS:^@N"POerC^NQa2RQQ4yQA4EJMst8$J(lvz7^cb0-j_a]D22;p9RcOZXvx4Q?cT9En
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To: "Lionel Maiaux" <maiaux@quartz.corys.fr>, info-performer@sgi.sgi.com
Subject: Re: Texture paging (2)
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

+>---- On Oct 16,  8:49am, Lionel Maiaux wrote:
> Subject: Texture paging (2)
->Hi Sharon,
->
->>
->> There is API to allow you to specify that textures should be
->> pageable (requires special formatting in the GL) and you can
->> specify if a texture should be continuously reloaded.
->> There is also exposed API to let you force the formatting and/or
->> loading/reloading of  textures.
->> You can also specify a set of mutually exclusive textures
->> that should all apply to the same geometry.  You can then specify
->> the mechanism by which those textures should replace each other:
->> by automatically idling the previous texture and freeing its memory
->> or the more restrictive method of actually sharing the same texture memory.
->> You then select the current member of the set to be used.
->> 2.0 also supports texture sources of Sirius vidio and framebuffer.
->> All of this hangs of the same pfTexture primitive from 1.2 so
->> Sample programs are provided.
->>
->
->Does this API support mipmapping ???

Yes, but IRIS GL does not. OpenGL does.  Sample program for that too.
Works great on IMPACT!

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  Mon Oct 16 02:00:34 1995
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Message-Id: <199510160854.BAA19441@surreal.asd.sgi.com>
To: Ruddle@cardiff.ac.uk
Cc: info-performer@sgi.sgi.com
Subject: Re: VRML -> Inventor 
In-Reply-To: Your message of "Mon, 16 Oct 95 09:14:00 BST."
             <Pine.OSF.3.91.951016091151.29969A-100000@thor> 
Date: Mon, 16 Oct 95 01:54:40 -0700
From: Jim Helman <jimh@surreal>
Status: O

Being a superset of VRML, Inventor 2.1 can read VRML files.
Performer 2.0 will ship with a loader that can read Inventor
2.1 files.

The Inventor loader for Perfomer 1.2 on sgigate.sgi.com has
not yet been updated to Inventor 2.1, but it's not a big job
to do so.  (In case anyone with Inventor 2.1 wants to DIY
and port the loader back to Performer 1.2, I just put the
source code to the Perfomer 2.0 / Inventor 2.1 loader as
ftp://sgigate.sgi.com/pub/Performer/src/pf2.0iv2.1.tar.Z).

Alternately, you can edit the header of the VRML file to lie
and say that it's really an Inventor 2.0 file......but your
mileage will definitely vary.

rgds,

-jim helman

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



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From: kaki@kaki.nsg.sgi.com (Masanori Kakimoto)
Message-Id: <9510161819.ZM26854@kaki.nsg.sgi.com>
Date: Mon, 16 Oct 1995 18:19:46 +0900
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: Synchronizing HW pipes" (Oct 13,  3:18pm)
References: <9510111429.ZM19559@kaki.nsg.sgi.com> 
	<9510132246.ZM24330@kaki.nsg.sgi.com> 
	<9510131518.ZM24508@bitch.reading.sgi.com>
Reply-To: kaki@sgitokyo.nsg.sgi.com
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>, info-performer@sgi.sgi.com
Subject: Re: Synchronizing HW pipes
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

PFPHASE_LOCK, PHPHASE_FLOAT, PFPHASE_FREE_RUN and PFPHASE_LIMIT have 
been tried, but did not solve the problem.  In our case, PFPHASE_LOCK 
should be used.  PFPHASE_FREE_RUN makes the delay less noticeable 
because of the high frame rate, but we need complete sync and stable 
frame rate.

Genlock is connected and setmon -g is specified for the slave pipes.  
However, the single HW pipe experiment also shows up the same delay.  
This suggests the cause lies in somewhere other than genlock.

It does not make any difference whether PFCHAN_SCENE is used or the 
scene is set to each channel individually.

On Oct 13,  3:18pm, Angus Dorbie wrote:
> Subject: Re: Synchronizing HW pipes
> You didn't mention pfPhase, this is important when sharing PFCHAN_SWAPBUFFERS,
> two out of the four modes don't help, I forget which ones but try experimenting
> with this. You also didn't mention genlock, sorry for bringing this up again if
> youre already genlocking.
> If this doesn't help then the problem sounds very strange, it's a long shot
> but try adding PFCHAN_SCENE to your share mask. I'm only suggesting this
> voodoo because I've never tried not using this, when youre desperate you'll
> try anything.
> 
> On Oct 13, 10:46pm, Masanori Kakimoto wrote:
> > Subject: Re: Synchronizing HW pipes
> > There was an incorrect description in my first mail.
> >
> > On Oct 11,  2:29pm, Masanori Kakimoto wrote:
> > > The problem is that the attached channels, i.e. left and right displays,
> > > seem to be constantly delayed by 1 frame compared to the master channel.
> > > This is true even when the master channel renders most of the polygons and
> > > the attached channels render much less.
> >
> > The delay problem occurs regardless of pipe id or #polygons.
> > Sometimes pipe0 is late, sometimes pipe1 or pipe2.
> .
> .
> .
> > In the program, PFCHAN_VIEW and PFCHAN_SWAPBUFFERS are being shared
> > though all others are not.  This is double-checked by inquiring with
> > pfGetChanShare.
> >
> .
> .
> .
> > --
> > Masanori Kakimoto                  mailto:kaki@nsg.sgi.com
> > East Asia Technology Center, Tokyo Office,
> > c/o Nihon Silicon Graphics K.K.
> > TEL:+81-3-5488-1852  FAX:+81-3-5420-2397  Voicemail:5-7465
> >
> >-- End of excerpt from Masanori Kakimoto
> 
> 
> 
> -- 
> Angus Dorbie,
> Silicon Graphics Ltd, UK
> dorbie@reading.sgi.com
>-- End of excerpt from Angus Dorbie



-- 
Masanori Kakimoto                  mailto:kaki@nsg.sgi.com
East Asia Technology Center, Tokyo Office,
c/o Nihon Silicon Graphics K.K.
TEL:+81-3-5488-1852  FAX:+81-3-5420-2397  Voicemail:5-7465


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From: "Pat Stevenson" <pstevens@dw3f.ess.harris.com>
Message-Id: <9510160820.ZM19237@toucan>
Date: Mon, 16 Oct 1995 08:20:01 -0400
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Database model color switching
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O


Hello,
I am a new grad starting out with Performer.  I have manuals for 1.2 but my
company is using 2.0 second beta release.  Since I am new, I haven't gotten the
hang of any intricate details, but a synopsis follows:

We are using Performer to create battle scenarios.  Terrain, models,
simulation,
and DIS are all involved.  The main interface is in Motif with Inventor widgets
and the problem I have is in a color filter for the database models.  We have
enemy, manned, and other such targets that are supposed to be selected and
shown in other colors beside their inherit ones from loading.  I can't figure
out how to either insert some kind of color node, or traverse the model's
GeoSets and change the default colors.  Please send me any information, or a
pointer where I can find more out.  I have called Performer's beta developer,
but have not received any calls back.  Thanks for any help you can provide.

Pat Stevenson
gstevens@harris.com



From guest  Mon Oct 16 06:30:56 1995
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9510161402.ZM4062@bitch.reading.sgi.com>
Date: Mon, 16 Oct 1995 14:02:27 +0100
In-Reply-To: "Pat Stevenson" <pstevens@dw3f.ess.harris.com>
        "Database model color switching" (Oct 16,  8:20am)
References: <9510160820.ZM19237@toucan>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Pat Stevenson" <pstevens@dw3f.ess.harris.com>, info-performer@sgi.sgi.com
Subject: Re: Database model color switching
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Scene graph traversal has changed slightly in Performer 2.0, here's
an example of how to traverse a loaded node and modify the GeoStates.
It checks for wireline GeoSets and changes their geostates which contain
lines. It then enables blended non occluding transparency in the GeoStates,
perfect if you want to perform line antialiasing on IMPACT, provided
you load a model with some wireline replication included.
You also need to turn linesmooth on in GL or OpenGL, do this after your
InitGfx call:

#ifdef IRISGL
    linesmooth(SML_ON);
#endif

#ifndef IRISGL
    glEnable(GL_LINE_SMOOTH);
#endif

Anyway, to return to the subject, you can use similar code to that below
to modify geostates or try using draw callbacks to change the material
and override the material state, examples have already been posted to
this group.

Look at the manual entry for:

pfNodeTravFuncs

Good Luck,

Angus.


void Modify_Tree(pfNode *node);
static void ModifyGStates(pfGeode *geode);

void Modify_Tree(pfNode *node)
{
    long        i;
    pfType      *type;

    type = pfGetType(node);

    if( pfIsExactType(node, pfGetGeodeClassType()) )
    {
        ModifyGStates((pfGeode*)node);
    }
    else if( pfIsOfType(node, pfGetGroupClassType()) )
    {
        /*
         * speed up sequence
        */
        if( pfIsExactType(node, pfGetSeqClassType()) )
        {
           printf(">>>>>>>>>>>>>>>>>>>>>>>>>>>>> Accelerated a sequence\n");
           pfSeqDuration((pfSequence *)node, 3.0f, -1);
        }

        /*
         * Recurse on children
        */
        for(i = 0; i < pfGetNumChildren(node); i++)
            Modify_Tree( pfGetChild(node, i) );
    }
}

static void ModifyGStates(pfGeode *geode)
{
    long i, ng;
    pfGeoState *gstate;

    ng = pfGetNumGSets( geode);
    printf("found a geode with %d gsets\n",ng);

    if(ng > 0)
    {
      for(i = 0; i < ng; i++)
      {
        if(pfGetGSetPrimType(pfGetGSet( geode, i)) == PFGS_LINES ||
           pfGetGSetPrimType(pfGetGSet( geode, i)) == PFGS_LINESTRIPS)
        {
          gstate = pfGetGSetGState( pfGetGSet( geode, i) );
          printf(">>>>>>>>>>>>>>>>>>>>>>>>>>>>> Blended a wireline Model\n");
          pfGStateMode( gstate, PFSTATE_TRANSPARENCY,
                PFTR_BLEND_ALPHA | PFTR_NO_OCCLUDE);
        }
      }

    }
}


On Oct 16,  8:20am, Pat Stevenson wrote:
> Subject: Database model color switching
>
> Hello,
> I am a new grad starting out with Performer.  I have manuals for 1.2 but my
> company is using 2.0 second beta release.  Since I am new, I haven't gotten
the
> hang of any intricate details, but a synopsis follows:
>
> We are using Performer to create battle scenarios.  Terrain, models,
> simulation,
> and DIS are all involved.  The main interface is in Motif with Inventor
widgets
> and the problem I have is in a color filter for the database models.  We have
> enemy, manned, and other such targets that are supposed to be selected and
> shown in other colors beside their inherit ones from loading.  I can't figure
> out how to either insert some kind of color node, or traverse the model's
> GeoSets and change the default colors.  Please send me any information, or a
> pointer where I can find more out.  I have called Performer's beta developer,
> but have not received any calls back.  Thanks for any help you can provide.
>
> Pat Stevenson
> gstevens@harris.com
>
>
>-- End of excerpt from Pat Stevenson



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


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From: "Sharon Clay (Fischler)" <src@rose>
Message-Id: <9510160603.ZM21975@rose.asd.sgi.com>
Date: Mon, 16 Oct 1995 06:03:25 -0700
In-Reply-To: "Pat Stevenson" <pstevens@dw3f.ess.harris.com>
        "Database model color switching" (Oct 16,  8:20am)
References: <9510160820.ZM19237@toucan>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "Pat Stevenson" <pstevens@dw3f.ess.harris.com>, info-performer@sgi.sgi.com
Subject: Re: Database model color switching
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O


+>---- On Oct 16,  8:20am, Pat Stevenson wrote:
> Subject: Database model color switching
->
->Hello,
->I am a new grad starting out with Performer.  I have manuals for 1.2 but my
->company is using 2.0 second beta release.  Since I am new, I haven't gotten the
->hang of any intricate details, but a synopsis follows:
->
->We are using Performer to create battle scenarios.  Terrain, models,
->simulation,
->and DIS are all involved.  The main interface is in Motif with Inventor widgets
->and the problem I have is in a color filter for the database models.  We have
->enemy, manned, and other such targets that are supposed to be selected and
->shown in other colors beside their inherit ones from loading.  I can't figure
->out how to either insert some kind of color node, or traverse the model's
->GeoSets and change the default colors.  Please send me any information, or a
->pointer where I can find more out.  I have called Performer's beta developer,
->but have not received any calls back.  Thanks for any help you can provide.

You sound like a customer for pfHighlight (which was in Performer1.2 but
has got some swank new modes in 2.0).

