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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9602011053.ZM5026@bitch.reading.sgi.com>
Date: Thu, 1 Feb 1996 10:53:01 +0100
In-Reply-To: dpugmire@real.cs.utah.edu (David Pugmire)
        "MultiGen Animation Sequences" (Jan 31,  7:42pm)
References: <199602010242.TAA04623@real.cs.utah.edu>
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To: dpugmire@real.cs.utah.edu (David Pugmire), info-performer@sgi.sgi.com
Subject: Re: MultiGen Animation Sequences
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Hi,

This works for me without adding any code.
I set the animation flag in the MultiGen group and the 14.2 loader in
performer 2.0 creates a pfSequence which cycles through the MultiGen
objects below the group.

You can preview this in MultiGen by selecting the group and choosing
'animate' from the DBL menu.

Perhaps you need MG objects below the MG group?

Rgds,
Angus.

On Jan 31,  7:42pm, David Pugmire wrote:
> Subject: MultiGen Animation Sequences
>
>
>  Hi,
>
>  Any code snipets out there for doing an animation with MultiGen ?
> In MG you set an animation flag in the group bead, and all it's
> children are treated as a single frame in the animation.
>
>  thanks,
>
>  dp.
>
>-- End of excerpt from David Pugmire



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


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From: "Daniel Jia" <giraffe.asd.sgi.com!sgi.sgi.com!uunet.uu.net!ds9!cagiva!xilin>
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unsubscribe djia@cambridge.com

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



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unsubscribe please me.

    Thanks.
_________________________________________________________________________________

  _/_/_/_/      _/      _/_/_/_/      _/           Juan R. "Yuri" Saenz-Diez
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unsubsribe srg93001@uconnvm.uconn.edu


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test


From guest  Thu Feb  1 10:21:36 1996
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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9602011017.ZM23744@lee.electrogig.com>
Date: Thu, 1 Feb 1996 10:17:54 -0800
In-Reply-To: jrohlf@tubes.asd.sgi.com (John Rohlf)
        "Re: pfMergeBuffer, uswsetlock, and usunsetlock" (Jan 31, 10:03am)
References: <199601311803.KAA00663@tubes.asd.sgi.com>
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To: guest (Anita Kishore)
Subject: Re: pfMergeBuffer, uswsetlock, and usunsetlock
Cc: info-performer@sgi.sgi.com
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Status: O

Hello everyone:

	What a nice morning. Things DO seem to be working for me today.
What jrohlf says makes sense. The performer processes seem to be entering
the dead-lock situation - which I am glad I found that it can be prevented
by using uscsetlock() instead of uswsetlock().

-anita


On Jan 31, 10:03am, John Rohlf wrote:
> Subject: Re: pfMergeBuffer, uswsetlock, and usunsetlock
> >
> > --
> > --PART-BOUNDARY=.19601301642.ZM6778.electrogig.com
> > Content-Type: text/plain; charset=us-ascii
> >
> > Has anyone tried to use IRIX IPC lock and unlock along with the DBASE
process?
> > My DBASE process hangs at pfMergeBuffer() if the APP and DBASE, both are
> > using locks asynchronously. Runs fine if I don't let either one of the
> > processes
> > use lock/unlock. I have attached a small program which illustrates this.
> >
> > Is this a bug with pfMergeBuffer() or am I not using IPC calls correctly?
> >
> >
> > 	while (i++ <= 50)
> >         {
> >                 pfSync();
> >
> > 		// remove the commented lock and unlock below to see the
results
> > 		//lock();
> > 		//unlock();
> >
> >                 pfFrame();
> >         }
> >         pfExit();
> >
> > }
> >
> > void pageDBase(void *data)
> > {
> >         static int i = 0;
> >         static pfBuffer *buf = NULL;
> >         pfGroup *grp;
> >
> >     if ( i==15 )
> >     {
> >         printf("Inserting nodes\n");
> >
> >         if (buf == NULL)
> >         {
> >             buf = pfNewBuffer();
> >             pfSelectBuffer(buf);
> >         }
> >
> > 	lock();
> >
> > 	//grp = (pfGroup
*)pfdLoadFile("/disk4/people/kishore/performer/data/globeAnim.iv");
> > 	grp = (pfGroup *)pfdLoadFile("globe.iv");
> >         pfBufferAddChild(*scene, grp);
> >         pfMergeBuffer();
> >
> > 	unlock();
> >     }
>
>
> 	This is a classic deadly embrace - in pfMergeBuffer() the DBASE
> blocks until the APP releases it. If the DBASE has theLock then
> the APP can't get it to call pfFrame and the DBASE can't release theLock
> since it is waiting for the APP to unblock it.
>
>
>
>-- End of excerpt from John Rohlf




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Thanks.

-- 
________________________________________________________________
Marc Abela, B.Ing. 			Research Assistant
abela@astro.sp-agency.ca		Canadian Space Agency
http://astro.sp-agency.ca/people/abela	Canadian Astronaut Program

Phone:  1-514-926-4729
Fax.:   1-514-926-4707


From guest  Thu Feb  1 11:03:51 1996
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From: mdrp@swabiman.ernet.in
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Apparently-To: info-performer@sgi.sgi.com
Status: O

Hi,
We are about to buy Onyx with Performer,C++ and Motif for VR applications.  
What  are  the other tools I need to buy, to fasten the S/W development
(with performer) process,to get Real time performance and to get sterio view. 
Are there any debuggers I need to buy along with performer?
Also I want to know whether 'clear case config management tool' will be
useful , if I want to develop Performer applications.
Are there any other complimentary s/w's available to fasten Performer
development?

Thanks in advance.
   Prasad



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From: Dave Russell <drussell@vsl.ist.ucf.edu>
X-Mailer: Mozilla 2.0b5 (X11; I; IRIX 5.3 IP22)
Mime-Version: 1.0
To: John Rohlf <jrohlf@tubes>
Cc: info-performer@sgi.sgi.com
Subject: Re: pfBuffer
References: <199601312002.MAA00885@tubes.asd.sgi.com>
Content-Type: text/plain; charset=us-ascii
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Status: O

John Rohlf wrote:
> 
>         A bug in 2.0 requires you to create parents before children
> in the DBASE task. Death in pfGroup::nb_clean() is symptomatic of
> this problem.

I was aware of this bug, but I don't _think_ that this is my problem; unless,
of course, the structure returned by pfdLoadFile is susceptible to this bug.
In my code all that I do is set up a pfBuffer, call the loader and then
attach the structure returned by the loader to the scene with a pfbufferAddChild.
When I call pfBuffer::merge(), the forked process just stops and never returns
(not to mention the model never appears in the scene).

Unfortunately, this does not seem to be my only problem.  In other code that
I've been trying to develop, I never call the loader, and I'm certain that my
code creates the tree from the top down.  Here, unfortunately, the crash does 
not occur when I call merge, but rather when I call pfbufferAddChild.

I've been playing with this for a day or so, but I just haven't figured out
what the problem is.  I guess the next step is to see if the code that dies in
the addchild works on the machine that still has the beta installed.  I don't
know what that will mean, but I'm still not sure what to try next.

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


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From: "Bruce Cameron" <bmc@shadow.mayo.EDU>
Message-Id: <9602011538.ZM8375@shadow.mayo.edu>
Date: Thu, 1 Feb 1996 15:38:46 -0600
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To: info-performer@sgi.sgi.com
Subject: pfiv1.6 & Inventor2.1
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Status: O

I'm getting loader errors when trying to compile with performer 1.2,
pfiv1.6 and Inventor 2.1.

The errors:

DCC -g -I..  -I/usr/src/Performer/include  -mips2 -woff 3262 -o CasC.DBG
cascCmd.o  cascCritical.o  cascCull.o  cascDraw.o  cascEnv.o  cascFunc.o
 cascInit.o  cascIsect.o  cascKbd.o  cascMath.o  cascNonCritical.o  cascMain.o
-L/usr/src/Performer/lib  -lpfsgi  -lpfiv  -lpfdu  -lpfdwb  -lpfflt  -lpfutil
 -lpf  -lpr  -lInventor -lmpc -limage -lfm_s -lX11 -lXext -lgl_s -lm -lfpe -lC
ld:
Unresolved:
SoGroup::readInstance(SoInput*)
SoGroup::copy(int) const
SoSFLong::setValue(long)
SoAction::getPathCode(int&,const int*&)
SoState::push(void)
SoLongElement::set(int,SoState*,SoNode*,long)

System Info: Onyx/RE2, Irix 5.3

Is there a way to get pfiv1.6 and Inventor2.1 to coexist peacefully, or
will I have to downgrade to Inventor2.0/upgrade to Performer2.0?

Thanks in advance.

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



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From: "Ron Muscat" <ron@melbourne.sgi.com>
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Date: Fri, 2 Feb 1996 08:52:05 -0500
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Please Unsubscribe Me

   Thanks

-- 
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
Ron Muscat                        | Phone:      +61 3 9882 8211
Silicon Graphics Computer Systems | Fax:        +61 3 9882 8030
Suite 2                           | Mail Stop:  IAS346
357 Camberwell Rd                 | Voice mail: 58297
Camberwell, Victoria              | Email:      ron@melbourne.sgi.com
Australia  3124                   | Web:        http://www.sgi.com.au
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
    I wasn't there!    I didn't do it!       |^^^^|
    Nobody saw me!     You can't prove it!   |O..O|  - Bart Simpson -
-------------------------------------------oo------oo----------------


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Date: Thu, 1 Feb 1996 16:23:55 -0800
From: aschaffe (Allan Schaffer)
Message-Id: <199602020023.QAA10088@holodeck.asd.sgi.com>
To: info-performer@sgi.sgi.com
Subject: HOW TO UNSUBSCRIBE
Status: O


Folks, please use info-performer-request@sgi.com for subscribe &
unsubscribe requests.  When you send these requests to the main
address, they go to the entire (800 person) distribution.

Also, info-performer-request@sgi.com is not automated.  One message
or a hundred, your request is not seen until the queue is manually
checked.  Usually daily, but sometimes..