Look at the hlcube.c sample program
	1.2: /usr/src/Performer/src/pguide/libpr/progs/hlcube.c
	2.0: /usr/share/Performer/src/pguide/libpr/C/hlcube.c

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: " Vincent Oh" <vincentoh@sgisgp.singapore.sgi.com>
Message-Id: <9510161348.ZM11096@sgisgp.singapore.sgi.com>
Date: Mon, 16 Oct 1995 13:48:02 +0000
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To: info-performer@sgihub.corp.sgi.com
Subject: Texture paging
Content-Type: text/plain; charset=us-ascii
Mime-Version: 1.0
Status: O

Hi there,


Sorry if this has already been asked before. I am told that texture paging is
supported in Performer 2.0. How is this done?


Cheers.


Vincent


-- 
Vincent Oh
Senior Systems Engineer
Silicon Graphics Pte Ltd
ASEAN Headquarters
89 Science Park Drive #03-02 to 06
The Rutherford
Singapore 118261
e-mail 	: vincentoh@singapore.sgi.com
v-mail  : 57576
tel	: (065) 777 3088
fax	: (065) 779 3650
      _______   _______   ________
     / ____//  / ____//  /__  __//
    / //____  / //____	   / //
   /____  // / ///_ //    / //
  _____/ // / //_/ //  __/ //__
 /______// /______//  /______//      /////
                                      @ @
----------------------------------oOO-(_)-OOo------------------------------
                                     /|||\                            



From guest  Wed Oct 18 13:55:33 1995
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From: deepa@tcsernet.tcs.ernet.in
Message-Id: <9510190226.AA00877@tcsernet.tcs.ernet.in>
Subject: Inventor loader
To: info-performer@sgi.sgi.com
Date: Mon, 16 Oct 95 11:47:43 EDT
Content-Length: 344
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Status: O

I have a problem when I load Inventor models. I cannot see some of
the faces of the model from certain view points. This happens even if
I set back-face culling to off. If I reverse the normal directions another
set of faces become invisible. Is this a problem with the Inventor loader?

Deepa Krishnan
Tata Consultancy Services
Bombar, India 


From guest  Mon Oct 16 10:45:02 1995
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Date: Mon, 16 Oct 95 10:36:45 PDT
From: ceder@pbi.net (Chris Cederwall)
Message-Id: <9510161736.AA00782@pbi.net >
To: info-performer@sgi.sgi.com
Subject: Material changes of GeoSets
Status: O


One thing to be very careful of when finding a geosets material
and changing the value is....

	That the GeoSet when constructed by the "loader" will more than
	likely be using the pfd routines for sharing attributes amongst
	other GeoSets. And this may lead you to getting a pointer to
	a GeoSet Material attribute that is actually shared by many random
	GeoSets throughout the SceneGraph. If this happens to you, you will
	need to assert a "new" material for that GeoSet and attach it as the
	attribute for that GeoSet.

chris cederwall
Pacific Bell Interenet

ceder@pbi.net



From guest  Mon Oct 16 13:50:55 1995
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To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Cc: "Pat Stevenson" <pstevens@dw3f.ess.harris.com>, info-performer@sgi.sgi.com
Subject: Re: Database model color switching 
In-Reply-To: Your message of "Mon, 16 Oct 95 14:02:27 BST."
             <9510161402.ZM4062@bitch.reading.sgi.com> 
Date: Mon, 16 Oct 95 13:04:30 -0700
From: Jim Helman <jimh@surreal>
Status: O

Note that 2.0's pfIsExactType() is rarely required and
should be avoided in favor of pfIsOftype() wherever possible.
Use of pfIsExactType() means that the code will not work if
someone has a database loader that creates its own subclasses.

rgds,

-jim helman

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

	
>     if( pfIsExactType(node, pfGetGeodeClassType()) )
should be pfIsOfType.

>     else if( pfIsOfType(node, pfGetGroupClassType()) )
OK.

>      if( pfIsExactType(node, pfGetSeqClassType()) )
should be pfIsOfType.



From guest  Tue Oct 17 12:01:10 1995
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Date: Tue, 17 Oct 1995 14:49:59 -0400 (EDT)
From: "Robert D. King" <king@ait.nrl.navy.mil>
To: info-performer <info-performer>
Subject: pfuGLX && iconic state
Message-Id: <Pine.SGI.3.91.951017143040.19742A-100000@roosevelt>
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Status: O


    In our application, we suspend portions of our cull and draw 
processing depending on the state of a global flag.  e.g.,

void CullFunc(pfChannel * chan, void *data) 
{
    /* don't bother if we're suspended */
    if (ViewState->suspendFlag)
        return;

    PreCull(chan, data);
    pfCull();                   
    PostCull(chan, data);
}

void DrawFunc(pfChannel *chan, void *data)
{ 
    /* only bother with these if we're not suspended */
    if (!ViewState->suspendFlag) {
        PreDraw(chan, data);
        pfDraw();                       
    }
    PostDraw(chan, data);   /* always process input */
}

THE QUESTION:  
With respect to setting the state of our global flag, 
in an application which uses pfuGLXWinopen (), is there a preferred 
method to test whether the top level window has been iconified or not?  

A code snippet would be appreciated.


Thanks in advance,

Rob



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Date: Tue, 17 Oct 1995 18:22:20 -0400
From: dorrie@beamish.mit.edu (Dorrie Hall)
Message-Id: <199510172222.SAA07480@beamish.mit.edu>
To: info-performer
Subject: pfuGLX && iconic state
Status: O


>    In our application, we suspend portions of our cull and draw 
>processing depending on the state of a global flag.  e.g.,
..

>THE QUESTION:  
>With respect to setting the state of our global flag, 
>in an application which uses pfuGLXWinopen (), is there a preferred 
>method to test whether the top level window has been iconified or not?  

>A code snippet would be appreciated.

Hi Rob, This not pfuGLX nor is it likely to be the preferred method.
It is however a code snippet.  
		Dorrie


From guest  Tue Oct 17 22:16:33 1995
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From: halliday@cs.sfu.ca
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Subject: pal and ntsc for impact
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Status: O

	 We need a vof for ntsc or pal for the Impact.  Can someone help?
-- 
Sean Halliday halliday@cs.sfu.ca


From guest  Tue Oct 17 23:19:17 1995
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To: info-performer@sgi.sgi.com
From: sit9501@technet.sg (Ng Kian Bee)
Subject: Job Opportunity
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Status: O

The Nanyang Polytechnic, established by the Singapore Government in 1992, 
provides diploma education and training opportunities for young adults in 
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We are looking for creative individuals who will join us in educating our 
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fields.

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stating your qualifications, experience, salary expectation, to the 
following email address:

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Closing dates: 28 Oct. 95

*Only shortlisted candidates wil be notified.

************************************
*                                  *
* Kian                             *
* email : sit9501@slip.technet.sg  *
*                                  *
* Nanyang Polytechnic              *
* School of Information Technology *
* 20 Yishun Avenue 9               *
* Singapore 768892                 *
* Republic of Singapore            *
* Tel (65) 750 1440                *
* Fax (65) 755 5571                *
* http://nyp.ac.sg                 *
*                                  *
************************************



From guest  Wed Oct 18 02:59:30 1995
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Date: Wed, 18 Oct 1995 10:46:10 +0100
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Status: O

Please unsubscribe me from this list.

Thanks.
	Per.


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Date: Wed, 18 Oct 1995 10:47:20 -0400 (EDT)
From: Travis Terry <terry@cs.ucf.edu>
To: Iris Performer mailing list <info-performer@sgi.sgi.com>
Subject: Performer/Motif GLX and a Pixmap
Message-Id: <Pine.SUN.3.91.951018103841.2663B-100000@longwood>
Mime-Version: 1.0
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Status: O

I hope someone can help me with this problem.  It seems like a simple 
thing to do.  I have a Performer/Motif program which works great, but if I
try to allocate a Pixmap (via XCreatePixmap) or a GC (view XCreateGC), I get

  GL:  X ext error:  major req = 53, minor req = 0, err code = 9
  ERROR #93  Error in communication with window server: ERR_WMANIRC

and then the program terminates.

I am trying to create a dialog box with some standard Xlib drawing in 
it.  This error seems to occur the next time a widget is managed after 
the Pixmap or GC creation.  If I create the Pixmap/GC after all widgets 
are created, managed, and realized, the error still occurs, but I cannot 
figure out exactly where.  I solved the GC problem by using XtGetGC 
instead of XCreateGC, but I still need to create the pixmaps.

Any suggestions would be useful.

+============================================================================+
| Travis Terry    terry@longwood.cs.ucf.edu                                  |
|  Programming Team coach                                                    |
|  Graduate student                                                          |
|  University of Central Florida                                             |
+============================================================================+



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Reply-To: Ruddle@cardiff.ac.uk
To: info-performer@sgi.sgi.com
Subject: I3DM Modeller - Surface Extrusion
Message-Id: <Pine.OSF.3.91.951018154953.7382C-100000@thor>
Mime-Version: 1.0
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Status: O

Ref. the I3DM modeller in the friends section of the 1.2 CD. I'm having a 
problem with extruding a line into a surface (ie. it won't do it!).

create a line
Surface -> Extrude -> Extrude <vector>
.. enter the vector

then I get a message saying nothings selected, but the line is selected

Can anyone shed any light on this?

regards

roy


From guest  Wed Oct 18 09:23:57 1995
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Date: Wed, 18 Oct 1995 12:21:28 -0400
From: dorrie@beamish.mit.edu (Dorrie Hall)
Message-Id: <199510181621.MAA08886@beamish.mit.edu>
To: info-performer
Subject: pfuGLX && iconic state
Status: O


 Where's the code? Let's try this again

>    In our application, we suspend portions of our cull and draw 
>processing depending on the state of a global flag.  e.g.,
..

>THE QUESTION:  
>With respect to setting the state of our global flag, 
>in an application which uses pfuGLXWinopen (), is there a preferred 
>method to test whether the top level window has been iconified or not?  

>A code snippet would be appreciated.

Hi Rob, This not pfuGLX nor is it likely to be the preferred method.
It is however a code snippet.  
                Dorrie


main loop stuff
**
     XtAppPeekEvent(app_context,&pevent);



     if((mask = XtAppPending(app_context)) != NULL){
           if(pevent.type == UnmapNotify){
                undomap(&pevent);
	       }
           else if(pevent.type == MapNotify){
                domap(&pevent);
	       }
           XtAppProcessEvent(app_context,mask);
	 }

     if((mask = XtAppPending(text_app))!= NULL ){
             XtAppProcessEvent(text_app,mask);
             } 
**
/*************************************************************************/
/*           void undomap(XEvent *pevent)                                */
/*************************************************************************/

void undomap(XEvent *pevent){
/* this is called when a graphics window is iconified,
   a flag is set so the window is not updated while
   it is iconified */

int i,s;
/* find which window */
                 for(s =0; s < allspectros.count; s++){
                     for(i=0; i < 4; i++){
                      if(pevent->xunmap.window ==
                           XtWindow(allspectros.list[s]->toplevel[i]) ){
                           allspectros.list[s]->normstate[i] = 0;
                           /* get out of here */
                           i = 4; s = allspectros.count;
			 }
		      }
		   }

 }/* end undomap */

/*************************************************************************/
/*                   void domap(XEvent *pevent)                          */
/*************************************************************************/
void domap(XEvent *pevent){
/* this is called when window is normalized
after being an icon, the window is updated and a flag is 
set so other updates are processed
*/

int i,s;

/* find which window */
                 for(s =0; s < allspectros.count; s++){
                     for(i=0; i < 4; i++){
                      if(pevent->xmap.window ==
                           XtWindow(allspectros.list[s]->toplevel[i]) ){
                             if(allspectros.list[s]->normstate[i] != 1){
                                if( i == SPECTRUM)
                                    allspectros.list[s]->history = 0;
                                allspectros.list[s]->normstate[i] = 1;
                                update(allspectros.list[s]->info[i],
                                  allspectros.list[s], i); 
                                  }     
                           /* get out of here */
                           i = 4; s = allspectros.count;
			 }
		       }
		   }
}/* end domap*/
/*******************************/


From guest  Wed Oct 18 09:31:19 1995
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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9510181723.ZM1277@barney.reading.sgi.com>
Date: Wed, 18 Oct 1995 17:23:47 +0100
In-Reply-To: yuri@casa-de.es
        "Some little questions" (Oct 18, 12:18pm)
References: <9510181918.AA12889@DE0SG001.casa-de.es>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: yuri@casa-de.es, info-performer@sgi.sgi.com
Subject: Re: Some little questions
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Status: O

On Oct 18, 12:18pm, yuri@casa-de.es wrote:
> Subject: Some little questions
>
> - I read you were talking about a Patch number to fix something. What is
>   that number and how is it used?
>
_
>-- End of excerpt from yuri@casa-de.es

Each software patch released has a unique number as it's name eg patchSG0000XXX
where XXX is the number. This is also the name the patch software subsystem is
installed as so the output of versions -a | grep -i patch on a system with
patches installed might look like this:

barney 10% versions -a | grep -i patch
I  patchSG0000248       09/04/95  Patch SG0000248
I  patchSG0000248.compiler_dev_sw  09/04/95  Base Compiler Software
I  patchSG0000248.compiler_dev_sw.util  09/04/95  Base Compiler Utilities
I  patchSG0000308       09/18/95  Patch SG0000308
I  patchSG0000308.eoe1_sw  09/18/95  IRIX Execution Environment Software
I  patchSG0000308.eoe1_sw.unix  09/18/95  IRIX Execution Environment

so this system has patches 248 and 308 on it.
To get patches you can install from a patch CD or contact your local software
support group ( assuming you have a software support contract :-) ) to get
patches emailed or send on tape.
We generally encourage people to only install patches they know they need
rather than do it 'just in case' - too many ( unneccessary ) patches is not a
good thing.