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


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From: "Chris Hondl" <chondl@wintermute.rocketsci.com>
Message-Id: <9602011306.ZM15202@wintermute.rocketsci.com>
Date: Thu, 1 Feb 1996 13:06:10 -0800
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Subject: 3ds loader question
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Status: O


So it would appear that the 3ds file loader does not support normal import.
 How can I get 3ds files into Performer and keep normal assignments performed
in 3d Studio?  How would I go about extending the file loader to support normal
import?


Chris Hondl




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Date: Thu, 1 Feb 1996 16:17:23 -0800
From: watsen@coryphaeus.com (Kent Watsen)
Message-Id: <9602011617.ZM152@smorgum.coryphaeus.com>
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To: info-performer@sgi.sgi.com
Subject: Polling for Expose events.
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Status: O



I have a xmDrawingAreaWidgetClass widget which I wish to have Performer
render into.  I am able to do this in both Performer 1.2 and 2.0 by
passing its window id through shared memory to the pipe's configuration
callback which attaches it to the pipe.  The attachment is made with
pfInitGLXGfx in pf1.2 and with pfPWinWSWindow in pf2.0.  Everything works
fine accept that I'm not getting all the expose events back on the client
side of the gui interface, for either pf version.  In fact, expose events
are only generated when the window is sized larger, but not when I move it
out from under another window.

I know that I'm polling for the events correctly as they are generated
up until Performer starts to render into the window.

I added expose events to the glwidget in /usr/share/Performer/src/pguide/
libpf/C++/motif.C and successfully captured all the expose events.  However,
this example uses the glxMDrawWidgetClass widget which I do not have the
luxury to use because I'm being passed the window's id and also because
I must remain Performer 1.2 compatable.

Anybody?

             ___________________________________________
             -------------------------------------------
             ||  ||  ||      Kent Watsen      ||  ||  ||
             ||  ||  ||  Coryphaeus Software  ||  ||  ||
             ||  ||  ||   408.395.4537 x223   ||  ||  ||
             ||  ||  || watsen@coryphaeus.com ||  ||  ||
            /-------------------------------------------\
-------------------------------------------------------------------------




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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9602010957.ZM23670@lee.electrogig.com>
Date: Thu, 1 Feb 1996 09:57:49 -0800
In-Reply-To: "Catherine E. Blanco" <cblanco@world.nad.northrop.com>
        "pfPipeSwapFunc question" (Jan 31,  9:09am)
References: <Pine.SUN.3.91.960131090710.9980A-100000@world.nad.northrop.com>
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To: "Catherine E. Blanco" <cblanco@world.nad.northrop.com>,
        info-performer@sgi.sgi.com
Subject: Re: pfPipeSwapFunc question
Mime-Version: 1.0
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Status: O

My bufferSwap function is quite simple. It just calls swapbuffer()
after a certain flag is set by the DRAW process. You register this callback
in the APP using pfPipeSwapFunc(p, bufferSwap). You can also control the
frequency of swapping buffers through swapinterval() called in the pipe window
configuration callback (though this approach didn't quite sync up my
actions, so I resorted to the first method of using a flag).

Hope this helps
-anita

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


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From: "Angus Henderson" <angus@death.reading.sgi.com>
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Date: Thu, 2 Feb 1995 08:29:25 +0000
In-Reply-To: dpugmire@real.cs.utah.edu (David Pugmire)
        "Re: MultiGen Animation Sequences" (Feb  1, 12:39pm)
References: <199602010242.TAA04623@real.cs.utah.edu> 
	<9506212055.ZM19232@death.reading.sgi.com> 
	<199602011939.MAA26304@real.cs.utah.edu>
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To: dpugmire@real.cs.utah.edu (David Pugmire)
Subject: Re: MultiGen Animation Sequences
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Heres some stuff on MultiGen & pfSequences.

FIrst of all the MultiGen loader I use gets the pfSequences wrong. The Sequence
time is broken making the sequence glitch - everyone out there thinks it was me
who dropped an image from the fire movie loop but it was MultiGen - j'accuse.
So I set them all to animate correctly by searching my scene tree for all
sequences, and fix them ...

	...this code is rather different in 2.0 becuse they've done something
very abstract with all the types... ( this is the 1.2 version )



void
setSequences(pfNode *node)
{
    long type, i;
    long nc;
    pfNode *child;

    type = pfGetType(node);

    if(type == PFTYPE_SEQUENCE)
    {
	pfSeqTime((pfSequence*)node, -1, 1.0 / pfGetFrameRate());
    }
    else if(type & PFCLASS_GROUP)
    {
    	for(i = 0; i < (nc = pfGetNumChildren(node)); i++)
	{
           child = pfGetChild(node, i);
           setSequences(child);
	}
    }
}



Them to manage Sequences more tightly ( not to just let them cycle for ever )



Heres a code fragment...
	...I load up a model with a node called "E_r_exh" for the right reheat
pipe of an aircraft - it's an animation group bead with about 40 children
representing a nozzle winding up to full reheat...

	...you can not get away without reading most of the pfSequence man page
I am afraid...

	...then I initialise it once....

   if(vehicle[i].vseq[0]  = (pfSequence*)pfFindSeq("E_r_exh"))
    {
        int nc, j;

        nc = pfGetNumChildren((pfGroup*)vehicle[i].vseq[0]);
        printf("Found right exhaust with %d children\n", nc);
        pfSeqTime(vehicle[i].vseq[0], -1, 1.0 / pfGetFrameRate());
        pfSeqInterval(vehicle[i].vseq[0], PFSEQ_CYCLE, 0, nc - 1);
        pfSeqDuration(vehicle[i].vseq[0], 1.0, -1);
    }

	...then in the main loop I set the range of children over which I want
to animate for a particular thrust level...

   switch(engineState[i])
    {
        case DRY:
            pfSeqInterval(vehicle[i].vseq[0], PFSEQ_CYCLE, 0, 0);
            pfSeqInterval(vehicle[i].vseq[1], PFSEQ_CYCLE, 0, 0);
            break;

        case LIGHT_UP:
            pfSeqInterval(vehicle[i].vseq[0], PFSEQ_CYCLE, 0, 11);
            pfSeqInterval(vehicle[i].vseq[1], PFSEQ_CYCLE, 0, 11);
            if( pfGetSeqFrame(vehicle[i].vseq[0], &repeat) == 11 )
                engineState[i] = MAX_CRUISE;
            break;

        case MAX_CRUISE:
            pfSeqInterval(vehicle[i].vseq[0], PFSEQ_CYCLE, 11, 16);
            pfSeqInterval(vehicle[i].vseq[1], PFSEQ_CYCLE, 11, 16);
            break;

        case COMBAT_ON:
            frame = pfGetSeqFrame(vehicle[i].vseq[0], &repeat);
            pfSeqInterval(vehicle[i].vseq[0], PFSEQ_CYCLE, frame, 35);
            pfSeqInterval(vehicle[i].vseq[1], PFSEQ_CYCLE, frame, 35);
            if( pfGetSeqFrame(vehicle[i].vseq[0], &repeat) == 35 )
                engineState[i] = MAX_COMBAT;
            break;

        case MAX_COMBAT:
            pfSeqInterval(vehicle[i].vseq[0], PFSEQ_CYCLE, 35, 41);
            pfSeqInterval(vehicle[i].vseq[1], PFSEQ_CYCLE, 35, 41);
            break;

        case COMBAT_OFF:
            frame = pfGetSeqFrame(vehicle[i].vseq[0], &repeat);
            pfSeqInterval(vehicle[i].vseq[0], PFSEQ_CYCLE, frame, 11);
            pfSeqInterval(vehicle[i].vseq[1], PFSEQ_CYCLE, frame, 11);
            if( pfGetSeqFrame(vehicle[i].vseq[0], &repeat) == 11 )
                engineState[i] = MAX_CRUISE;
            break;

        case BURN_OFF:
            frame = pfGetSeqFrame(vehicle[i].vseq[0], &repeat);
            pfSeqInterval(vehicle[i].vseq[0], PFSEQ_CYCLE, frame, 0);
            pfSeqInterval(vehicle[i].vseq[1], PFSEQ_CYCLE, frame, 0);
            if( pfGetSeqFrame(vehicle[i].vseq[0], &repeat) == 0 )
                engineState[i] = DRY;
            break;
        default:
            engineState[i] = DRY;
            break;
    }


ANgus


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Message-Id: <199602021703.JAA02111@surreal.asd.sgi.com>
To: "Bruce Cameron" <bmc@shadow.mayo.edu>
Cc: info-performer@sgi.sgi.com
Subject: Re: pfiv1.6 & Inventor2.1 
In-Reply-To: Your message of "Thu, 01 Feb 96 15:38:46 CST."
             <9602011538.ZM8375@shadow.mayo.edu> 
Date: Fri, 02 Feb 96 09:03:20 -0800
From: Jim Helman <jimh@surreal>
Status: O


Inventor 2.1 is neither source nor binary compatible
with Inventor 2.0.  Performer 1.2's loader is for
Inventor 2.0.  Performer 2.0's loader compiles for
Inventor 2.0 or 2.1.

Choices:

  1) You can explicitly change you link line to use
  /usr/lib/libInventor.so.2 instead of -lInventor, assuming
  you've installed the IV 2.0 compatibility lib.

  2) You can recompile libpfiv (e.g. pfiv1.6) for
  2.1.  The port is pretty easy.  There is a case
  label that only exists in IV 2.0.  It occurs twice.
  See below.

rgds,

-jim helman

jimh@surreal.asd.sgi.com
IRIS Performer/Cosmo3D Java Library
415/933-1151


// assume 2.0 if SO_VERSION not defined
// 2.1 is the first to define it
#ifndef SO_VERSION
#define SO_VERSION 2
#define SO_VERSION_REVISION 0
#endif

#if SO_VERSION != 2
#error
#endif

From guest  Fri Feb  2 09:29:43 1996
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Message-Id: <199602021650.IAA02070@surreal.asd.sgi.com>
To: "Chris Hondl" <chondl@wintermute.rocketsci.com>
Cc: info-performer
Subject: Re: 3ds loader question 
In-Reply-To: Your message of "Thu, 01 Feb 96 13:06:10 PST."
             <9602011306.ZM15202@wintermute.rocketsci.com> 
Date: Fri, 02 Feb 96 08:50:35 -0800
From: Jim Helman <jimh@surreal>
Status: O

You can DIY.  (Do It Yourself).

The source code is in /usr/share/Performer/src/lib/libpfdb/libpf3ds.

rgds,

-jim helman

jimh@surreal.asd.sgi.com
IRIS Performer/Cosmo3D Java Library
415/933-1151


From guest  Fri Feb  2 08:46:39 1996
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Date: Fri, 02 Feb 1996 16:30:09 +0100
From: Nuno Godinho <mgo@minerva.inesc.pt>
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To: Performer Mailing List <info-performer@sgi.sgi.com>
Subject: How to create Landscapes
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
Status: O

Hi.

What is the best way to create landscapes to use with Performer?

I'm interested in simulating an underwater terrain and a normal trees,
houses and beach environment.

Are there any commercial/shareware/freeware SGI or PC package?

thanks
	Nuno


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	 id JAA02111; Fri, 2 Feb 1996 09:03:24 -0800
Message-Id: <199602021703.JAA02111@surreal.asd.sgi.com>
To: "Bruce Cameron" <bmc@shadow.mayo.edu>
Cc: info-performer@sgi.sgi.com
Subject: Re: pfiv1.6 & Inventor2.1 
In-Reply-To: Your message of "Thu, 01 Feb 96 15:38:46 CST."
             <9602011538.ZM8375@shadow.mayo.edu> 
Date: Fri, 02 Feb 96 09:03:20 -0800
From: Jim Helman <jimh@surreal>
Status: O


Inventor 2.1 is neither source nor binary compatible
with Inventor 2.0.  Performer 1.2's loader is for
Inventor 2.0.  Performer 2.0's loader compiles for
Inventor 2.0 or 2.1.

Choices:

  1) You can explicitly change you link line to use
  /usr/lib/libInventor.so.2 instead of -lInventor, assuming
  you've installed the IV 2.0 compatibility lib.

  2) You can recompile libpfiv (e.g. pfiv1.6) for
  2.1.  The port is pretty easy.  There is a case
  label that only exists in IV 2.0.  It occurs twice.
  See below.

rgds,

-jim helman

jimh@surreal.asd.sgi.com
IRIS Performer/Cosmo3D Java Library
415/933-1151


// assume 2.0 if SO_VERSION not defined
// 2.1 is the first to define it
#ifndef SO_VERSION
#define SO_VERSION 2
#define SO_VERSION_REVISION 0
#endif

#if SO_VERSION != 2
#error
#endif

#if SO_VERSION_REVISION < 1
	case SoNormalBinding::DEFAULT:
#endif


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From: "Rejean Chartrand" <rejeanc@cae.ca>
Message-Id: <9602021456.ZM18106@popsie.cae.ca>
Date: Fri, 2 Feb 1996 14:56:47 -0500
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: PFGS_POLYS in Performer 2.0
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jan 15,  2:37pm, Daniela Rainer wrote:
> Subject: Polygons in Performer 2.0
> Hi,
>
> I have a question about polygons in Performer 2.0:
>
> The direction of the normals of the (GL ?) triangles, that make the
> (Performer) polygon are wrong.
>
> For example if I define a rectangle
>
>
>   	.........
>
>   static pfVec3   coordArray[4] = {
> 				{0.0f, 0.0f, 0.0f},
>  				{1.0f, 0.0f, 0.0f},
> 				{1.0f, 0.0f, 0.5f},
> 				{0.0f, 0.0f, 0.5f}};
>
>   static pfVec4   colorArray[4] = {
> 				{1.0f, 0.0f, 0.0f, 1.0f},
>   				{1.0f, 0.0f, 0.0f, 1.0f},
> 				{1.0f, 0.5f, 0.0f, 1.0f},
> 				{0.0f, 0.5f, 0.0f,1.0f}};
>
>   static int	primLenghthsArray[1]={4};
>
>   static pfVec3 normalArray[4]={{0.0f, -1.0f, 0.0f},
> 				{0.0f, -1.0f, 0.0f},
> 				{0.0f, -1.0f, 0.0f},
> 				{0.0f, -1.0f, 0.0f}};
>
>
> 	.........
>
>   geoset = pfNewGSet(NULL);
>
>   pfGSetAttr(geoset,PFGS_COORD3, PFGS_PER_VERTEX, coordArray, NULL);
>   pfGSetAttr(geoset, PFGS_COLOR4, PFGS_PER_VERTEX, colorArray, NULL);
>   pfGSetAttr(geoset, PFGS_NORMAL3, PFGS_PER_VERTEX, normalArray, NULL);
>   pfGSetPrimType(geoset,PFGS_POLYS);
>
>   pfGSetNumPrims(geoset, 1);
>   pfGSetPrimLengths(geoset, primLenghthsArray);
>
> 	.........
>
>   one triangle has the correct normals (0.0f, -1.0f, 0.0f) but the other one
> has
>   (0.0f, 1.0f, 0.0f), so I can't see the whole rectangle but only one
triangle.
>   In wireframe mode I see the correct rectangle.
>
>
>   -----------               .
>   |         |             . |
>   |         |           .   |
>   |         |         .     |
>   |         |       .       |
>   -----------      ----------
>
>   wireframe mode  filled polygon
>
>
>
>  Does anybody know what I am doing wrong here?
>
>
>
>  Daniela
>
>
>
>
> --
> Daniela Rainer
> rainer@rus.uni-stuttgart.de
>-- End of excerpt from Daniela Rainer


and


On Jan 15, 11:44am, Rejean Chartrand wrote:
> Subject: RE: RE: Polygons in Performer 2.0
> I understand the concept of backfacing but the problem in this case is not
> that.
>
> If backfacing was the problem, then the polygon would be either totally
> displayed or not displayed at all but not half of it. By looking at the way
> the vertices are enumerated, the true normal of the polygon shall in fact be
> {0.0, -1.0, 0.0}. But the problem seem to be that polygons in Performer 2.0
> (which is a new primitive) are displayed as triangles but it seem that the
> normal is flipped from one polygon to the other.
>
> Any idea how to solve that ? (Maybe by not using the PFGS_POLYS primitive)
>
> And what appends if the polygon is concave (which is not the case here), will
> it be drawn correctly ?
>-- End of excerpt from Rejean Chartrand

I am a bit surprised that nobody from the Performer Developpers group have not
answered that question because to me I consider it as one. Does it really
mean that PFGS_POLYS are unusable in Performer 2.0 or what ?

I would like somebody from SGI to comment on that.

Thanks in advance !

Rejean Chartrand.
CAE Electronics Ltd.

e-mail : rejeanc@cae.ca



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	 id MAA17559; Fri, 2 Feb 1996 12:47:48 -0800
Date: Fri, 2 Feb 1996 12:47:48 -0800
Message-Id: <199602022047.MAA17559@barney>
From: Scott Watson <scott@disney.com>
To: info-performer@sgi.sgi.com
Subject: running REALLY SLOW when OVERRIDING Anti-Aliasing OFF on sub-tree
Status: O


Wow! This is strange - I have this piece of code in a predraw
call back and when I use it to disable AA my draw process takes
10 times longer (or more) than usual. Any ideas? I'm running on RE2
w/ Performer 1.2++

   ....

  long	mask = 0;
  // Collect override bits in mask
  if(over->aa != -1) {
    pfAntialias((over->aa)?PFAA_ON:PFAA_OFF);
    mask |= PFSTATE_ANTIALIAS;
  }
	....
  
  pfOverride(mask, PF_ON);

  return PFTRAV_CONT;
}

Any ideas? I'm stumped.


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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9602021236.ZM3022@royalflush.engr.multigen.com>
Date: Fri, 2 Feb 1996 12:36:07 -0800
In-Reply-To: "Angus Henderson" <angus@death.reading.sgi.com>
        "Re: MultiGen Animation Sequences" (Feb  2,  8:29am)
References: <199602010242.TAA04623@real.cs.utah.edu> 
	<9506212055.ZM19232@death.reading.sgi.com> 
	<199602011939.MAA26304@real.cs.utah.edu> 
	<9502020829.ZM20704@death.reading.sgi.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: MultiGen Animation Sequences
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Feb 2,  8:29am, Angus Henderson wrote:
> Subject: Re: MultiGen Animation Sequences
> Heres some stuff on MultiGen & pfSequences.
>
> FIrst of all the MultiGen loader I use gets the pfSequences wrong. The
> Sequence time is broken making the sequence glitch - everyone out there
> thinks it was me who dropped an image from the fire movie loop but it
> was MultiGen - j'accuse.

I never thought it was you Angus! ;)

A little history:  The loader sets the sequence times to an arbitrary value of
0.1 .  In fact the pfSequence setup code just does a generic enable of the
animation.  I believe that it was never ment to be a definitive setup.  I have
never changed this code in my tenure and it's basically from the original V11
loader, back when pfSequence's where not working very well.

> So I set them all to animate correctly by searching my scene tree for all
> sequences, and fix them ...

[munch]

> 	pfSeqTime((pfSequence*)node, -1, 1.0 / pfGetFrameRate());

This is good!  If it's safe and proper for a loader (DBASE process) to call
pfGetFramRate() then I will make this fix to the loader.

?? who knows the answer ??

[munch]

>-- End of excerpt from Angus Henderson

Sorry for any infamy this has caused you Angus.