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 Oct 18 09:32:42 1995
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From: "Greg Edwards, SGI UK." <gedwards@sydney.reading.sgi.com>
Message-Id: <9510181726.ZM1426@sydney.reading.sgi.com>
Date: Wed, 18 Oct 1995 17:26:21 +0100
In-Reply-To: ROY RUDDLE <saprar@thor.cf.ac.uk>
        "I3DM Modeller - Surface Extrusion" (Oct 18,  3:52pm)
References: <Pine.OSF.3.91.951018154953.7382C-100000@thor>
Reply-To: gedwards@reading.sgi.com
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: I3DM Modeller - Surface Extrusion
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Oct 18,  3:52pm, ROY RUDDLE wrote:
> Subject: I3DM Modeller - Surface Extrusion
> Ref. the I3DM modeller in the friends section of the 1.2 CD. I'm having a
> problem with extruding a line into a surface (ie. it won't do it!).
>
> create a line
> Surface -> Extrude -> Extrude <vector>
> .. enter the vector
>
> then I get a message saying nothings selected, but the line is selected
>
> Can anyone shed any light on this?
>
> regards
>
> roy
>
>-- End of excerpt from ROY RUDDLE



I had this problem. Repeated tries eventually got it to work. You have to do
it in exactly the right order.


-- 
__________________________________________________________________________
Greg Edwards, Graphics Support/Consulting Group, Silicon Graphics UK Ltd.        
Forum 1, Theale, Reading, UK, RG7 4RA. 
switch +44 1734 257500, direct +44 1734 257740, fax +44 1734 257553
gedwards@reading.sgi.com, US vmail 59130, UK vmail 7740#, mailstop IUK-311



From guest  Wed Oct 18 10:39:02 1995
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9510181833.ZM12329@bitch.reading.sgi.com>
Date: Wed, 18 Oct 1995 18:33:21 +0100
In-Reply-To: yuri@casa-de.es
        "Some little questions" (Oct 18, 12:18pm)
References: <9510181918.AA12889@DE0SG001.casa-de.es>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: yuri@casa-de.es, info-performer@sgi.sgi.com
Subject: Re: Some little questions
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Status: O

It's the TX_INTERNAL_FORMAT you want to try changing to TX_RGBA_8 or the
performer defined equivalent if it has one in 1.2.

Rgds,
Angus.

On Oct 18, 12:18pm, yuri@casa-de.es wrote:

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From: "Andrew Shein" <Andrew.Shein@orac.boston.sgi.com>
Message-Id: <9510181416.ZM5471@orac.boston.sgi.com>
Date: Wed, 18 Oct 1995 14:16:53 -0400
In-Reply-To: halliday@cs.sfu.ca
        "pal and ntsc for impact" (Oct 17, 10:06pm)
References: <199510180506.WAA29044@bowen>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: halliday@cs.sfu.ca
Subject: Re: pal and ntsc for impact
Cc: info-performer@sgi.sgi.com
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Status: O

On Oct 17, 10:06pm, halliday@cs.sfu.ca wrote:
> Subject: pal and ntsc for impact
> 	 We need a vof for ntsc or pal for the Impact.  Can someone help?
> --
> Sean Halliday halliday@cs.sfu.ca
>
>-- End of excerpt from halliday@cs.sfu.ca

   As far as I know you can not do ntsc from an Impact
without an ICO board.

-- 
Andrew Shein   SE Stout               email: ashein@boston.sgi.com
Silicon Graphics Inc.                 phone: (508) 562 - 4800
1 Cabot Road                            fax: (508) 562 - 4755
Hudson, MA 01749                      vmail: 59688



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To: gedwards@reading.sgi.com
Cc: info-performer@sgi.sgi.com
Subject: Re: I3DM Modeller - Surface Extrusion 
In-Reply-To: Your message of "Wed, 18 Oct 95 17:26:21 BST."
             <9510181726.ZM1426@sydney.reading.sgi.com> 
Date: Wed, 18 Oct 95 11:35:45 -0700
From: Jim Helman <jimh@surreal>
Status: O

Also note that you can find a more recent version 
of I3DM in the IRIX 5.3 demos.sw.tools subsystem.

rgds,

-jim helman

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



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To: info-performer@sgi.sgi.com
From: ken sartor <sartor@lanl.gov>
Status: O


Hi -

I have a modified version of perfly that works great when in
single process mode but fails when i try to run it
in multiprocessor mode (all on a 2 cpu onyx).  The
error message i get is:

Performer Warning (16): pfNewDPool: could not make arena: /usr/tmp/pfUtilDataPol
Performer Fatal (16): InitUtilDPool: could not make Util Data Pool!

Any ideas???

Thanks for any help.




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From: yuri@casa-de.es
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Date: Wed, 18 Oct 95 12:18:37 -0700
Message-Id: <9510181918.AA12889@DE0SG001.casa-de.es>
To: info-performer@sgi.sgi.com
Subject: Some little questions
Status: O

Hi there!

I have some questions for you all. Thanks in advance for any help.

- pfuBreakup man page is a bit confusing. How is geodeSize measured by a float?
  Is geodeChild the maximum number of pfGeodes in the resulting structure?

- more about database loaders: I have a function that reads textures in my own
  format and provides a pointer to the ulong array. This array, when passed to 
  texdef2d along with its parameters works fine without any internal or  
  external format specification. However, when I am programming with Performer
  (1.2) and use pfTexImage, it won't work. My textures tend to be 3 or 4
  component. Did I miss a flag or something? Just in case, I tried specifying
  PFTEX_RGBA_8, since I believe that is the format of my data -- no way.

- I read you were talking about a Patch number to fix something. What is 
  that number and how is it used?


_________________________________________________________________________________

  _/_/_/_/      _/      _/_/_/_/      _/           Juan R. "Yuri" Saenz-Diez
  _/           _/_/     _/           _/_/           
  _/          _/  _/    _/_/_/_/    _/  _/         C.A.S.A  - E S P A C I O -
  _/         _/_/_/_/         _/   _/_/_/_/        Av. de Aragon, 404
  _/_/_/_/  _/      _/  _/_/_/_/  _/      _/       28022   Madrid - Spain
 
                    _/_/                     
               _/_/     _/_/                       Tel:  (34 1) 585 78 17
           _/_/    --o--    _/_/                   Fax:  (34 1) 747 47 99 
               _/_/     _/_/                       Tlx:  48540 CASA-E
                    _/_/
                                                   E-mail yuri@inf.casa-de.es
_________________________________________________________________________________


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	 id NAA27052; Wed, 18 Oct 1995 13:16:18 -0700
Message-Id: <199510182016.NAA27052@surreal.asd.sgi.com>
To: ken sartor <sartor@lanl.gov>
Cc: info-performer@sgi.sgi.com
In-Reply-To: Your message of "Wed, 18 Oct 95 12:15:42 PDT."
             <199510181915.MAA26413@sgi.sgi.com> 
Date: Wed, 18 Oct 95 13:16:18 -0700
From: Jim Helman <jimh@surreal>
Status: O

This comes up quite frequently.   To recap:

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

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

rgds,

-jim helman

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

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

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

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

   rgds,

   -jim helman

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




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Date: Wed, 18 Oct 95 13:46:25 PST
Message-Id: <9509188140.AA814049174@smtpgate.sm.tsc.com>
To: info-performer@sgi.sgi.com
Subject: vertical retraces and frame boundaries
Status: O

     
     I am working on a closed-loop application that uses Performer on a 
     Reality Station running IRIX 5.3.  I have some questions relating to 
     frame control on this single CPU platform:
     
     I am running at a 30 hz frame rate with a PFMP_DEFAULT processing 
     model and would like to use PFPHASE_LOCK.  Since APP, CULL and DRAW 
     become a single process, it is not clear to me if I will get the phase 
     type I want.  Can I really get phase lock behavior out of a single 
     process or do I need to force it to use an MP model?
     
     If I can, then I would like to initially control which vertical 
     retrace Performer declares a frame boundary.  Unfortunately, I have no 
     idea on how Performer decides this.  Does anyone know how this works 
     or/and if this is possible ?
     
     Thanks,
     Clay Stanek
     cstanek@tsc.com
     



From guest  Wed Oct 18 14:52:26 1995
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Date: Wed, 18 Oct 95 16:52:22 EST
From: "Beaver, Jim" <beaver_jim@smtpgwy.si.com>
Message-Id: <9509188140.AA814050093@smtpgwy.si.com>
To: info-performer@sgi.sgi.com
Subject: pfuInputHandler
Status: O

     Hello,
       I'm starting to convert an existing Performer/GL application to 
     Performer/OpenGL/X. The first thing I'm trying to do is convert my 
     queued devices (keyboard keys, mouse buttons, and dials) to X. It 
     seemed like the easiest way to do this was to use the pfu input stuff 
     but I'm having trouble with the dials (from an SGI Dial Box). In 
     looking for examples I came across the program utilui.c which uses a 
     call to pfuInputHandler. I can't find any mention of this routine in 
     the man pages or anywhere else. Is there somewhere I can look to find 
     out what pfuInputHandler does?
     
     Thanks,
     
     Jim Beaver
     Smiths Industries DSNA
     Grand Rapids, MI
     beaver_jim@si.com



From guest  Wed Oct 18 17:05:33 1995
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	 id QAA01449; Wed, 18 Oct 1995 16:58:46 -0700
From: jrohlf@tubes (John Rohlf)
Message-Id: <199510182358.QAA01449@tubes.asd.sgi.com>
Subject: Re: vertical retraces and frame boundaries
To: guest
Date: Wed, 18 Oct 95 16:58:46 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9509188140.AA814049174@smtpgate.sm.tsc.com>; from "guest@holodeck" at Oct 18, 95 1:46 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
>      
>      I am working on a closed-loop application that uses Performer on a 
>      Reality Station running IRIX 5.3.  I have some questions relating to 
>      frame control on this single CPU platform:
>      
>      I am running at a 30 hz frame rate with a PFMP_DEFAULT processing 
>      model and would like to use PFPHASE_LOCK.  Since APP, CULL and DRAW 
>      become a single process, it is not clear to me if I will get the phase 
>      type I want.  Can I really get phase lock behavior out of a single 
>      process or do I need to force it to use an MP model?


	In 1.2, LOCK had no effect in single process mode. In 2.0,
	it does the right thing. For now, try PFMP_APP_CULLDRAW - you can
	assign a higher priority to APP so you can effectively order
	the two processes. 


>      If I can, then I would like to initially control which vertical 
>      retrace Performer declares a frame boundary.  Unfortunately, I have no 
>      idea on how Performer decides this.  Does anyone know how this works 
>      or/and if this is possible ?


	Performer's choice of frame boundary is arbitrary. In 1.2, 
	you can call pfInitVClock(val) in the APP after pfConfig(). 
	Frame boundaries are when 
	(pfGetVClock() % fieldsPerFrame) == 0. In 2.0, it will
	be a little more difficult to control frame boundaries.
	I'm curious why you need to define the frame boundary - 
	some kind of video hardware?
	



From guest  Thu Oct 19 01:49:34 1995
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	 id JAA12972; Thu, 19 Oct 1995 09:43:31 +0100
From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9510190943.ZM12970@bitch.reading.sgi.com>
Date: Thu, 19 Oct 1995 09:43:31 +0100
In-Reply-To: deepa@tcsernet.tcs.ernet.in
        "Inventor loader" (Oct 16, 11:47am)
References: <9510190226.AA00877@tcsernet.tcs.ernet.in>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: deepa@tcsernet.tcs.ernet.in, info-performer@sgi.sgi.com
Subject: Re: Inventor loader
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Your problem seems due to culling face culling, your inventor model seems to
have been created for rendering with no face culling and two sided lighting,
you could try to affect a change in the face culling from the Inventor file,
if not you can do it in Performer:

pfCullFace(PFCF_OFF);
pfOverride(PFSTATE_CULLFACE, PF_ON);

or change the geostates concerned if youre drawing more than your inventor
model.

This will turn off backface culling, then you've only got twosided lighting
to worry about.

On Oct 16, 11:47am, deepa@tcsernet.tcs.ernet.in wrote:
> Subject: Inventor loader
> I have a problem when I load Inventor models. I cannot see some of
> the faces of the model from certain view points. This happens even if
> I set back-face culling to off. If I reverse the normal directions another
> set of faces become invisible. Is this a problem with the Inventor loader?
>
> Deepa Krishnan
> Tata Consultancy Services
> Bombar, India
>
>-- End of excerpt from deepa@tcsernet.tcs.ernet.in



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


From guest  Thu Oct 19 04:39:01 1995
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From: Antje Grigo <grigo@eclipse.engr.sgi.com>
Date: Thu, 19 Oct 95 12:36:11 +0100
To: info-performer@sgi.sgi.com
Subject: subscribe
Reply-To: grigo@neurobiologie.ruhr-uni-bochum.de
Status: O

Could you please subscribe me to your mailing-list?
My mail-adress:
	grigo@neurobiologie.ruhr-uni-bochum.de

Thank you!


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From: "Seth A Rosenblum" <sethr@oneida.partech.com>
Message-Id: <9510191154.ZM12732@oneida.partech.com>
Date: Thu, 19 Oct 1995 11:54:22 -0400
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To: info-performer@sgi.sgi.com
Subject: Help!!
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I just started working with Performer, and I am also new to the graphics world.
 I am writing a test application using parts of the profile.c example located
in
/usr/src/Performer/src/pguide/libpf/progs.  The problem I am having is the
model I am displaying never updates.  What happens when I move around using the
mouse as my control device is multiple models appear on the screen and run
together.  How can I fix this problem?

				Thank You!!

				Seth A. Rosenblum


From guest  Thu Oct 19 10:25:13 1995
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Date: Thu, 19 Oct 95 09:55:37 PDT
From: ceder@pbi.net (Chris Cederwall)
Message-Id: <9510191655.AA04958@pbi.net >
To: info-performer@sgi.sgi.com
Subject: IV file format 
Status: O


Polygon windings are not always CCW (counter clockwise).

You may want to start thinking about a way filter all your
existing models in Inventor so that they are fully CCW and
ready for backface on. You will see a 15-25% performance
increase.

I did something like this last year with information found
in the example code of "ivnorm" and the auto-orient portion
of the pfd performer libs.

However if you have completely messed up normals you will
have to blow them away and regenerate them from any method
like.

The above filter compares the normal found in the data vs. one
derived on the fly.

ceder@pbi.net
chris.



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From: dcw@sarnoff.com (Daniel C. Williams X-2453)
Message-Id: <9510191838.AA06783@peanut.sarnoff.com>
Subject: three-pipe operation using the Triple Keyboard Option
To: info-performer@sgi.sgi.com
Date: Thu, 19 Oct 1995 14:38:02 -0400 (EDT)
X-Mailer: ELM [version 2.4 PL24]
Content-Type: text
Content-Length: 2287      
Status: O

I'm trying to get Performer1.2 to run in multipipe, multiple channel mode
when using the Triple Keyboard Option on my client's 3-pipe RE2.  
That is, when running three X servers as :0, :1 and :2 instead of one 
X server as :0.0, :0.1 and :0.2.

In perfly, I've modified the InitPipe function to call pfInitPipe three
times with a separate function for each; that function calls XOpenDisplay
with a different display string.

The command line is "DBG/perfly.DBG -x -M 1 -c 3".

I'm running IRIX 5.3.

When I run in non-TKO mode and the display strings are :0.0, :0.1 and :0.2,
it works fine.  When I run in TKO mode and the display strings are
:0, :1 and :2, it fails with this stack trace when it tries to open the
second pipe:

#
# Core from signal SIGBUS: Bus error
# 0 _GLmakescreen(0x0, 0x0, 0x1010c3f8, 0x1010c55c) ["../glws/wininit.c":225, 0xf18a2a8]
# 1 _GLinitgl(0x1010ae18, 0x0, 0x1010c3f8, 0x1010c55c) ["../glws/wininit.c":324, 0xf18a540]
# 2 gl_g_gl_glx_getconfig(0x0, 0x0, 0x18, 0x10003db0) ["../glws/ws_mix.c":154, 0xf18e6ec]
# 3 __GLGLXgetconfig(0x10108470, 0x0, 0x10003db0, 0x1010c55c) ["../dgl/mixedmodel.c":268, 0xf13d26c]
# 4 pfuGLXWinopen(dsp = 0x10108470, p = 0x6c51a0, name = 0x1000017c = "IRIS Performer", left = 0, right = 1279, bottom = 0, top = 1023) ["/d/trees/perf1.2a102.Irix5/perf/lib/libpfutil/DBG.IRIX5/../../../lib/libpfutil/xwin.c":372, 0x497210]
# 5 OpenXPipeline1(p = 0x6c51a0) ["/home/orca/dcw/accis-p1/sample/perfly/DBG/../../common/generic.c":702, 0x42ff74]
# 6 initGfx(void)() ["/d/trees/perf1.2a102.Irix5/perf/lib/libpf/DBG.IRIX5/../../../lib/libpf/pfProcess.C":1243, 0x4abdd0]
# 7 mpCullDraw(void)() ["/d/trees/perf1.2a102.Irix5/perf/lib/libpf/DBG.IRIX5/../../../lib/libpf/pfProcess.C":2297, 0x4b0528]
# 8 pfConfig() ["/d/trees/perf1.2a102.Irix5/perf/lib/libpf/DBG.IRIX5/../../../lib/libpf/pfProcess.C":923, 0x4aa644]
# 9 main(argc = 9, argv = 0x7fffaf14) ["/home/orca/dcw/accis-p1/sample/perfly/DBG/../../common/main.c":83, 0x438334]
# 10 __start() ["crt1text.s":133, 0x42daec]
#

Am I doing something wrong, or is this a limitation of Performer1.2?
If the latter, will it be addressed by Performer2.0?

Thanks,
Dan
-- 
Daniel Williams, Consultant to: David Sarnoff Research Center
Voice: (609) 734-2153    Email: dcw@sarnoff.com, dan@sass.com


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From: aschaffe (Allan Schaffer)
Message-Id: <9510191310.ZM5386@holodeck.asd.sgi.com>
Date: Thu, 19 Oct 1995 13:10:32 -0700
In-Reply-To: dcw@sarnoff.com (Daniel C. Williams X-2453)
        "three-pipe operation using the Triple Keyboard Option" (Oct 19,  2:38pm)
References: <9510191838.AA06783@peanut.sarnoff.com>
X-Mailer: Z-Mail-SGI (3.2S.1 10apr95 MediaMail)
To: dcw@sarnoff.com (Daniel C. Williams X-2453), info-performer@sgi.sgi.com
Subject: Re: three-pipe operation using the Triple Keyboard Option
Mime-Version: 1.0
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On Oct 19,  2:38pm, Daniel C. Williams X-2453 wrote:
> 
> I'm trying to get Performer1.2 to run in multipipe, multiple channel
> mode when using the Triple Keyboard Option on my client's 3-pipe
> RE2.  That is, when running three X servers as :0, :1 and :2 instead
> of one X server as :0.0, :0.1 and :0.2.

> When I run in non-TKO mode and the display strings are :0.0, :0.1 and :0.2,
> it works fine.  When I run in TKO mode and the display strings are
> :0, :1 and :2, it fails with this stack trace when it tries to open the
> second pipe:
> 
> Am I doing something wrong, or is this a limitation of Performer1.2?
> If the latter, will it be addressed by Performer2.0?

This is ultimately a shortcoming of Performer 1.2; I haven't tried it
with Performer 2.0 but think it should work better there.

I'm inclined to believe the bus errors you get come from using
XOpenDisplay outright.  I've been able to get it to work by using
putenv("DISPLAY=:0"); [and :1, :2 etc] in 3 separate initPipe
routines, which is more hackishly indirect than XOpenDisplay().

I'll include the toy program I used to test below, based on
multipipe.c.  It's not clean but you'll get the idea.  Two
things to remember:

  - the 'putenv()' must precede any calls from the GL library
    (including 'foreground')

  - remember to 'winset' to the correct window in the draw callback

Allan

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

/*
 * multipipe.c: simple Performer program to demonstrate use of 
 *              multiple pfPipe's.  based on simple.c
 *
 * $Revision: 1.5 $ $Date: 1994/03/16 01:59:46 $ 
 *
 */

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

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


static void OpenPipeline1 (pfPipe *p);
static void OpenPipeline2 (pfPipe *p);

int win1, win2;

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

void Draw0(pfChannel *chan)
{
	winset(win1);
	pfClearChan(chan);
	pfDraw();
}

void Draw1(pfChannel *chan)
{
	winset(win2);
	pfClearChan(chan);
	pfDraw();
}

int
main (int argc, char *argv[])
{
    float       t = 0.0f;
    pfScene     *scene;
    pfPipe      *pipe[2];
    pfChannel   *chan[2];
    pfNode	*root;
    pfSphere	bsphere;
    int		loop;

    if (argc < 2)
	Usage();

    /* Initialize Performer */
    pfInit();	

    /* specify the number of pfPipes */
    pfMultipipe (2);

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

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

    /* Append to PFPATH additional standard directories where 
     * geometry and textures exist 
     */
    pfFilePath(".:/usr/src/Performer/data");

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

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

    /* determine extent of scene's geometry */
    pfGetNodeBSphere (scene, &bsphere);

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

	    pipe[0] = pfGetPipe(0);
	    pipe[1] = pfGetPipe(1);
	    pfInitPipe(pipe[0], OpenPipeline1);	
	    pfInitPipe(pipe[1], OpenPipeline2);	

    /* Create and configure pfChannels. */
    for (loop=0; loop < 2; loop++)
    {
	    chan[loop] = pfNewChan(pipe[loop]);	
	    pfChanScene(chan[loop], scene);
	    pfChanNearFar(chan[loop], 1.0f, 10.0f * bsphere.radius);
	    pfChanFOV(chan[loop], 45.0f, 0.0f);
    }

pfChanDrawFunc(chan[0], Draw0);
pfChanDrawFunc(chan[1], Draw1);

    pfInitClock (0.0f);

    /* Simulate for twenty seconds. */
    while (t < 20.0f)
    {
	float      s, c;
	pfCoord	   view;

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

	/* Compute new view position. */
	t = pfGetTime();
	pfSinCos(45.0f*t, &s, &c);
	pfSetVec3(view.hpr, 45.0f*t, -10.0f, 0);
	pfSetVec3(view.xyz, 2.0f * bsphere.radius * s, 
		-2.0f * bsphere.radius *c, 
		 0.5f * bsphere.radius);

	for (loop=0; loop < 2; loop++)
		pfChanView(chan[loop], view.xyz, view.hpr);

	/* Initiate cull/draw for this frame. */
	pfFrame();		
    }

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

    return 0;
}


/*
 *	OpenPipeline() -- create a GL window: set up the
 *      window system, IRIS GL, and IRIS Performer. This
 *      procedure is executed in the draw process (when
 *      there is a separate draw process).
 */
static void
OpenPipeline1 (pfPipe *p)
{
putenv ("DISPLAY=:1");
    /* Open graphics window. */
    foreground();
    prefposition(100, 500, 100, 500);
    win1 = winopen("foo");

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

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

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

static void
OpenPipeline2 (pfPipe *p)
{
    /* Open graphics window. */


putenv ("DISPLAY=:2");
    foreground();
    prefposition(500, 900, 500, 900);
    win2=winopen("IRIS Performer");

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

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

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

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


From guest  Fri Oct 20 00:08:22 1995
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Date: Fri, 20 Oct 1995 08:03:32 +0100 (BST)
From: ROY RUDDLE <saprar@thor.cf.ac.uk>
Reply-To: Ruddle@cardiff.ac.uk
To: info-performer@sgi.sgi.com
Subject: Re: I3DM Modeller - Surface Extrusion
In-Reply-To: <199510181835.LAA26230@surreal.asd.sgi.com>
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On Wed, 18 Oct 1995, Jim Helman wrote:

> Also note that you can find a more recent version 
> of I3DM in the IRIX 5.3 demos.sw.tools subsystem.
> 

Thanks. For info this (demos) version is the one to use + the surface 
extrusion stuff, which gave problems in the Performer 1.2 friends 
version of i3dm, works fine.

cheers

roy


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         ____________________
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From: dcw@sarnoff.com (Daniel C. Williams X-2453)
Message-Id: <9510201534.AA09163@peanut.sarnoff.com>
Subject: Re: three-pipe operation using the Triple Keyboard Option
To: info-performer@sgi.sgi.com
Date: Fri, 20 Oct 1995 11:34:15 -0400 (EDT)
In-Reply-To: <9510191310.ZM5386@holodeck.asd.sgi.com> from "Allan Schaffer" at Oct 19, 95 01:10:32 pm
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Status: O

According to Allan Schaffer:
>
>On Oct 19,  2:38pm, Daniel C. Williams X-2453 wrote:
>> 
>> I'm trying to get Performer1.2 to run in multipipe, multiple channel
>> mode when using the Triple Keyboard Option on my client's 3-pipe
>> RE2.  That is, when running three X servers as :0, :1 and :2 instead
>> of one X server as :0.0, :0.1 and :0.2.
>
>> When I run in non-TKO mode and the display strings are :0.0, :0.1 and :0.2,
>> it works fine.  When I run in TKO mode and the display strings are
>> :0, :1 and :2, it fails with this stack trace when it tries to open the
>> second pipe:
>> 
>> Am I doing something wrong, or is this a limitation of Performer1.2?
>> If the latter, will it be addressed by Performer2.0?
>
>This is ultimately a shortcoming of Performer 1.2; I haven't tried it
>with Performer 2.0 but think it should work better there.
>
>I'm inclined to believe the bus errors you get come from using
>XOpenDisplay outright.  I've been able to get it to work by using
>putenv("DISPLAY=:0"); [and :1, :2 etc] in 3 separate initPipe
>routines, which is more hackishly indirect than XOpenDisplay().
>
>I'll include the toy program I used to test below, based on
>multipipe.c.  It's not clean but you'll get the idea.  Two
>things to remember:
>
>  - the 'putenv()' must precede any calls from the GL library
>    (including 'foreground')
>
>  - remember to 'winset' to the correct window in the draw callback
>
>Allan
>
> [Source code here]
>

Your example runs fine on two pipes in TKO mode.  However, when
I use your technique for setting the DISPLAY in perfly (and three
draw functions as well) it's as if it is ignored, because all three
windows come up on the default display.
  