Regards.
--
    __  ___      ____  _ ______          Marcus Barnes, Member Tech. 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@multigen.com


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From: jrohlf@tubes (John Rohlf)
Message-Id: <199602030033.QAA15433@tubes.asd.sgi.com>
Subject: Re: running REALLY SLOW when OVERRIDING Anti-Aliasing OFF on sub-tree
To: guest (Scott Watson)
Date: Fri, 2 Feb 96 16:33:45 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199602022047.MAA17559@barney>; from "Scott Watson" at Feb 2, 96 12:47 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> 
> Wow! This is strange - I have this piece of code in a predraw
> call back and when I use it to disable AA my draw process takes
> 10 times longer (or more) than usual. Any ideas? I'm running on RE2
> w/ Performer 1.2++
> 
>    ....
> 
>   long	mask = 0;
>   // Collect override bits in mask
>   if(over->aa != -1) {
>     pfAntialias((over->aa)?PFAA_ON:PFAA_OFF);
>     mask |= PFSTATE_ANTIALIAS;
>   }
> 	....
>   
>   pfOverride(mask, PF_ON);
> 
>   return PFTRAV_CONT;
> }
> 
> Any ideas? I'm stumped.
> 
> 

	pfAntialias() configures multisample buffers when available so
when toggling you are destroying/creating new visuals.



From guest  Fri Feb  2 17:25:28 1996
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	 id RAA15743; Fri, 2 Feb 1996 17:17:40 -0800
From: jrohlf@tubes (John Rohlf)
Message-Id: <199602030117.RAA15743@tubes.asd.sgi.com>
Subject: Re: PFGS_POLYS in Performer 2.0
To: guest (Rejean Chartrand)
Date: Fri, 2 Feb 96 17:17:39 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9602021456.ZM18106@popsie.cae.ca>; from "Rejean Chartrand" at Feb 2, 96 2:56 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> >   -----------               .
> >   |         |             . |
> >   |         |           .   |
> >   |         |         .     |
> >   |         |       .       |
> >   -----------      ----------
> >
> >   wireframe mode  filled polygon
> >
> >
> >
> >  Does anybody know what I am doing wrong here?
> >
> >
> >
> >  Daniela
> >
> >
> >
> >
> > --
> > Daniela Rainer
> > rainer@rus.uni-stuttgart.de
> >-- End of excerpt from Daniela Rainer
> 
> 
> and
> 
> 
> On Jan 15, 11:44am, Rejean Chartrand wrote:
> > Subject: RE: RE: Polygons in Performer 2.0
> > I understand the concept of backfacing but the problem in this case is not
> > that.
> >
> > If backfacing was the problem, then the polygon would be either totally
> > displayed or not displayed at all but not half of it. By looking at the way
> > the vertices are enumerated, the true normal of the polygon shall in fact be
> > {0.0, -1.0, 0.0}. But the problem seem to be that polygons in Performer 2.0
> > (which is a new primitive) are displayed as triangles but it seem that the
> > normal is flipped from one polygon to the other.
> >
> > Any idea how to solve that ? (Maybe by not using the PFGS_POLYS primitive)
> >
> > And what appends if the polygon is concave (which is not the case here), will
> > it be drawn correctly ?
> >-- End of excerpt from Rejean Chartrand
> 
> I am a bit surprised that nobody from the Performer Developpers group have not
> answered that question because to me I consider it as one. Does it really
> mean that PFGS_POLYS are unusable in Performer 2.0 or what ?
> 
> I would like somebody from SGI to comment on that.


PFGS_POLYS are broken in 2 ways in 2.0:

1. Intersection caching (PFIS_CACHE) will core dump on PFGS_POLYS.
2. IRIS GL PFGS_POLYS will be drawn incorrectly as is illustrated above.

While there is no workaround for (1), you can either use 
the OpenGL version: libpf_ogl.so or you can use PFGS_TRISTRIPS
instead of PFGS_POLYS. Note that the 2 are identical except for vertex
ordering and when drawn in wireframe, inner edges of PFGS_TRISTRIPS will 
be seen while PFGS_POLYS will only show outer edges. Performer
assumes PFGS_POLYS are convex. A convex POLY of N verts can be rendered as
a TRISTRIP accordingly:

bgntstrip();
v[0]
v[1]
v[N-1]
v[2]
v[N-2]
. 
. 
. 
endtstrip();

Sorry for the inconvenience.



From guest  Fri Feb  2 19:40:22 1996
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Date: Fri, 02 Feb 1996 18:38:54 +0000
To: info-performer@sgi.sgi.com
From: ceti@worldnet.net (ceti)
Subject: best strategy
X-Mailer: <PC Eudora Version 1.4>
Status: O

Hi performers!!

I want to run  a rewritten under performer old GL code. I'm wondering what 
the best  way in term of visual effect and cpu cost to solve my  2 problems. 
So the purpose is an animation of sailing boat.
  First, to add life in scene, I want to add the trailed wave behind the 
boat. So what is the best strategy to do this
 ( ? transparent polygon with a good map ?)

  Second, when setting spinaker on, I want to see the change of the shape ( 
from the bag to the half balloon )
Should I use new morphing nodes or keep my list of temporary objets?

All idea around this subject is welcome!
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<                  Email: ceti@worldnet.net                    >
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Date: Fri, 2 Feb 1996 11:45:34 -0400
To: info-performer@sgi.sgi.com
From: dwight@ht.com (Dwight Meglan)
Subject: keybindings for keypad with pfuEvent ?
Status: O

We have tried to use the keypad with pfuEvent, but they appear to not even
be placed into pfuEvent-- we added a print statement in processKeybdInput()
of perfly to printout everything that comes through and the keypad presses
don't show at all.

Is there a simple way to get access to the keypad through the existing
performer 2.0 API or do we have go to X ?

thanks,
--dwight



Dwight Meglan
High Techsplanations Inc.
www.ht.com




From guest  Fri Feb  2 20:27:07 1996
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Date: Sat, 3 Feb 1996 00:55:44 GMT
From: vijay@serc.serc.iisc.ernet.in (Vijaykumar B)
Message-Id: <9602030055.AA22293@serc.serc.iisc.ernet.in>
To: info-performer@sgi.sgi.com
Status: O

Hi Performers,

How can I delete the root node and add a new node to the Scene?
If there is any example programs ?
	Thankx
	Vijay


From guest  Sat Feb  3 10:24:06 1996
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Date: Sat, 3 Feb 1996 10:24:25 -0800
From: kowsik@buggy.coryphaeus.com (Kowsik Guruswamy)
Message-Id: <9602031024.ZM28701@buggy.coryphaeus.com>
In-Reply-To: vijay@serc.serc.iisc.ernet.in (Vijaykumar B)
        "" (Feb  3, 12:55am)
References: <9602030055.AA22293@serc.serc.iisc.ernet.in>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: vijay@serc.serc.iisc.ernet.in (Vijaykumar B), info-performer@sgi.sgi.com
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Content-Type: text/plain; charset=us-ascii
Status: O

On Feb 3, 12:55am, Vijaykumar B wrote:
> Subject:
> Hi Performers,
>
> How can I delete the root node and add a new node to the Scene?
> If there is any example programs ?
> 	Thankx
> 	Vijay
>-- End of excerpt from Vijaykumar B

pfScene *scene;
pfNode *root;

  ...

  // You need to remove the root from the scene before deleting it, so that
  // its reference count is decremented.

  scene->removeChild (root);
  delete root;

  root = pfdLoadFile ("...");
  scene->addChild (root);

Hope that helps,

K.

-- 
kowsik@coryphaeus.com     | pirts suiboM a hguorht neeb sah txet sihT
http://www.coryphaeus.com |



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	id UAA23245; Sat, 3 Feb 1996 20:49:10 GMT
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Date: Sat, 3 Feb 1996 15:54:49 -0400
To: info-performer@sgi.sgi.com
From: dwight@ht.com (Dwight Meglan)
Subject: use of virtual methods with user classes allocated with pfMalloc
Status: O

I have created a class hierarchy that has virtual methods and am using
pfMalloc to create instances of these. Whenever I call one of the virtual
methods, I get core dump at the entry to the method. I do not make it into
the method near as I can tell. When I look at the class contents, it is
properly defined (its data that is), but the __vptr is NILL. My guess is
that the virtual methods are not being handled properly somehow. I've
successfully created a number of hierarchies that have no virtual methods
that use pfMalloc so all I can figure is that it is the virtual method that
is getting me.

Another curiosty is that I put printf's in the default constructors of
these classes and nothing ever prints out, but the instances of the classes
come into existence with the default values of the data members as set in
my default constructor.

Pointers on how I can create classes with virtual methods that I can
pfMalloc into the shared arena would be greatly appreciated.

Thanks,
--dwight

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dwight Meglan, PhD             |  Developers of complete surgery simulation
Engineering Coordinator        |  training systems and surgery simulation
High Techsplanations, Inc.     |  creation software tools
6001 Montrose Rd., Suite 902   |
Rockville, MD 20852-4874       |  "Witty, yet erudite saying goes here..."
301 984 3706 x38               |
301 984 2104 : FAX             |
dwight@ht.com                  |   http://www.ht.com




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From: "Ulrich J Lechner" <uli@vislab.iastate.edu>
Message-Id: <9602031537.ZM25781@kahuna.me.iastate.edu>
Date: Sat, 3 Feb 1996 15:37:35 -0600
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To: info-performer@sgi.sgi.com
Subject: textures
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi there!

I have a problem with my flt file:
I get a warning as the dimensions of my textures are not of powers of two.
Since perfly (ogldso) can load and show the textures there must be a way
to do the same in my program (ogldso) without changing all the textures.
Is there any specific library, path or include that I have to consider?

Uli


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Date: Sat, 3 Feb 1996 13:19:38 -0800
Message-Id: <199602032119.NAA16016@barney>
From: Scott Watson <scott@disney.com>
To: dwight@ht.com (Dwight Meglan)
Cc: info-performer@sgi.sgi.com
Subject: use of virtual methods with user classes allocated with pfMalloc
In-Reply-To: <v02130500ad396bb8ce8c@[206.40.192.25]>
References: <v02130500ad396bb8ce8c@[206.40.192.25]>
Status: O


   Dwight> I have created a class hierarchy that has virtual methods
   Dwight> and am using pfMalloc to create instances of
   Dwight> these. Whenever I call one of the virtual methods, I get
   Dwight> core dump at the entry to the method. I do not make it into
   Dwight> the method near as I can tell. When I look at the class

...