This made me pull out gldebug, which shows the following activity
happening before the per-pipe functions are called:
  
getgdesc(GD_XPMAX);
getgdesc(GD_YPMAX);
gversion(OUT);
getgdesc(GD_NSCRNS);
scrnselect(0);
foreground();
noport();
winopen("pfvsync");
  
Is this the culprit?  If so, what part of Performer is doing it
and can I turn it off or work around it?

Dan
-- 
Daniel Williams, Consultant to: David Sarnoff Research Center
Voice: (609) 734-2153    Email: dcw@sarnoff.com, dan@sass.com


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From: "Peter Ebbesmeyer" <pe@hni.uni-paderborn.de>
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Subject: Creating visual databases
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Hello everybody,

we are using IRIS Performer to build a virtual factory. Now we consider to join
a project where we have to build a terrain model. We gained the experience that
creating the visual database is a very time consuming task and we do not have
much experience in building terrain models.

Therefore my question to those of you who have experience in building terrain
models: How long does it take for somebody who has experience with a state of
the art modeling tool to build a database of the size of the model used for the
Performer Town Demo provided terrain data and imagefiles for textures are
available? Sure, the answer to this question can only be an estimation but such
an estimation would be very valuable for us.

Thank you in advance for any answer,
Peter

-----------------------------------------------------------------------
Dipl.-Ing. Peter Ebbesmeyer                Universitaet-GH  Paderborn
Raum F0.210                                  Heinz Nixdorf Institut
Tel. + 49 5251 606234                     Rechnerintegrierte Produktion
Fax. + 49 5251 606268                            Fuerstenallee 11
email: pe@hni.uni-paderborn.de                   33102 Paderborn
                                                     Germany
-----------------------------------------------------------------------





-- 


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9510231818.ZM19981@bitch.reading.sgi.com>
Date: Mon, 23 Oct 1995 18:18:06 +0100
In-Reply-To: "Peter Ebbesmeyer" <pe@hni.uni-paderborn.de>
        "Creating visual databases" (Oct 23,  5:30pm)
References: <9510231730.ZM12635@faxe>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Peter Ebbesmeyer" <pe@hni.uni-paderborn.de>, info-performer@sgi.sgi.com
Subject: Re: Creating visual databases
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

The work involved in creating a database varies hugely with the type of
application you intend to use it for, and the sort of features you want
to show. Specific experience also helps a lot.

What is the database for?
What type or area is it?
What quality of feature representation do you require?
How geospecific & accurate does the database have to be?
What tools do you have?
What is your source information like?
How important is rendering performance?

If you fill in some of these blanks I'll be happy to give you my comments.

On Oct 23,  5:30pm, Peter Ebbesmeyer wrote:
> Subject: Creating visual databases
> Hello everybody,
>
> we are using IRIS Performer to build a virtual factory. Now we consider to
join
> a project where we have to build a terrain model. We gained the experience
that
> creating the visual database is a very time consuming task and we do not have
> much experience in building terrain models.
>
> Therefore my question to those of you who have experience in building terrain
> models: How long does it take for somebody who has experience with a state of
> the art modeling tool to build a database of the size of the model used for
the
> Performer Town Demo provided terrain data and imagefiles for textures are
> available? Sure, the answer to this question can only be an estimation but
such
> an estimation would be very valuable for us.
>
> Thank you in advance for any answer,
> Peter
>
> -----------------------------------------------------------------------
> Dipl.-Ing. Peter Ebbesmeyer                Universitaet-GH  Paderborn
> Raum F0.210                                  Heinz Nixdorf Institut
> Tel. + 49 5251 606234                     Rechnerintegrierte Produktion
> Fax. + 49 5251 606268                            Fuerstenallee 11
> email: pe@hni.uni-paderborn.de                   33102 Paderborn
>                                                      Germany
> -----------------------------------------------------------------------
>
>
>
>
>
> --
>
>-- End of excerpt from Peter Ebbesmeyer



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


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From: "Graham (Grambo) Beasley" <graham@beast>
Message-Id: <9510231048.ZM9406@beast.asd.sgi.com>
Date: Mon, 23 Oct 1995 10:48:10 -0700
In-Reply-To: "Peter Ebbesmeyer" <pe@hni.uni-paderborn.de>
        "Creating visual databases" (Oct 23,  5:30pm)
References: <9510231730.ZM12635@faxe>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com, "Peter Ebbesmeyer" <pe@hni.uni-paderborn.de>
Subject: Re: Creating visual databases
Mime-Version: 1.0
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Status: O

If you're using a state of the art modeller (like multigen or dwb) I would
guess you could do something like performer town in 200 hours.  Wes Hoffman of
Paradigm simulation built the original performer town in about 130 hours, but I
don't think anyone could match those numbers because: a) he had a big
repositary of models and textures to draw from, and b) he is probably one of
the best database modellers in the world.

We are working on more give away freebie models of comparable complexity to
Performer town for some DIS scenarios, and one of the most underlooked and
under budgeted time estimates is that for making good textures.

Graham



On Oct 23,  5:30pm, Peter Ebbesmeyer wrote:
> Subject: Creating visual databases
> Hello everybody,
>
> we are using IRIS Performer to build a virtual factory. Now we consider to
join
> a project where we have to build a terrain model. We gained the experience
that
> creating the visual database is a very time consuming task and we do not have
> much experience in building terrain models.
>
> Therefore my question to those of you who have experience in building terrain
> models: How long does it take for somebody who has experience with a state of
> the art modeling tool to build a database of the size of the model used for
the
> Performer Town Demo provided terrain data and imagefiles for textures are
> available? Sure, the answer to this question can only be an estimation but
such
> an estimation would be very valuable for us.
>
> Thank you in advance for any answer,
> Peter
>
> -----------------------------------------------------------------------
> Dipl.-Ing. Peter Ebbesmeyer                Universitaet-GH  Paderborn
> Raum F0.210                                  Heinz Nixdorf Institut
> Tel. + 49 5251 606234                     Rechnerintegrierte Produktion
> Fax. + 49 5251 606268                            Fuerstenallee 11
> email: pe@hni.uni-paderborn.de                   33102 Paderborn
>                                                      Germany
> -----------------------------------------------------------------------
>
>
>
>
>
> --
>
>-- End of excerpt from Peter Ebbesmeyer



-- 

"Who loves not wine, women and song
 Remains a fool his whole life long."		Martin Luther

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


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From: "david pratt" <pratt@medusa.cs.nps.navy.mil>
Message-Id: <9510231129.ZM1928@medusa.cs.nps.navy.mil>
Date: Mon, 23 Oct 1995 11:29:35 -0700
In-Reply-To: "Graham (Grambo) Beasley" <graham@beast.asd.sgi.com>
        "Re: Creating visual databases" (Oct 23, 10:48am)
References: <9510231730.ZM12635@faxe>  <9510231048.ZM9406@beast.asd.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Graham (Grambo) Beasley" <graham@beast>, info-performer@sgi.sgi.com,
        "Peter Ebbesmeyer" <pe@hni.uni-paderborn.de>
Subject: Re: Creating visual databases
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Status: O

You might consider ripping off some the existing terrain databases, there are
three avaiable in Multigen format as part of the NPSNET datafiles. more info
from:http://www-npsnet.cs.nps.navy.mil/

  Dave


From guest  Mon Oct 23 19:32:49 1995
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From: "Kwesi Ames" <koa@trinbago.clubfed.sgi.com>
Message-Id: <9510232229.ZM10914@trinbago.clubfed.sgi.com>
Date: Mon, 23 Oct 1995 22:29:16 -0400
In-Reply-To: "Sharon Clay (Fischler)" <src@rose.asd.sgi.com>
        "Re: Texture paging" (Oct 15, 11:50pm)
References: <9510161348.ZM11096@sgisgp.singapore.sgi.com> 
	<9510152350.ZM19061@rose.asd.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.1 10apr95 MediaMail)
To: info-performer@sgihub.corp.sgi.com
Subject: performer documentation
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi All,
I'm trying to create a 3D fly thru of a building.

o What is needed?

I already have a 3DStudio file of a building in DXF format.
o What next?

(Are any of Multigen's products good for this project?)

Also, I'm looking for documentation on how-to-use performer and perf-fly.
Any help appreciated.

Kwesi...


-- 
------------------------------------------------------------------
	   	     "I was one in a MILLON"       
------------------------------------------------------------------
Kwesi '2 Trini' Ames		|  Internet: koa@sgi.com
Systems Engineering Support	|  Phonenet: 301/572.3255
Silicon Graphics Inc.		|  Faxnet  : 301/572.3280
Silver Spring, MD		|  Voicenet: 5-8713
------------------------------------------------------------------



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Please include me in your mailing list.



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unsubscribe


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From: "Seth A Rosenblum" <sethr@oneida.partech.com>
Message-Id: <9510251627.ZM21605@oneida.partech.com>
Date: Wed, 25 Oct 1995 16:27:32 -0400
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To: info-performer@sgi.sgi.com
Subject: Texture
Mime-Version: 1.0
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Status: O

Is it possible to add texture to a multigen flight model using performer?  If
the answer is yes, I would appreciate an explanation of how this is done.

			Thank You,

			Seth A. Rosenblum


From guest  Wed Oct 25 13:40:40 1995
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From: dsluis@ldsa.com (Doug Sluis, Loral Simulation and Training)
To: info-performer@sgi.sgi.com
Subject: Reading Inventor Files
Date: Wed, 25 Oct 95 16:35:44 EDT
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Hello,

Will Performer 2.0 read Inventor 2.0 files?
If so, when is Performer 2.0 to be released?
Is there a loader for Inventer 2.0 that works
with the current Performer version?

Doug Sluis



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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9510252137.ZM1544@bitch.reading.sgi.com>
Date: Wed, 25 Oct 1995 21:37:16 +0100
In-Reply-To: "Seth A Rosenblum" <sethr@oneida.partech.com>
        "Texture" (Oct 25,  4:27pm)
References: <9510251627.ZM21605@oneida.partech.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Seth A Rosenblum" <sethr@oneida.partech.com>, info-performer@sgi.sgi.com
Subject: Re: Texture
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

The main problem is the absence of texture coordinates in the model.
You could apply texture with state Overrides or by modifying geostate
information, but the texture coordinates on all the vertices
would be the same and this coordinate would happen to be whatever was
lying around in the pipeline when the model was drawn, but don't
despair. You can generate texture coordinates automatically with vertex
info using the texgen() call, and modify the application of texture
by varying plane equations & the texture matrix.

Here are draw callbacks which do this sort of thing to a pfNode,
You can vary the plane equations or apply transformations to the
texture matrix using mmode(MTEXTURE) but be sure to undo them
afterwards.

long Texture_pre(pfTraverser *trav, void *data)
{
  float splane[] = { 1.0, 0.0, 0.0, 0.0 };
  float tplane[] = { 0.0, 1.0, 0.0, 0.0 };

  /* use TG_SPHEREMAP here if youre applying environment maps */
  /* textures in model coordinates */
  texgen(TX_S, TG_LINEAR, splane);
  texgen(TX_T, TG_LINEAR, tplane);
  texgen(TX_S, TG_ON, NULL);
  texgen(TX_T, TG_ON, NULL);
}

long Texture_post(pfTraverser *trav, void *data)
{
  texgen(TX_S, TG_OFF, NULL);
  texgen(TX_T, TG_OFF, NULL);
}

Happy texturing,

Angus.

On Oct 25,  4:27pm, Seth A Rosenblum wrote:
> Subject: Texture
> Is it possible to add texture to a multigen flight model using performer?  If
> the answer is yes, I would appreciate an explanation of how this is done.
>
> 			Thank You,
>
> 			Seth A. Rosenblum
>
>-- End of excerpt from Seth A Rosenblum



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


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Please unsubscribe me.