   Dwight> Pointers on how I can create classes with virtual methods
   Dwight> that I can pfMalloc into the shared arena would be greatly
   Dwight> appreciated.

I'm not sure it addresses your problem but we use virtual functions
of objects allocated in shared arenas and use them in multiple
processes and it works ok.

We override new like:

void * operator new (size_t n) {
    void * p;
    if(!arena_inited) dvInitArena();

    if(! n) n++;	// catch people who alloc 0 len

    if(arena){		// support running w/o a shared arena
	p = usmalloc(n, arena);
    } else {
	p = malloc(n);  
    }

    if (!p) {	// Be informative about failure to allocate 
      report_mem_err();
    }
    return p;
}

Since most of our system is loaded as .so we also have the following
in our link/compile lines.

  -Wl,-update_registry,/usr/local/lib/so_locations 

which has the effect of putting the text of your program at the 
same address even when your not forked from the same parent.

-Scott


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From: "Sharon Clay" <src@rose>
Message-Id: <9602031745.ZM2965@rose.asd.sgi.com>
Date: Sat, 3 Feb 1996 17:45:06 -0800
In-Reply-To: "Ulrich J Lechner" <uli@vislab.iastate.edu>
        "textures" (Feb  3,  3:37pm)
References: <9602031537.ZM25781@kahuna.me.iastate.edu>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "Ulrich J Lechner" <uli@vislab.iastate.edu>, info-performer@sgi.sgi.com
Subject: Re: textures
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+>---- On Feb 3,  3:37pm, Ulrich J Lechner wrote:
> Subject: textures
->Hi there!
->
->I have a problem with my flt file:
->I get a warning as the dimensions of my textures are not of powers of two.
->Since perfly (ogldso) can load and show the textures there must be a way
->to do the same in my program (ogldso) without changing all the textures.
->Is there any specific library, path or include that I have to consider?

Perfly does nothing special.
The warning will be issued but the texture should still attempt loading.
Different machines may deal with this error situation differently - RE
will let you load it.
The officially correct behavior is to not texture at all.

The glu library has a utiltiy to scale your textures which you can
use while you debug - gluScaleImage().  You want to scale _down_
to the next power of two.
However, you definitely want to rescale your textures (/usr/sbin/izoom
from the eoe2.sw.imgtoos subsystem will do the trick).


src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@



From guest  Sat Feb  3 21:28:44 1996
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Date: Sat, 3 Feb 1996 21:27:04 -0800
From: mtj@babar (Michael Jones)
Message-Id: <199602040527.VAA28028@babar.asd.sgi.com>
To: info-performer, chondl@wintermute.rocketsci.com
Subject: RE: 3ds loader question
Status: O

Chris Hondl asks if the 3DStudio loader can handle normals. I rewrote
this loader (stylistically) from one created by Clay Graham of SGI. 
Neither of us saw how to get normals from the 3ds file. It appears
that the normals are not actually stored, but rather, that shading
groups are kept and if one wanted to, an application would need to
find all the faces in a shading group incident at a vertex and then
compute an average normal there. It may be that some code in the 
3dsftk will do this for you. Knowing as little as I do about it, I
was unable to add "native" normal support to the loader the day that
Clay and I produced the loader.

If you understand the 3dsftk (or if you've ever used 3dstudio, which
I have not) then you should be able to add this feature easily. The 
loader source is included and at the present time, simply builds a
pfdGeom without normals. This means that the pfdBuilder computes
(unshared) face normals for you on input. If you know how to extract
the normals from a 3ds file, then simply fill in the array of normals
and say that the normals are PER_FACE, and you're done!

If you do this, please send us the code so we can enhance the
loader for the next release. 

Thanks!
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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From: "Tom McReynolds" <tomcat@proxima>
Message-Id: <9602032303.ZM19175@proxima.asd.sgi.com>
Date: Sat, 3 Feb 1996 23:03:49 -0800
In-Reply-To: "Sharon Clay" <src@rose>
        "(Fwd)" (Feb  2, 10:03pm)
References: <9602022203.ZM154@rose.asd.sgi.com>
X-Mailer: Z-Mail (3.2.3 10apr95 MediaMail)
To: info-performer@proxima
Subject: Re: Deleting root nodes
Cc: vijay@serc.serc.iisc.ernet
Mime-Version: 1.0
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On Feb 2, 10:03pm, Sharon Clay wrote:
> Subject: (Fwd)
>
>
> Ahh - an easy one for you to take!
>
> He can delete the scene node directly and make a new one
> or delete nodes under it and replace them.
>
> 2.0 will correctly delete the scene graph under the node
> and will unref-delete all pfMemory referenced by those nodes.
> 2.1 only did libpr and libpf types automatically and didn't deal
> with user data or vertex attribute arrays.
> The 2.0 pguide/libpf/C/motif.c example shows replacing an
> entire scene graph with pfDelete.
>
> You can man on pfObject and look at the pfDelete section for 2.0.
>
> src.
>
> --- Forwarded mail from vijay@serc.serc.iisc.ernet.in (Vijaykumar B)
>
> Date: Sat, 3 Feb 1996 00:55:44 GMT
> From: vijay@serc.serc.iisc.ernet.in (Vijaykumar B)
> To: info-performer@sgi.sgi.com
>
> Hi Performers,
>
> How can I delete the root node and add a new node to the Scene?
> If there is any example programs ?
> 	Thankx
> 	Vijay
>
>
> ---End of forwarded mail from vijay@serc.serc.iisc.ernet.in (Vijaykumar B)
>


You can separate the root node from the scene, using removeChild(), and
attach any node you want to scene using addChild(), as so ably demonstrated
by Kowsik Guruswamy's email.

Or, you can delete the scene node directly (which will also delete the
scenegraph if it isn't referenced elsewhere) and make a new scene. Take
at pguide/libpf/C/motif.c in function LoadModel() for an example.

The LoadModel() example also shows you you can use pfReplaceChild() to
switch from one graph to another.

			Hopes this helps!

				-Tom






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 05 Feb 1996 07:49:53 +0200 (WET-DST)
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Date: Mon, 05 Feb 1996 07:49:49 +0100
From: Igor-Sunday Pandzic <Igor.Pandzic@cui.unige.ch>
Subject: Re: 3ds loader question
To: info-performer@sgi.sgi.com
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Status: O

On Feb 1, 13:06, Chris Hondl wrote:
> Subject: 3ds loader question
>
> So it would appear that the 3ds file loader does not support normal import.
>  How can I get 3ds files into Performer and keep normal assignments performed
> in 3d Studio?  How would I go about extending the file loader to support
normal
> import?
>
>
> Chris Hondl
>
>
>
>-- End of excerpt from Chris Hondl

Hi,

I had the same problem and solved it, as Jim Helman suggests, in DIY fashion.
Since I didn't know much about 3dStudio, or how to use the "group" information
provided, I made a solution that calculates the normal based on the
neighbouring polygons. To avoid the interpolation of the normal on
sharp edges (e.g. on a cube) there is a threshold angle. Since this
method takes a lot of time for a fairly complicated 3ds file, it
actually writes the normals into a file for subsequent use (i.e. if it
finds a .3dsn file it uses it, otherwise it creates it).
This is not the best soulution, but it worked OK for me. If anyone has
done something nicer I would be interested... Willing to send my version of
pf3ds.c.

Igor


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


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From: "Ran Yakir" <rany@bvr.co.il>
Message-Id: <9602051823.ZM25091@woodstock.bvr.co.il>
Date: Mon, 5 Feb 1996 18:23:47 +0000
In-Reply-To: nicolas@cae.ca (Nicolas Gauvin)
        "Using Performer or GL for smoke like fx?" (Feb  5, 10:47am)
References: <199602051547.KAA08502@osprey.cae.ca>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: nicolas@cae.ca (Nicolas Gauvin)
Subject: Re: Using Performer or GL for smoke like fx?
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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On Feb 5, 10:47am, Nicolas Gauvin wrote:
> Subject: Using Performer or GL for smoke like fx?
>
> What is the recommed way to do special effects such as smoke in Performer?
>
> I have code that uses straight GL to calls to rotate and draw the various
> smoke puffs. pfuSmoke also uses straight GL. How about using Performer
> primitives instead (pfGeoSet and pfGeoState) combined with the appropriate
> pfDCS, pfSequence and pfBillboard? Would this be too much overhead compared
> to using straight GL calls. Since the smoke puffs requires to be dynamically
> sized and positionned maybe the fixed nature of pfGeoSet make them less
> usable in such a context. I would like to know the opinions of people
> who have tried both approaches.

You can have the best of two worlds : Have a DCS and a Billboard for the smoke,
which will contain empty geometry (just update the DCS's bounding sphere). This
way - Performer culls your effect and rotates it to meet the eye.
In a draw callback of that node you can draw the puffs or whatever using
straight GL. You can skip the billboard and use pfSprite instead, inside the
draw callback.


Ran


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



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Date: Mon, 5 Feb 1996 10:47:30 -0500
From: nicolas@cae.ca (Nicolas Gauvin)
Message-Id: <199602051547.KAA08502@osprey.cae.ca>
To: info-performer@sgi.sgi.com
Subject:  Using Performer or GL for smoke like fx?
Status: O


What is the recommed way to do special effects such as smoke in Performer?

I have code that uses straight GL to calls to rotate and draw the various
smoke puffs. pfuSmoke also uses straight GL. How about using Performer
primitives instead (pfGeoSet and pfGeoState) combined with the appropriate
pfDCS, pfSequence and pfBillboard? Would this be too much overhead compared
to using straight GL calls. Since the smoke puffs requires to be dynamically
sized and positionned maybe the fixed nature of pfGeoSet make them less
usable in such a context. I would like to know the opinions of people
who have tried both approaches.

     ___/     |       ___/ Nicolas Gauvin	   e-mail: nicolas@cae.ca
    /       / |      /     Software Developper	   voice: (514) 341-2000 x2275
   /       /  |     __/    CAE Electronics Ltd.    fax:   (514) 340-5496
  /       ___ |    /	   8585 Cote De Liesse, P.O. Box 1800
_____/  _/   _| _____/     Saint-Laurent, Quebec, Canada, H4L-4X4


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From: mbaldwin@nvl.army.mil (Michael Baldwin)
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Status: O

Please add me to the reflector: mbaldwin@nvl.army.mil

Thanks,
Mike

-- 
Michael Baldwin                         |
Night Vision & Electronic Sensors       | George Washington University
mbaldwin@nvl.army.mil                   | mbaldwin@seas.gwu.edu
(703) 704-1093                          | (703) 764-8975


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To: Performer Mailing List <info-performer@sgi.sgi.com>
Subject: How to download Performer 2.0 Manuals?
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Status: O

I would like to download the Performer 2.0 Manuals to make the access
faster.

Where can I get it? Will I have to "Save as" each and every page I
access online?

thanks
	Nuno


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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9602060914.ZM29215@eagle.cae.ca>
Date: Tue, 6 Feb 1996 09:14:43 -0500
In-Reply-To: Nuno Godinho <mgo@minerva.inesc.pt>
        "How to download Performer 2.0 Manuals?" (Feb  6, 12:38pm)
References: <31173D99.41C67EA6@minerva.inesc.pt>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Nuno Godinho <mgo@minerva.inesc.pt>
Subject: Re: How to download Performer 2.0 Manuals?
Cc: Performer Mailing List <info-performer@sgi.sgi.com>
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Status: O

Allan Schaffer answered this question last year. Here is an excerpt...

> Subject: Performer 2.0 manuals now on-line
>
> Hello all,
>
> Silicon Graphics Technical Publications department has made our
> manual sets available via Silicon Surf.  It's very cool.  Take a look
> at:
>
>     http://www.sgi.com/Technology/TechPubs/
>


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


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Date: Tue, 6 Feb 1996 06:48:09 -0800
From: mtj@babar (Michael Jones)
Message-Id: <199602061448.GAA05952@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com, mgo@minerva.inesc.pt
Subject: downloading 2.0 manuals
Status: O

Nuno:

Don't try to download the html pages, rather, notice that at
the top of the Performer documentation web page there is a 
choice: insight or html. Download the InSight version and
look at it on your machine using InSight. I believe that you
can print the entire thing simply from InSight.

Michael

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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From: peruski@predator.cs.gmr.com
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To: info-performer@sgi.sgi.com
Subject: Open window on another server
Status: O

I have a 3 pipe ONYX with multiple window servers running (TKO option
installed) and need to open a window on pipes controlled by the other
servers.

The 2.0 documentation indicates to do this with a call to
pfPipeWSConnectionName before any calls to pfFrame.  Can anyone tell me the
format of the name parameter to pfPipeWSConnectionName?  It this the way to
do it?   Are there any examples of this anywhere?

I have tried using ":1.0 or :2.0... for the name parameter and it fails
then defaults to my current pipe/screen.

Thanks,

Larry Peruski
GM R&D Center
Warren, Mich
peruski@gmr.com





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From: "Bernard Leclerc" <bleclerc@cae.ca>
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Date: Tue, 6 Feb 1996 10:55:57 -0500
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To: info-performer@sgi.sgi.com
Subject: APP traversal bug -- pfAppFrame() and pfApp()
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--
--PART-BOUNDARY=.19602061055.ZM29565.cae.ca
Content-Type: text/plain; charset=us-ascii

Hello you all,

Attached is a modified version of simple.C to illustrate a bug in the APP
traversal. One would expect the APP traversal to traverse the scene graph only
once per frame -- during pfSync() which calls pfAppFrame().

I'm surprised to realize that the virtual function appDCS::app() is called for
every channel instead of only once.

It appears to me that updating various DCS's through the APP traversal is the
most natural thing to do. This way, one can create a class of object
responsible for updating their own position when traversed during the APP
traversal. It's actually what's suggested by Rotor.[Ch] found in
/usr/share/Performer/src/lib/libpfdb/libpfiv.

Can the Performer team confirm that this is a bug?

What do you suggest as a workaround?

And, finally, is there a plan to issue a bug-fix release of Performer 2.0?

Thanks

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

--PART-BOUNDARY=.19602061055.ZM29565.cae.ca
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Content-Type: text/plain ; name="appDCS.C" ; charset=us-ascii

//
// Copyright 1995, Silicon Graphics, Inc.
// ALL RIGHTS RESERVED
//
// UNPUBLISHED -- Rights reserved under the copyright laws of the United
// States.   Use of a copyright notice is precautionary only and does not
// imply publication or disclosure.
//
// U.S. GOVERNMENT RESTRICTED RIGHTS LEGEND:
// Use, duplication or disclosure by the Government is subject to restrictions
// as set forth in FAR 52.227.19(c)(2) or subparagraph (c)(1)(ii) of the Rights
// in Technical Data and Computer Software clause at DFARS 252.227-7013 and/or
// in similar or successor clauses in the FAR, or the DOD or NASA FAR
// Supplement.  Contractor/manufacturer is Silicon Graphics, Inc.,
// 2011 N. Shoreline Blvd. Mountain View, CA 94039-7311.
//
// Permission to use, copy, modify, distribute, and sell this software
// and its documentation for any purpose is hereby granted without
// fee, provided that (i) the above copyright notices and this
// permission notice appear in all copies of the software and related
// documentation, and (ii) the name of Silicon Graphics may not be
// used in any advertising or publicity relating to the software
// without the specific, prior written permission of Silicon Graphics.
//
// THE SOFTWARE IS PROVIDED "AS-IS" AND WITHOUT WARRANTY OF ANY KIND,
// EXPRESS, IMPLIED OR OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY
// WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
//
// IN NO EVENT SHALL SILICON GRAPHICS BE LIABLE FOR ANY SPECIAL,
// INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY
// DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
// WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY
// THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE
// OR PERFORMANCE OF THIS SOFTWARE.
//
//
// simpleC.C: simple Performer program for programmer's guide
//
// $Revision: 1.10 $ 
// $Date: 1995/11/22 14:35:21 $
//



#include <stdlib.h>
#include <stdio.h>

#include <Performer/pf/pfChannel.h>
#include <Performer/pf/pfLightSource.h>
#include <Performer/pf/pfNode.h>
#include <Performer/pf/pfScene.h>
#include <Performer/pf/pfDCS.h>
#include <Performer/pf/pfTraverser.h>


#include <Performer/pfutil.h>
#include <Performer/pfdu.h>


// application specific class derived from a Performer DCS node.
//
// The virtual function app() simply counts the number of time
// the function is called.
class appDCS : public pfDCS {

public:
  int count;

  appDCS() {count = 0;}

  virtual int app(pfTraverser* trav) 
  {
    count++;
    return pfDCS::app(trav);
  }

  virtual int  needsApp() { return TRUE; }

  static void init(); 

  static pfType* getClassType() { return classType; }

private:

  static pfType* classType;

};

pfType *appDCS::classType = NULL;

void appDCS::init() 
{
  if (classType == NULL) {
    pfDCS::init();
    classType = new pfType ( pfDCS::getClassType(), "appDCS");
  }
}


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


//
//	Main program
//
int
main (int argc, char *argv[])
{
  float t = 0.0f;
    
    
  if (argc < 2)
    Usage();
    
  // Initialize Performer
  pfInit();

  // Initialize derived classes
  appDCS::init();
    
  // Use default multiprocessing mode based on number of
  // processors.
  //
  pfMultiprocess( PFMP_DEFAULT );			
    
  // Load all loader DSO's before pfConfig() forks 
  pfdInitConverter(argv[1]);

  // initiate multi-processing mode set in pfMultiprocess call 
  // FORKs for Performer processes,  CULL and DRAW, etc. happen here.
  //
  pfConfig();			
    
  // Append to Performer search path, PFPATH, files in 
  //	    /usr/share/Performer/data */
  pfFilePath(".:/usr/share/Performer/data");
    
  pfNode *root = pfdLoadFile(argv[1]);
  if (root == NULL)
    {
      pfExit();
      exit(-1);
    }

  // Attach the loaded file to a new appDCS
  appDCS* dcs = new appDCS;
  dcs->addChild(root);    
    
  // Attach the appDCS to a new pfScene
  pfScene *scene = new pfScene;
  scene->addChild(dcs);
    
  // Create a pfLightSource and attach it to scene
  scene->addChild(new pfLightSource);
    
  // Configure and open GL window
  pfPipe *p = pfGetPipe(0);
  pfPipeWindow *pw = new pfPipeWindow(p);
  pw->setWinType(PFPWIN_TYPE_X);
  pw->setName("IRIS Performer");
  pw->setOriginSize(0,0,500,500);
  pw->open();
    
  // Create and configure 2 channels.
  pfChannel *chan1 = new pfChannel(p);
  chan1->setScene(scene);
  chan1->setFOV(45.0f, 0.0f);
  chan1->setViewport(0.0f,1.0f,0.0f,0.5f);
    
  pfChannel *chan2 = new pfChannel(p);
  chan2->setScene(scene);
  chan2->setFOV(45.0f, 0.0f);
  chan2->setViewport(0.0f,1.0f,0.5f,1.0f);
    
  // determine extent of scene's geometry
  pfSphere bsphere;
  root->getBound(&bsphere);
  chan1->setNearFar(1.0f, 10.0f * bsphere.radius);
  chan2->setNearFar(1.0f, 10.0f * bsphere.radius);
    
    
  // Simulate for twenty seconds.
  int frames;

  while (t < 20.0f) {

    pfCoord	view;
    float	s, c;
	
    // Go to sleep until next frame time.
    pfSync();		
	
    // Initiate cull/draw for this frame.
    frames = pfFrame();
	
    // Compute new view position.
    t = pfGetTime();
    pfSinCos(45.0f*t, &s, &c);
    view.hpr.set(45.0f*t, -10.0f, 0);
    view.xyz.set(2.0f * bsphere.radius * s, 
		 -2.0f * bsphere.radius *c, 
		 0.5f * bsphere.radius);
    chan1->setView(view.xyz, view.hpr);
    chan2->setView(view.xyz, view.hpr);
  }

  printf("num frames: %d\n", frames);
  printf("appDCS count: %d\n", dcs->count);

  // Terminate parallel processes and exit
  pfExit();
  return 0;
}

--PART-BOUNDARY=.19602061055.ZM29565.cae.ca--



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Date: Tue, 06 Feb 1996 17:12:28 +0100
From: Nuno Godinho <mgo@minerva.inesc.pt>
X-Mailer: Mozilla 2.0b5 (X11; I; SunOS 4.1.3 sun4c)
Mime-Version: 1.0
To: Performer Mailing List <info-performer@sgi.sgi.com>
Subject: Insuficient computer power
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
Status: O

I have a question.