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subscribe me

Jonathan R. Merril, M.D.
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To: dsluis@ldsa.com (Doug Sluis, Loral Simulation and Training)
Cc: info-performer@sgi.sgi.com
Subject: Re: Reading Inventor Files 
In-Reply-To: Your message of "Wed, 25 Oct 95 16:35:44 EDT."
             <9510252035.2C8550@pc682.ldsa> 
Date: Wed, 25 Oct 95 17:09:36 -0700
From: Jim Helman <jimh@surreal>
Status: O

Performer 2.0 ships with a loader that uses Inventor 2.1
to read Inventor .iv and VRML .wrl files and then meshes
and optimizes them.

There's a version of the loader for Performer 2.0 and
Inventor 2.0 on sgigate.  Some minor changes should
make it work with Inventor 2.1 and VRML.

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

rgds,

-jim helman

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






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From: halliday@valdez.cs.sfu.ca (Sean Halliday)
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Subject: PC Performer
To: info-performer@sgi.sgi.com
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	I while ago someone mentioned the possibility of Performer for
the PC platform.  Is this still going ahead?  I assume it would be for
PC's with OpenGL?  Any info would be appretiated.

-- 
Sean Halliday halliday@cs.sfu.ca


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unsubscribe


From guest  Fri Oct 27 07:58:48 1995
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From: nicolas@cae.ca (Nicolas Gauvin)
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To: info-performer@sgi.sgi.com
Subject: Intersections with lines and points under Performer?
Status: O


Here is a quick question for the Performer development team:

When intersections, and thus picking, with lines and points is planned
to be implemented?

      ___/      |        ___/	Nicolas Gauvin		e-mail: nicolas@cae.ca
     /        / |       /	Software Developper 	voice: +1 514 341 2000
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From: steve@mred.hti.com (Steve Baker)
Message-Id: <9510271506.AA00765@mred    >
To: info-performer@sgi.sgi.com
Subject: New toogl?
Status: O


Does anyone know if there is a more up to date version of toogl
than the one on sgi.com in ~ftp/sgi/opengl/contrib/toogl.tar.Z ??

(Toogl is the tool that tries to help you port Iris-GL code into Open-GL)

The version that's on sgi.com seems very crude (it can't cope with line
breaks inside function parameter lists, it fails to convert - or even
comment that it can't convert - a large number of GL calls eg blendcolor,
all the font/test handling stuff).

Given the number of people who will presumably be wanting to convert to OpenGL,
it seems that a small amount of work on toogl would pay off big time.

Thanks...

   Steve

:-) :-) :-) :-) :-) :-) :-)     Steve Baker     (-: (-: (-: (-: (-: (-: (-:
  Hughes Training Inc.                 817-695-2478 (Voice/VoiceMail)
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  Arlington, Texas. TX 76005-6171      steve@mred.hti.com (Email)



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From: "Michael Jones" <mtj@babar>
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Date: Fri, 27 Oct 1995 09:20:09 -0700
In-Reply-To: nicolas@cae.ca (Nicolas Gauvin)
        "Intersections with lines and points under Performer?" (Oct 27, 10:46am)
References: <9510271446.AA02951@osprey.cae.ca>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: nicolas@cae.ca (Nicolas Gauvin), info-performer@sgi.sgi.com
Subject: Re: Intersections with lines and points under Performer?
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On Oct 27, 10:46am, Nicolas Gauvin wrote:
> Subject: Intersections with lines and points under Performer?
:
:Here is a quick question for the Performer development team:
:
:When intersections, and thus picking, with lines and points is planned
:to be implemented?

It's not in Performer 2.0, and is not scheduled for 3.0 but we
could look at that. I have a question about the feature. Such
intersections require the construction of a volume (cylinder or
cone, parallelpiped or frustum) about the intersection ray that
database objects are then classified against. The cylinder and
cone (for ortho and perspective, resp.) style provides an "is
there a point within an n-pixel circle" type of picking result,
while the squarish volume gives picking within an NxN screen
aligned square. Is one of these shapes more appropriate to your
application than the other?

Votes and/or discussion appreciated,
Michael Jones

-- 

Be seeing you,      Phone:415.933.1455  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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Date: Fri, 27 Oct 1995 18:29:54 +0100
In-Reply-To: "Michael Jones" <mtj@babar.asd.sgi.com>
        "Re: Intersections with lines and points under Performer?" (Oct 27,  9:20am)
References: <9510271446.AA02951@osprey.cae.ca> 
	<9510270920.ZM10476@babar.asd.sgi.com>
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To: "Michael Jones" <mtj@babar>, nicolas@cae.ca (Nicolas Gauvin),
        info-performer@sgi.sgi.com
Subject: Re: Intersections with lines and points under Performer?
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On Oct 27,  9:20am, Michael Jones wrote:
> Subject: Re: Intersections with lines and points under Performer?

> :When intersections, and thus picking, with lines and points is planned
> :to be implemented?
>
> It's not in Performer 2.0, and is not scheduled for 3.0 but we
> could look at that.

Aaahh! I will also NEED this soon!

[circle or square]
> aligned square. Is one of these shapes more appropriate to your
> application than the other?
>
> Votes and/or discussion appreciated,

Hm. If I have to choose, I guess I'd rather
have an NxM rectangle, for usual totally/partly
inside press-drag-release picking..





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Subject: basic picking
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How does the pfSegsIsectNode fit into the picking discussion?

That's how you do picking, right? It is how I do picking.

Is there something more that is being talked about.

chris cederwall


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From: "Nicolas Gauvin" <nicolas@cae.ca>
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Date: Fri, 27 Oct 1995 16:00:53 -0400
In-Reply-To: "Michael Jones" <mtj@babar.asd.sgi.com>
        "Re: Intersections with lines and points under Performer?" (Oct 27,  9:20am)
References: <9510271446.AA02951@osprey.cae.ca> 
	<9510270920.ZM10476@babar.asd.sgi.com>
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Status: O

On Oct 27,  9:20am, Michael Jones wrote:
> Subject: Re: Intersections with lines and points under Performer?
>
> It's not in Performer 2.0, and is not scheduled for 3.0 but we
> could look at that. I have a question about the feature. Such
> intersections require the construction of a volume (cylinder or
> cone, parallelpiped or frustum) about the intersection ray that
> database objects are then classified against. The cylinder and
> cone (for ortho and perspective, resp.) style provides an "is
> there a point within an n-pixel circle" type of picking result,
> while the squarish volume gives picking within an NxN screen
> aligned square. Is one of these shapes more appropriate to your
> application than the other?
>

Maybe I should have been more specific. I was thinking about picking a point
or a line with the mouse using the pfChanPick function only. Not in the more
general sense of intersecting from anywhere in the database. Isn't that as
simple as converting the vertices present in the viewing frustum to screen
coordinates using the current viewing transformation and checking if the
resulting 2D coordinates fit within a tolerance rectangle or radius of the
mouse positions?






-- 
      ___/      |        ___/	Nicolas Gauvin		e-mail: nicolas@cae.ca
     /        / |       /	Software Developper 	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  Fri Oct 27 14:30:16 1995
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From: "david pratt" <pratt@medusa.cs.nps.navy.mil>
Message-Id: <9510271423.ZM15586@medusa.cs.nps.navy.mil>
Date: Fri, 27 Oct 1995 14:23:53 -0700
In-Reply-To: "Michael Jones" <mtj@babar.asd.sgi.com>
        "Re: Intersections with lines and points under Performer?" (Oct 27,  9:20am)
References: <9510271446.AA02951@osprey.cae.ca> 
	<9510270920.ZM10476@babar.asd.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Michael Jones" <mtj@babar>, nicolas@cae.ca (Nicolas Gauvin),
        info-performer@sgi.sgi.com
Subject: Re: Intersections with lines and points under Performer?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

We had a problem very similar with billboards and lines. What we ended up doing
was building switch nodes with quads for the billboards and quadstrips for the
lines. For the orientations, we just used a DCS. Prior to picking, we just
turned on the picking geomentry, did the traversal then turned back on the
regular stuff.  not pretty, but worked quite well.


Dave


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Date: Mon, 30 Oct 1995 14:54:50 +0800
From: fair@iss.nus.sg (Kim Michael Fairchild)
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To: pratt@medusa.cs.nps.navy.mil
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9510271423.ZM15586@medusa.cs.nps.navy.mil> (pratt@medusa.cs.nps.navy.mil)
Subject: Re: Intersections with lines and points under Performer?
Status: O

Hi,

I am a bit embarressed to contribute to this deep subject on complex
intersections because I am having trouble getting a VERY simple one to
work. 

I can pick anything as long as I don't put it under a switch. I am
using the standard pick code. 

The pick code and the scene graph follow. Sorry that the scenegraph
even for a simple scene with one switch is a bit long. Just search for
the word "switch".

thanks, Kim.


pfNode *DoPick(Pick *P, long mousex,long mousey)
{
    long            pick_count = 0;
    static pfHit 	**ipicked[10];


    pfNodePickSetup(P->scene);
    pfuCalcNormalizedChanXY(&P->pickX, &P->pickY, *P->chan, mousex, mousey);

    printf("scene: %x %s\n", P->scene, pfGetNodeName(P->scene));
    if ((*P->chan != NULL) && (P->scene != NULL))
      pick_count = pfChanPick(*P->chan, P->traverse, P->pickX, P->pickY, 0.0f, ipicked);
    printf("pick: %d\n", pick_count);

    if (pick_count > 0)
    {	
	pfQueryHit(*ipicked[0], PFQHIT_NODE, &P->picked);
	pfQueryHit(*ipicked[0], PFQHIT_PATH, &P->path);
	MakePathString(P->pathname, P->path);
	pfNotify(PFNFY_INFO, PFNFY_PRINT, 
		"Picking.c - Picked path is:\n%s", P->pathname);
    }
    else 
        P->picked = NULL;

    return P->picked;
}

And this is my scenegraph. 