I'm currently working on an Indy with a Risc4400 at 175Mhz, 32Mb Ram.
It just isn't enough to simulate a 3d environment with texture-mapped
objects.

I just have to run the "texture.c" example that comes with Performer 1.2
on a 400x400 window to understand that a real application will never be
fast enough to allow interactivity.


The question is: Why is a 486i with 4mb RAM enough to run the full
textured environment of Doom and the complex textured samples of
Renderware? THIS COMPUTER COSTS 20 TIMES LESS!

Can anyone explain me?

thanks
	Nuno


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Date: Tue, 6 Feb 1996 08:20:04 -0800
From: mtj@babar (Michael Jones)
Message-Id: <199602061620.IAA06182@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com
Subject: all about downloading manuals
Status: O

I just got email from someone pointing out that my previous
instructions were not clear enough to help people download the
documents. Here are some step-by-step instructions:

 1. go to this URL: http://www.sgi.com/Technology/TechPubs

 2. select "catalogs"

 3. select "development libraries"

At this point, you're at the following URL in case you want to
jump to this point directly:

    http://www.sgi.com/Technology/TechPubs/lib/0530bom.html#TOC

Now, keep moving...

 4. click on any of the three Performer volumes (they are
    listed first for easy reference)  For example, click
    on "IRIS Performer Programmer's Guide"

 5. The choices are there: OnLine, PostScript, or Printed.
    (note that the printed manuals are nicely bound with
    the deluxe Stay-Flat process) If you choose the "PostScript"
    option...

 6. ...you'll get a form that lets you pick any and all
    chapters that you want from the book. They will then
    be packaged into a tar file and downloaded to your
    system.

The only weak link in all of this is the potential for problems
with American .vs other paper size standards.  One European user
reported a problem when printing, but Angus Henderson, of the SGI
UK RealityCenter was able to resolve it (at least, we never had
any feedback that it was not solved).

Hope this helps,
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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	 id SAA10258; Tue, 6 Feb 1996 18:03:03 +0100
From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9602061803.ZM10256@bitch.reading.sgi.com>
Date: Tue, 6 Feb 1996 18:03:03 +0100
In-Reply-To: Nuno Godinho <mgo@minerva.inesc.pt>
        "Insuficient computer power" (Feb  6,  5:12pm)
References: <31177DEC.41C67EA6@minerva.inesc.pt>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Nuno Godinho <mgo@minerva.inesc.pt>,
        Performer Mailing List <info-performer@sgi.sgi.com>
Subject: Re: Insuficient computer power
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

The response I like to give to this kind of question is that if a
doom WAD editor can create the virtual environments you require
and Doom contains the functionality you want from your application
then stick with Doom.

If you try using something like a WAD editor you quickly gain an
appreciation for the limitations of the various rendering engines
employed by games. There ingenious and well crafted, but the comparison
in inappropriate.

Rgds,
Angus.

On Feb 6,  5:12pm, Nuno Godinho wrote:
> Subject: Insuficient computer power
> I have a question.
>
> I'm currently working on an Indy with a Risc4400 at 175Mhz, 32Mb Ram.
> It just isn't enough to simulate a 3d environment with texture-mapped
> objects.
>
> I just have to run the "texture.c" example that comes with Performer 1.2
> on a 400x400 window to understand that a real application will never be
> fast enough to allow interactivity.
>
>
> The question is: Why is a 486i with 4mb RAM enough to run the full
> textured environment of Doom and the complex textured samples of
> Renderware? THIS COMPUTER COSTS 20 TIMES LESS!
>
> Can anyone explain me?
>
> thanks
> 	Nuno
>
>-- End of excerpt from Nuno Godinho



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


From guest  Tue Feb  6 10:07:48 1996
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	 id SAA01163; Tue, 6 Feb 1996 18:03:56 GMT
From: "Greg Edwards, SGI UK." <gedwards@cordoba.reading.sgi.com>
Message-Id: <9602061803.ZM1161@cordoba.reading.sgi.com>
Date: Tue, 6 Feb 1996 18:03:56 +0000
In-Reply-To: mtj@babar.asd.sgi.com (Michael Jones)
        "downloading 2.0 manuals" (Feb  6,  6:48am)
References: <199602061448.GAA05952@babar.asd.sgi.com>
Reply-To: gedwards@reading.sgi.com
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: Michael Jones <guest>
Subject: Re: downloading 2.0 manuals
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

We have printed the whole 2.0 manual quite satisfactorily from
Insight here in UK for the current 2.0 class. Insight produces a glitch
in the PostScript header, you may have to experiment to find a printer
which prints it happily.

-- 
__________________________________________________________________________
Greg Edwards, Graphics Support/Consulting Group, Silicon Graphics UK Ltd.
Forum 1, Theale, Reading, UK, RG7 4RA.
tel +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  Tue Feb  6 10:33:37 1996
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	for info-performer@sgi.sgi.com id SAA02074; Tue, 6 Feb 1996 18:09:36 GMT
From: "Tom Fuke" <tom@war.reading.sgi.com>
Message-Id: <9602061809.ZM2072@war.reading.sgi.com>
Date: Tue, 6 Feb 1996 18:09:35 +0000
X-Face: (%+h@d^QtgD5P'vSaMK,85TeXMhh+{<8]$Htk]p5K42=-?TE*NdftIL)|(O+:m6F32S3KF*
                                                                                                                                                                                        %)6[4%8SI)VQJz{)<XHbIT}5=8N}A&HG=L,zHHS]C_KJ_^?kX4WadRTp]_t40
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: SEOS Display Systems
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I'm receiving lots of enquiries about SEOS Displays, who I mentioned in a
recent posting.  It would be easiest to provide their contact information
publicly:

 SEOS Displays Ltd
 Marchants Way
 Burgess Hill
 West Sussex
 RH15 8QY
 U.K.
 tel: +44 1444 870888
 fax: +44 1444 870777

kind regards,

Tom
---

-- 
----------------------------------------------------------------------
Tom Fuke                           email: tom@reading.sgi.com         -
 The Reality Centre                vmail: 59101 (0800 896020 in U.K)  --
  Silicon Graphics Ltd               vox: +44 (1734) 257604           ---
   Theale, Reading                   fax: +44 (1734) 257608           ---   \   o  _
    RG7 4SB, UK                 mailstop: IUK-311                     ---   | [][] |
                                                                      ---   | (  ) |
----------- http://reality.sgi.com/employees/tom_reading/ ---------------   --------

Reality Centre WWW Sites (US & European mirror):
       http://www.sgi.com/International/UK/centre/index.html
       http://www-europe.sgi.com/International/UK/centre/index.html


From guest  Tue Feb  6 11:59:40 1996
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	 id LAA23901; Tue, 6 Feb 1996 11:14:48 -0800
From: "Javier Castellar" <javier@sixty>
Message-Id: <9602061114.ZM23899@sixty.asd.sgi.com>
Date: Tue, 6 Feb 1996 11:14:48 -0800
In-Reply-To: Nuno Godinho <mgo@minerva.inesc.pt>
        "Insuficient computer power" (Feb  6,  5:12pm)
References: <31177DEC.41C67EA6@minerva.inesc.pt>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: Nuno Godinho <mgo@minerva.inesc.pt>
Subject: Re: Insuficient computer power
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

>The question is: Why is a 486i with 4mb RAM enough to run the full
>textured environment of Doom and the complex textured samples of
>Renderware? THIS COMPUTER COSTS 20 TIMES LESS!

Let me explain why your question is out of context ...

a) Resolution
First, doom is running at lower resolution that it seems to be. In fact is
under 200x200. If you scale up the image you will get a full 400x400 but the
actual rendering resolution is much lower. It means that you are running at
FOUR times the number of pixels.

b) Color resolution
On an Indy you are working on an full color resolution enviroment, which means
that you have much better color dynamic range.

b) Texture filter
The second issue is the type of filtering being used: in the Indy you are
running a nice MIPMPAP filter, with Z buffer ...etc. In Doom they are using a
much more gross texture filter (a few levels ...).

c) Hidden surface removal
Another issue is that they are using a video game oriented hidden surface
removal algorithm (a mixture between separate planes and a gross zbuffer). It
means that they avoid the fill rate limitation associated with a generic use of
Zbuffer but with they suffer LOTS of limitations in the database generation.

d) Clever tricks
They are using a long list of hardware dependent tricks that are very good but
are not generic enought to other type of application.

Anyway doom is a master piece and is plenty of tricks and techniques of people
that do not live in the inherent restrictions of a generic API. Using performer
in this way is also possible if you take advantage of the specific hardware
design of your system using gl/openGL callbacks. It also requires a strong
preprocessing of the database and a lot of "frame buffer oriented tricks".

I have seen people using performer and getting much better than Doom game
quality on an Indy system with fully textured rooms, fully animated entities at
30Hz/60hz at VGA resolution. Unfortunatelly few people use to extend performer
is this ways. I am talking about using the pixel transfer capabilities in
ogl/gl instead of the texture maping of gl/ogl.