[0:0]pfScene pfId=1 0x184e1f80 {
    trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
    bsphere: ctr(-99.181572
[0:0]pfScene pfId=1 0x184e1f80 {
    trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
    bsphere: ctr(-99.181572, 100.000000, 13.005554) rad=3.801727
    Num Children: 2
  [1:0]pfGroup pfId=3 0x184ebd00 {
      trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
      bsphere: ctr(-99.181572, 100.000000, 13.005554) rad=3.801727
      Num Children: 1
    [2:0]pfGroup pfId=2 0x184e2000 {
        trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
        bsphere: ctr(-99.181572, 100.000000, 13.005554) rad=3.801727
        Num Children: 2
      [3:0]pfGroup pfId=7 0x184ec620 {
          path: /world0
          trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
          bsphere: ctr(0.000000, -400.000000, 0.000000) rad=-1.000000
          Num Children: 2
        [4:0]pfDCS pfId=8 0x184ec680 {
            path: /world0/Branch1
            trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
            bsphere: ctr(0.000000, -400.000000, 0.000000) rad=-1.000000
            Matrix: {1.000000 0.000000 0.000000 0.000000
            	     0.000000 1.000000 0.000000 0.000000
            	     0.000000 0.000000 1.000000 0.000000
            	     0.000000 -400.000000 0.000000 1.000000}
	    Max Scale: 1.000000
            Num Children: 0
        [4:0]} pfDCS 8 0x184ec680
        [4:1]pfDCS pfId=26 0x185419e0 {
            path: /world0/Branch3
            trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
            bsphere: ctr(-42.740002, -558.609985, 17.059999) rad=-10.000000
            Matrix: {10.000000 0.000000 0.000000 0.000000
            	     0.000000 10.000000 0.000000 0.000000
            	     0.000000 0.000000 10.000000 0.000000
            	     -42.740002 -558.609985 17.059999 1.000000}
	    Max Scale: 10.000000
            Num Children: 0
        [4:1]} pfDCS 26 0x185419e0
      [3:0]} pfGroup 7 0x184ec620
      [3:1]pfSwitch pfId=15 0x1851a470 {
          trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
          bsphere: ctr(-99.181572, 100.000000, 13.005554) rad=3.801727
          Num Children: 4
        [4:0]pfGroup pfId=16 0x1851a4e0 {
            path: /<Group 0>
            trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
            bsphere: ctr(-99.181572, 100.000000, 13.005554) rad=3.801727
            Num Children: 1
          [5:0]pfDCS pfId=23 0x1851ab20 {
              path: /<Group 0>/SemArt DCS
              trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
              bsphere: ctr(-99.181572, 100.000000, 13.005554) rad=3.801727
              Matrix: {5.000000 0.000000 0.000000 0.000000
              	     0.000000 5.000000 0.000000 0.000000
              	     0.000000 0.000000 5.000000 0.000000
              	     -99.181572 100.000000 13.005554 1.000000}
	    Max Scale: 5.000000
              Num Children: 1
            [6:0]pfGroup pfId=24 0x1851ac50 {
                path: /<Group 0>/SemArt DCS/SemArt: sphere3.bgf
                trav masks: cull=0xffffffff draw=0x1 isect=0xffffffff
                bsphere: ctr(0.000000, 0.000000, 0.000000) rad=0.760345
                Num Children: 1
              [7:0]pfGeode pfId=22 0x1851a880 {
                  trav masks: cull=0xffffffff draw=0x1 isect=0xffffffff
                  bsphere: ctr(0.000000, 0.000000, 0.000000) rad=0.760345
                  Num Children: 1
                [8:0] - pfGeoSet{
                    GeoSet: 0x1851adf0 {
                      Primitive: PFGS_QUADS, NON-INDEXED, pfPrims=3, glPrims=6, verts=12
                        Attribute Bindings:
                    	PFGS_COLOR4=PFGS_OFF  PFGS_NORMAL3=PFGS_PER_VERTEX  PFGS_TEXCOORD2=PFGS_OFF
                    } GeoSet: 0x1851adf0
                [8:0]} pfGeoSet
              [7:0]} pfGeode 22 0x1851a880
            [6:0]} pfGroup 24 0x1851ac50
          [5:0]} pfDCS 23 0x1851ab20
        [4:0]} pfGroup 16 0x1851a4e0
        [4:1]pfGroup pfId=17 0x1851a5d0 {
            path: /<Group 1>
            trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
            bsphere: ctr(0.000000, 0.000000, 0.000000) rad=-1.000000
            Num Children: 0
        [4:1]} pfGroup 17 0x1851a5d0
        [4:2]pfGroup pfId=18 0x1851a630 {
            path: /<Group 2>
            trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
            bsphere: ctr(0.000000, 0.000000, 0.000000) rad=-1.000000
            Num Children: 0
        [4:2]} pfGroup 18 0x1851a630
        [4:3]pfGroup pfId=19 0x1851a690 {
            path: /<Group 3>
            trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
            bsphere: ctr(0.000000, 0.000000, 0.000000) rad=-1.000000
            Num Children: 0
        [4:3]} pfGroup 19 0x1851a690
      [3:1]} pfSwitch 15 0x1851a470
    [2:0]} pfGroup 2 0x184e2000
  [1:0]} pfGroup 3 0x184ebd00
  [1:1]pfLightSource pfId=9 0x184ec800 {
      trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
      bsphere: ctr(0.000000, 0.000000, 0.000000) rad=-1.000000
      pfLight {
      }
  [1:1]} pfLightSource 9 0x184ec800
[0:0]} pfScene 1 0x184e1f80, 100.000000, 13.005554) rad=3.801727
    Num Children: 2
  [1:0]pfGroup pfId=3 0x184ebd00 {
      trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
      bsphere: ctr(-99.181572, 100.000000, 13.005554) rad=3.801727
      Num Children: 1
    [2:0]pfGroup pfId=2 0x184e2000 {
        trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
        bsphere: ctr(-99.181572, 100.000000, 13.005554) rad=3.801727
        Num Children: 2
      [3:0]pfGroup pfId=7 0x184ec620 {
          path: /world0
          trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
          bsphere: ctr(0.000000, -400.000000, 0.000000) rad=-1.000000
          Num Children: 2
        [4:0]pfDCS pfId=8 0x184ec680 {
            path: /world0/Branch1
            trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
            bsphere: ctr(0.000000, -400.000000, 0.000000) rad=-1.000000
            Matrix: {1.000000 0.000000 0.000000 0.000000
            	     0.000000 1.000000 0.000000 0.000000
            	     0.000000 0.000000 1.000000 0.000000
            	     0.000000 -400.000000 0.000000 1.000000}
	    Max Scale: 1.000000
            Num Children: 0
        [4:0]} pfDCS 8 0x184ec680
        [4:1]pfDCS pfId=26 0x185419e0 {
            path: /world0/Branch3
            trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
            bsphere: ctr(-42.740002, -558.609985, 17.059999) rad=-10.000000
            Matrix: {10.000000 0.000000 0.000000 0.000000
            	     0.000000 10.000000 0.000000 0.000000
            	     0.000000 0.000000 10.000000 0.000000
            	     -42.740002 -558.609985 17.059999 1.000000}
	    Max Scale: 10.000000
            Num Children: 0
        [4:1]} pfDCS 26 0x185419e0

// Here is my switch, why doesn't it pick this??

      [3:0]} pfGroup 7 0x184ec620
      [3:1]pfSwitch pfId=15 0x1851a470 {
          trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
          bsphere: ctr(-99.181572, 100.000000, 13.005554) rad=3.801727
          Num Children: 4
        [4:0]pfGroup pfId=16 0x1851a4e0 {
            path: /<Group 0>
            trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
            bsphere: ctr(-99.181572, 100.000000, 13.005554) rad=3.801727
            Num Children: 1
          [5:0]pfDCS pfId=23 0x1851ab20 {
              path: /<Group 0>/SemArt DCS
              trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
              bsphere: ctr(-99.181572, 100.000000, 13.005554) rad=3.801727
              Matrix: {5.000000 0.000000 0.000000 0.000000
              	     0.000000 5.000000 0.000000 0.000000
              	     0.000000 0.000000 5.000000 0.000000
              	     -99.181572 100.000000 13.005554 1.000000}
	    Max Scale: 5.000000
              Num Children: 1
            [6:0]pfGroup pfId=24 0x1851ac50 {
                path: /<Group 0>/SemArt DCS/SemArt: sphere3.bgf
                trav masks: cull=0xffffffff draw=0x1 isect=0xffffffff
                bsphere: ctr(0.000000, 0.000000, 0.000000) rad=0.760345
                Num Children: 1
              [7:0]pfGeode pfId=22 0x1851a880 {
                  trav masks: cull=0xffffffff draw=0x1 isect=0xffffffff
                  bsphere: ctr(0.000000, 0.000000, 0.000000) rad=0.760345
                  Num Children: 1
                [8:0] - pfGeoSet{
                    GeoSet: 0x1851adf0 {
                      Primitive: PFGS_QUADS, NON-INDEXED, pfPrims=3, glPrims=6, verts=12
                        Attribute Bindings:
                    	PFGS_COLOR4=PFGS_OFF  PFGS_NORMAL3=PFGS_PER_VERTEX  PFGS_TEXCOORD2=PFGS_OFF
                    } GeoSet: 0x1851adf0
                [8:0]} pfGeoSet
              [7:0]} pfGeode 22 0x1851a880
            [6:0]} pfGroup 24 0x1851ac50
          [5:0]} pfDCS 23 0x1851ab20
        [4:0]} pfGroup 16 0x1851a4e0
        [4:1]pfGroup pfId=17 0x1851a5d0 {
            path: /<Group 1>
            trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
            bsphere: ctr(0.000000, 0.000000, 0.000000) rad=-1.000000
            Num Children: 0
        [4:1]} pfGroup 17 0x1851a5d0
        [4:2]pfGroup pfId=18 0x1851a630 {
            path: /<Group 2>
            trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
            bsphere: ctr(0.000000, 0.000000, 0.000000) rad=-1.000000
            Num Children: 0
        [4:2]} pfGroup 18 0x1851a630
        [4:3]pfGroup pfId=19 0x1851a690 {
            path: /<Group 3>
            trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
            bsphere: ctr(0.000000, 0.000000, 0.000000) rad=-1.000000
            Num Children: 0
        [4:3]} pfGroup 19 0x1851a690
      [3:1]} pfSwitch 15 0x1851a470
    [2:0]} pfGroup 2 0x184e2000
  [1:0]} pfGroup 3 0x184ebd00
  [1:1]pfLightSource pfId=9 0x184ec800 {
      trav masks: cull=0xffffffff draw=0xffffffff isect=0xffffffff
      bsphere: ctr(0.000000, 0.000000, 0.000000) rad=-1.000000
      pfLight {
      }
  [1:1]} pfLightSource 9 0x184ec800
[0:0]} pfScene 1 0x184e1f80


From guest  Mon Oct 30 00:09:02 1995
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From: "Simon Hayhurst" <simon@nirvana.neu.sgi.com>
Message-Id: <9510300904.ZM21485@nirvana.neu.sgi.com>
Date: Mon, 30 Oct 1995 09:04:39 +0100
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To: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Roy,


Commercially I came across this small company at SigGraph. They have a large
range of models, cost around $400 per volume of around 400 models. The sample
catalogue I have contains lots of household stuff.

	Company 3NAME3D
	Product Cyberprops
	Contact   US Freephone (no good to us outsiders ;-) 1-800-993-4621
		 Fax : +1-310-314-2181
		 E-mail : info@ywd.com

Simon

-- 
--------------------------------------------------------------------------------
Simon Hayhurst                                 Phone (41)-38-433733
Supercomputing Technology Centre               Fax   (41)-38-433905
Core Technology Group			       Voice Mail 5-7269
SGI, Cortaillod, Switzerland                   Internet simon @ neu.sgi.com
--------------------------------------------------------------------------------


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From: william_marinelli@ntsc.navy.mil
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Message-Id: <9509308150.AA815074562@CCMAIL.NTSC.NAVY.MIL>
To: info-performer@sgi.sgi.com
Subject: SGI Periodic Table question
Status: O

     
     This is almost but not quite on topic.
     
     On the SGI periodic table there are three entries, for example for an 
     Indy:
     
     
     61 SPECIp92
     84.9 SPECint92
     75.4 AIM
     
     what do these mean???



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From: "Seth A Rosenblum" <sethr@oneida.partech.com>
Message-Id: <9510301024.ZM13363@oneida.partech.com>
Date: Mon, 30 Oct 1995 10:24:45 -0500
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To: info-performer@sgi.sgi.com
Subject: Drawing
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Is there a way to draw something in a window using performer or do you have to
use OpenGL to do this?  An example might be if I am translating the
enterprise.flt model and I want to flash "USS ENTERPRISE" in the same window.
 If I have to use OpenGL, are there any problems in using performer and OpenGL
at the same time?

				Seth A. Rosenblum


From guest  Mon Oct 30 12:13:39 1995
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To: dochi@chopin.kist.re.kr (Lae-Huun Kim)
Cc: info-performer@sgi.sgi.com
Subject: Re: Q : Performer 2.0 
In-Reply-To: Your message of "Tue, 31 Oct 95 16:34:36 +0900."
             <199510310734.QAA27529@chopin.kist.re.kr> 
Date: Mon, 30 Oct 95 12:10:18 -0800
From: Jim Helman <jimh@surreal>
Status: O

Performer 2.0 has built-in support for video texturing.
You can do the same thing in 1.2, but have to invoke GL
yourself in DRAW callbacks.

IIt's too late for 2.0 beta testing, but if your need is
urgent, send email to performer-beta@crusty.asd.sgi.com.

rgds,

-jim helman

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



From guest  Mon Oct 30 12:17:25 1995
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To: "Seth A Rosenblum" <sethr@oneida.partech.com>
Cc: info-performer@sgi.sgi.com
Subject: Re: Drawing 
In-Reply-To: Your message of "Mon, 30 Oct 95 10:24:45 EST."
             <9510301024.ZM13363@oneida.partech.com> 
Date: Mon, 30 Oct 95 12:14:26 -0800
From: Jim Helman <jimh@surreal>
Status: O


You can always make your own rendering calls directly to GL
(either IRIS GL or OpenGL depending on which one you're running
Performer with.  The important thing is to isolate these calls
into DRAW callbacks either on a node or a channel for proper
multiprocessing and graphics context handdling.

Performer 1.2 is IRIS GL-only.  Perrformer 2.0 let's you choose
either IRIS GL or OpenGL.

-jim



From guest  Mon Oct 30 15:06:07 1995
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From: David Luebke <luebke@cs.unc.edu>
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Subject: pfPortals portal-based culling for 1.2 (free)
To: info-performer@sgi.sgi.com (Performer-help mailing list)
Date: Mon, 30 Oct 1995 18:01:18 -0500 (EST)
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Status: O

Hello,

This is to announce the release of the pfPortals visibility software for
Performer 1.2. PfPortals is a FREE public domain library which provides
portal-based culling in Performer applications. The package can be downloaded
via anonymous ftp at:
    ftp.cs.unc.edu:/pub/users/luebke/pfPortals.tar.Z
or over the World Wide Web at:
    http://www.cs.unc.edu/~luebke/pfPortals/visibility.html.
Documentation is provided in html and postscript form. Here is an extract
from the introduction:

------

The library consists of a number of CULL and DRAW callbacks which are
attached to nodes in the Performer scene graph, and an interface for
controlling the behavior of those callbacks. The pfPortals library was
developed by David Luebke at the University of North Carolina during
the 1995 Spring semester. 

The portal-based culling approach attempts to improve rendering performance
for large models by culling away portions of the model which are completely
occluded. It works best in scenarios such as architectural walkthroughs,
where most of the model is typically hidden from the viewer by walls,
floors and ceilings.  Portal-based culling subdivides the model into 
cells and portals. A cell is a polyhedral volume of space; a portal is
a transparent 2D region upon a cell boundary that connects adjacent cells.
Cells can only "see" other cells through the portals. In an architectural
model, the cell boundaries should follow the walls and partitions, so that
cells roughly correspond to the rooms of the building. The portals likewise
correspond to the doors and windows through which neighboring rooms can
view each other. 

The pfPortals library implements the portal-based culling scheme described
in Portals and Mirrors: Simple, Fast Evaluation of Potentially Visible
Sets, by David Luebke and Chris Georges, in the Proceedings of the 1995
Symposium on Interactive 3-D Graphics (April 1995; ACM Press). Briefly,
this algorithm determines what cell contains the viewer, and what portals
of that cell are visible to the viewer. Next the code recursively determines
what portals of adjacent cells are visible through the portals already
determined to be visible. This approach accumulates a list of visible 
cells without considering portions of the model far removed from the
visible set.

--Copyright--

The pfPortals library is a public domain software package and may be freely
used, modified, and distributed, provided certain conditions are met. The
following copyright appears in the source code and applies to this
documentation as well: 


/***************************************************************************\

  Copyright 1995 The University of North Carolina at Chapel Hill.
  All Rights Reserved.

  Permission to use, copy, modify and distribute this software and its
  documentation without fee, and without a written agreement, is
  hereby granted, provided that the above copyright notice and the
  complete text of this comment appear in all copies, and provided that
  the University of North Carolina and the original authors are
  credited in any publications arising from the use of this software.

  IN NO EVENT SHALL THE UNIVERSITY OF NORTH CAROLINA AT CHAPEL HILL 
  OR THE AUTHOR OF THIS SOFTWARE BE LIABLE TO ANY PARTY FOR DIRECT,
  INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, INCLUDING
  LOST PROFITS, ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS
  DOCUMENTATION, EVEN IF THE UNIVERSITY OF NORTH CAROLINA AND/OR THE
  AUTHOR OF THIS SOFTWARE HAVE BEEN ADVISED OF THE POSSIBILITY OF 
  SUCH DAMAGES.

  The author of the pfPortals1.2 software library may be contacted at:

  US Mail:             David Patrick Luebke
                       Department of Computer Science
                       Sitterson Hall, CB #3175
                       University of N. Carolina
                       Chapel Hill, NC 27599-3175

  Phone:               (919)962-1825

  EMail:               luebke@cs.unc.edu

\*****************************************************************************/

Enjoy! 

Dave
--
David Luebke
luebke@cs.unc.edu


From guest  Mon Oct 30 15:05:56 1995
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From: aschaffe (Allan Schaffer)
Message-Id: <9510301501.ZM5687@holodeck.asd.sgi.com>
Date: Mon, 30 Oct 1995 15:01:42 -0800
In-Reply-To: william_marinelli@ntsc.navy.mil
        "SGI Periodic Table question" (Oct 30,  9:31am)
References: <9509308150.AA815074562@CCMAIL.NTSC.NAVY.MIL>
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To: william_marinelli@ntsc.navy.mil, info-performer@sgi.sgi.com
Subject: Re: SGI Periodic Table question
Mime-Version: 1.0
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Status: O

On Oct 30,  9:31am, william_marinelli@ntsc.navy.mil wrote:
>      
>      This is almost but not quite on topic.
>      
>      On the SGI periodic table there are three entries, for example for an 
>      Indy:
>      
>      61 SPECIp92
>      84.9 SPECint92
>      75.4 AIM
>      
>      what do these mean???

SPECfp and SPECint are to two sets of standardized benchmark suites
which measure CPU speed.  Fp and int refer to floating point and
integer operations, respectively.  The '92' is the year the
particular benchmark was standardized.  (analogous to "fortran 77")

I'm not familiar with AIM but I imagine it is another CPU benchmark
suite..

Allan

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


From guest  Mon Oct 30 17:28:13 1995
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From: "Michael Jones" <mtj@babar>
Message-Id: <9510301724.ZM14346@babar.asd.sgi.com>
Date: Mon, 30 Oct 1995 17:24:20 -0800
In-Reply-To: David Luebke <luebke@cs.unc.edu>
        "pfPortals portal-based culling for 1.2 (free)" (Oct 30,  6:01pm)
References: <199510302301.SAA00815@monet.cs.unc.edu>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: David Luebke <luebke@cs.unc.edu>,
        info-performer@sgi.sgi.com (Performer-help mailing list)
Subject: Re: pfPortals portal-based culling for 1.2 (free)
Mime-Version: 1.0
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Status: O

This is really excellent work. Those who attended the Friends of
Performer gathering at SIGGRAPH may have seen this code in action.
It's good to see this added to the Performer developer's bag of
tricks. Also, I have seen this running on machines smaller than
the RealityEngine, and it works well in that context too.

Don't miss this. It's a deal at twice the price!

Michael Jones

-- 

Be seeing you,      Phone:415.933.1455  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  Mon Oct 30 20:35:11 1995
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From: David Luebke <luebke@cs.unc.edu>
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Message-Id: <199510310432.XAA01546@monet.cs.unc.edu>
Subject: pfPortals -- oops.
To: info-performer@sgi.sgi.com (Performer-help mailing list)
Date: Mon, 30 Oct 1995 23:32:50 -0500 (EST)
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Status: O

Oops, I listed the wrong URL for the pfPortals library. The correct URL is:
    http://www.cs.unc.edu/~luebke/visibility.html
which isn't quite what I just announced. Sorry about that,

David
--
David Luebke
luebke@cs.unc.edu


From guest  Mon Oct 30 00:36:52 1995
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Date: Tue, 31 Oct 1995 16:34:36 +0900
From: dochi@chopin.kist.re.kr (Lae-Huun Kim)
Message-Id: <199510310734.QAA27529@chopin.kist.re.kr>
To: info-performer@sgi.sgi.com
Subject: Q : Performer 2.0
Status: O

Hi,

My name is Lae Hyun Kim.
I want to know when performer v2.o will be released and whether I can use beta version.
Also, I would like to know that performer v2.0 support vodeo mapping.
Please, let me know that.

Thank you in advance,
Kim.


From guest  Mon Oct 30 20:27:57 1995
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From: " Vincent Oh" <vincentoh@sgisgp.singapore.sgi.com>
Message-Id: <9510311232.ZM17142@sgisgp.singapore.sgi.com>
Date: Tue, 31 Oct 1995 12:32:04 +0000
In-Reply-To: william_marinelli@ntsc.navy.mil
        "SGI Periodic Table question" (Oct 30,  9:31am)
References: <9509308150.AA815074562@CCMAIL.NTSC.NAVY.MIL>
X-Mailer: Z-Mail-SGI (3.0S.1026 26oct93 MediaMail)
To: william_marinelli@ntsc.navy.mil
Subject: Re: SGI Periodic Table question
Cc: info-performer@sgi.sgi.com
Content-Type: text/plain; charset=us-ascii
Mime-Version: 1.0
Status: O

On Oct 30,  9:31am, william_marinelli@ntsc.navy.mil wrote:
> Subject: SGI Periodic Table question
>
>      This is almost but not quite on topic.
>
>      On the SGI periodic table there are three entries, for example for an
>      Indy:
>
>
>      61 SPECIp92
>      84.9 SPECint92
>      75.4 AIM
>
>      what do these mean???
>
>-- End of excerpt from william_marinelli@ntsc.navy.mil


AIM is an independent benchmark (like SPEC) that tests the overall performance
of a system, rather than just the CPU (as in SPEC). It is a better form of
benchmarking since it tests the entire system from the CPU, the system bus,
memory access, disk io, compilers upto the operating system. Real applications
uses all of these components and not just the CPU. However, if the application
is very CPU intensive then one would probably pay more attention to the SPEC
numbers. However, this does not take into account the fact that some of these
applications may have data swapping in and out of disk.

There are various suites of the benchmark:

AIM System Benchmark Suite-III
AIM Workstation Benchmark Suite-VI
AIM MultiUser Benchmark Suite-VII
AIM Independent Resource Benchmark Suite-IX

For example, the AIM Workstation Benchmark Suite-VI is a multi-threaded
benchmark that tests workstations under different application loads. It is a
set of 49 tests designed to apply specific application loads to a system
dedicated, typically, to single user workstation applications, and to measure
the systems multitasking performance.

Hope this helps.


Vincent




-- 
Vincent Oh
Senior Systems Engineer
Technical Marketing
Silicon Graphics Pte Ltd
ASEAN Headquarters
89 Science Park Drive #03-02 to 06
The Rutherford
Singapore 118261
e-mail 	: vincentoh@singapore.sgi.com
v-mail  : 57576
tel	: (065) 777 3088
fax	: (065) 779 3650
      _______   _______   ________
     / ____//  / ____//  /__  __//
    / //____  / //____	   / //
   /____  // / ///_ //    / //
  _____/ // / //_/ //  __/ //__
 /______// /______//  /______//      /////
                                      @ @
----------------------------------oOO-(_)-OOo------------------------------
                                     /|||\                            



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        "Textures" (Oct 31,  5:23pm)
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To: bmcquear@dw3f.ess.harris.com, info-performer@sgi.sgi.com
Subject: Re: Textures
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Status: O

On the memory usage front:

I've noticed that when loading flight format files into performer 2.0 on
High IMPACT + TRAM option the Iris GL implementation seems to use 8 bits
per component but the Open GL implementation uses 4 bits per component
(eye balling). 5 bits per component internal on ONYX would use less
memory, it depends what your loader is doing.
Also a mipmapped minifacation filter would use more texture memory than
one without mipmaps, although possibly a smidgen less than you are seeing.
Could this be some minification filter default issue?

Just a couple of wild guesses.

Rgds,
Angus.

On Oct 31,  5:23pm, bmcquear@dw3f.ess.harris.com wrote:
> Subject: Textures
>
> Hi,
>
> We recently accquired an Impact (High AA Impact / TRAM Option Card) and
> are trying to run an application that previously ran on an Onyx, and
> Indigo 2 Extreme.
>
> Our application is implemeted in Performer 2.0, but linked with Iris GL
> (temporarily). The problem is that I'm trying to read in a large
> textured database (dwb format), and the texture is not being loaded in.
> One strange thing is that I can telnet to the Impact from an Indy, run
> the application, and all the textures are loaded and displayed.
>
> I also tried to load the application with perfly on the Impact, but
> again the textures were not displayed. The output from notify indicates
> that the total texture use goes above 100% of the RM (for example
> "Total Texture Use = 137 % of 4 MB Raster Manager" ).
>
> Any ideas or explanations would be greatly appreciated.
>
> Thanks,
> Bruce McQueary
>
>
>-- End of excerpt from bmcquear@dw3f.ess.harris.com


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


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Date: Tue, 31 Oct 95 17:19:21 EST
From: "Beaver, Jim" <beaver_jim@smtpgwy.si.com>
Message-Id: <9509318151.AA815178188@smtpgwy.si.com>
To: info-performer@sgi.sgi.com
Subject: Motif popup menus in Performer
Status: O

     Hello,
       I'm attempting to convert the window and input management of my 
     Performer application from GL to X. I've kind of reached a point where 
     I'm stumped trying to convert my GL popup window functions to X. I'm 
     trying to use Motif XmCreatePopupMenu with XtManageChild and 
     XtAddCallback because it seemed the most straightforward way to 
     accomplish this (based on my limited knowledge, so far, of X and 
     Motif). I haven't had much luck. There seems to be an inherent 
     conflict between this method and Performer. For example, the 
     XtAddEventHandler and XtAddCallback functions needed to attach some 
     action to a menu button push don't seem to work without XtAppMainLoop 
     which seems to take control of the program away from Performer. I can 
     get the popup menu to come up using pfuMouse events and XtManageChild 
     but I'm stuck as to getting the individual menu buttons to do 
     something. Does any kind soul out there know what I can do about this? 
     Or do I have to use the pfuGUI routines to create my own popup menu 
     from scratch?
     
                                        Thanks
     
                                        Jim Beaver
                                        Smiths Industries DSNA
                                        Grand Rapids, MI
                                        beaver_jim@si.com



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From: bmcquear@dw3f.ess.harris.com
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To: info-performer@sgi.sgi.com
Cc: bmcquear@dw3f.ess.harris.com
Subject: Textures 
Date: Tue, 31 Oct 95 17:23:51 -0500
X-Mts: smtp
Status: O


Hi,

We recently accquired an Impact (High AA Impact / TRAM Option Card) and
are trying to run an application that previously ran on an Onyx, and
Indigo 2 Extreme. 

Our application is implemeted in Performer 2.0, but linked with Iris GL
(temporarily). The problem is that I'm trying to read in a large
textured database (dwb format), and the texture is not being loaded in.
One strange thing is that I can telnet to the Impact from an Indy, run
the application, and all the textures are loaded and displayed. 

I also tried to load the application with perfly on the Impact, but
again the textures were not displayed. The output from notify indicates
that the total texture use goes above 100% of the RM (for example
"Total Texture Use = 137 % of 4 MB Raster Manager" ). 

Any ideas or explanations would be greatly appreciated.

Thanks,
Bruce McQueary