If you are in the video game bussiness you have to use any hardware resource
that you can, which means that you cannot relay only on what the performer API
is giving to you. You need to extend the framework of the performer API with
the  use of gl/OpenGL callbacks and your own custom design on the database to
get perfomance.

The comparison that you have made is too simplistic because words like
"textured" has a lot of different computational power meanings depending of the
filter being use (10-100x increase), and for the video game arena the filters
being used are far less computational expensive.

I may suggest the use of your own texture aproach, with no Z buffer and using
your own oclussion precalculation, and make full use of the amazing
pixel/framebuffer/memory operations available in the gl/ogl API.


P.D: I have been running a port of Doom on an Indy system one year ago with
better perfomance than on any PC system. This is becasue is a framebuffer
oriented game.


-Javier




-- 
*************************************************************************
* Javier Castellar Arribas     * Email:              javier@asd.sgi.com *                 
*                              * Vmail:            		 3-1589 *            
* Member of Technical Staff    * Phone: (415)-933-1589 | 933-2108 (lab) *
* Applied Engineering 	       * Fax:                    (415)-964-8671 *     
* Advanced Systems Division    * MailStop:                       8L-800 *
************************************************************************* 
* Silicon Graphics Inc.                                                 *
* 2011 N. Shoreline Boulevard,                                          *                        
* Mountain View, California 94043-1386, USA                             *
*************************************************************************
"Violence is the last refuge of the incompetant"
						Hari Seldon



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	 id OAA19684; Tue, 6 Feb 1996 14:45:34 -0800
Date: Tue, 6 Feb 1996 14:45:34 -0800
Message-Id: <199602062245.OAA19684@barney>
From: Scott Watson <scott@disney.com>
To: info-performer@sgi.sgi.com
Subject: Overriding colors for flat shaded geosets
Status: O


I don't see an easy way to override the colors for flat shaded
geosets. Is there one? This is Performer 1.2ish

The geometry doesn't have normals assigned.

Any ideas?

-Scott

==============================================================================

Heres a dump of the structure:

[0:0]pfDCS pfId=406 0x40c8bd60 {
    path: /cube
    trav masks: cull=0xffffffff draw=0xffffffff isect=0x0
    bsphere: ctr(0.010000, 0.010000, -4.990000) rad=0.883346
    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 0.000000 -5.000000 1.000000}
	    Max Scale: 1.000000
    Num Children: 1
  [1:0]pfGroup pfId=407 0x40c8bea0 {
      path: /cube/jjj
      trav masks: cull=0xffffffff draw=0xffffffff isect=0x0
      bsphere: ctr(0.010000, 0.010000, 0.010000) rad=0.883346
      Num Children: 1
    [2:0]pfGeode pfId=61 0x4021e670 {
        trav masks: cull=0xffffffff draw=0xffffffff isect=0x0
        bsphere: ctr(0.010000, 0.010000, 0.010000) rad=0.883346
        Num Children: 1
      [3:0] - pfGeoSet{
          GeoSet: 0x4022ba00 {
            GeoState: 0x4021d030 GStateIndex=-1
            Primitive: PFGS_TRISTRIPS, NON-INDEXED, FLAT
, pfPrims=47, glPrims=140, verts=234
              Attribute Bindings:
          	PFGS_COLOR4=PFGS_OVERALL  PFGS_NORMAL3=PFGS_OFF  PFGS_TEXCOORD2=PFGS_PER_VERTEX
          } GeoSet: 0x4022ba00
      [3:0]} pfGeoSet
    [2:0]} pfGeode 61 0x4021e670
  [1:0]} pfGroup 407 0x40c8bea0
[0:0]} pfDCS 406 0x40c8bd60
> 


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Received: by bitch.reading.sgi.com (940816.SGI.8.6.9/940406.SGI)
	 id AAA10676; Wed, 7 Feb 1996 00:25:51 +0100
From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9602070025.ZM10674@bitch.reading.sgi.com>
Date: Wed, 7 Feb 1996 00:25:51 +0100
In-Reply-To: Scott Watson <scott@disney.com>
        "Overriding colors for flat shaded geosets" (Feb  6,  2:45pm)
References: <199602062245.OAA19684@barney>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Scott Watson <scott@disney.com>, info-performer@sgi.sgi.com
Subject: Re: Overriding colors for flat shaded geosets
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Override the material and set the material colour mode to
PFMTL_CMODE_OFF using pfMtlColorMode, it's probably safest to set
this mode before applying the material but it may not be required.
(I hope this mode exists in pf1.2). It sounds like you only want
a material with EMISSIVE properties.

Rgds,
Angus.


On Feb 6,  2:45pm, Scott Watson wrote:
> Subject: Overriding colors for flat shaded geosets
>
> I don't see an easy way to override the colors for flat shaded
> geosets. Is there one? This is Performer 1.2ish
>
> The geometry doesn't have normals assigned.
>
> Any ideas?
>
> -Scott
>
> ==============================================================================
>
> Heres a dump of the structure:
>
> [0:0]pfDCS pfId=406 0x40c8bd60 {
>     path: /cube
>     trav masks: cull=0xffffffff draw=0xffffffff isect=0x0
>     bsphere: ctr(0.010000, 0.010000, -4.990000) rad=0.883346
>     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 0.000000 -5.000000 1.000000}
> 	    Max Scale: 1.000000
>     Num Children: 1
>   [1:0]pfGroup pfId=407 0x40c8bea0 {
>       path: /cube/jjj
>       trav masks: cull=0xffffffff draw=0xffffffff isect=0x0
>       bsphere: ctr(0.010000, 0.010000, 0.010000) rad=0.883346
>       Num Children: 1
>     [2:0]pfGeode pfId=61 0x4021e670 {
>         trav masks: cull=0xffffffff draw=0xffffffff isect=0x0
>         bsphere: ctr(0.010000, 0.010000, 0.010000) rad=0.883346
>         Num Children: 1
>       [3:0] - pfGeoSet{
>           GeoSet: 0x4022ba00 {
>             GeoState: 0x4021d030 GStateIndex=-1
>             Primitive: PFGS_TRISTRIPS, NON-INDEXED, FLAT
> , pfPrims=47, glPrims=140, verts=234
>               Attribute Bindings:
>           	PFGS_COLOR4=PFGS_OVERALL  PFGS_NORMAL3=PFGS_OFF
 PFGS_TEXCOORD2=PFGS_PER_VERTEX
>           } GeoSet: 0x4022ba00
>       [3:0]} pfGeoSet
>     [2:0]} pfGeode 61 0x4021e670
>   [1:0]} pfGroup 407 0x40c8bea0
> [0:0]} pfDCS 406 0x40c8bd60
> >
>
>-- End of excerpt from Scott Watson




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	 id JAA12958; Wed, 7 Feb 1996 09:15:45 GMT
From: "Angus Henderson" <angus@death.reading.sgi.com>
Message-Id: <9602070915.ZM12956@death.reading.sgi.com>
Date: Wed, 7 Feb 1996 09:15:44 +0000
In-Reply-To: mtj@babar.asd.sgi.com (Michael Jones)
        "all about downloading manuals" (Feb  6,  8:20am)
References: <199602061620.IAA06182@babar.asd.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: mtj@babar (Michael Jones), info-performer@sgi.sgi.com
Subject: Re: all about downloading manuals
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Feb 6,  8:20am, Michael Jones wrote:

...
> The only weak link in all of this is the potential for problems
> with American .vs other paper size standards.  One European user
> reported a problem when printing, but Angus Henderson, of the SGI
> UK RealityCenter was able to resolve it (at least, we never had
> any feedback that it was not solved).
...
>
>-- End of excerpt from Michael Jones

It is certainly possible to re-size US-A4 documents, most people use the
utility "pstops". I got a lot of suggestions on this, Simon Edwards of Silicon
Graphics UK offered....

pstops  '2:1L@.7(21cm,14.85cm)+0L@.7(21cm,0)' <in-file> <out-file>

However there was a separate problem with the postscript version of the
performer technical report:  "pftech2.0.ps"

Urs Meyer of SG Switzerland pointed out that there was an error in the
"FrameMaker Prolog file" of that document. However his suggested fix did not
work. This problem is still outstanding.

Andrew McCausland of Silicon Graphics UK suggested...

> The file you need to modify is /usr/frame/fminit/ps_prolog (from subset
>frame.sw.base)

at that point my attention span timed out. I am sorry.


ANgus




From guest  Wed Feb  7 01:42:05 1996
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From: "Nicolas Gauvin" <nicolas@cae.ca>
Message-Id: <9602061944.ZM16566@osprey.cae.ca>
Date: Tue, 6 Feb 1996 19:44:44 -0500
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To: info-performer@sgi.sgi.com
Subject: Re: Insuficient computer power
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Status: O

I agree with Javier and Angus that comparing DOOM to SGI applications and
toolkits is out of context.

However I can't help myself to think that it would be nice that have a simple
mode of texturing on Indys and Indygo 2 that would give crude results like some
PC games without any fancy features like filtering, transparency and 24 bit
capabilities for example. There are games running on PC that offer impressive
texturing performance in 640*480 resolution when run on a 100 Mhz Pentium.
Alright they are running in 8 bit mode and their textures are not filtered with
mip-maps when zoomed in but they still give very interesting results.

Euro Fighter 2000, Indycar 2, Flight Unlimited are a few examples. Some
of these sims even manage to draw complex terrains with levels of details.

With SGI, when it comes to texturing you either have it all at a very high
price or you are stuck with nothing usable. Take lighting for example; Indys
and Indygo 2 can produce good lighting effects at reasonable performance. Why
not offer something similar but scaled down for texturing? Simple texturing is
still better than no texturing at all even in 8 bit mode.

At least now with the introduction of the Impact this is changing a bit but
I still believe that SGI is neglecting the low end 3D market.



-- 
     ___/     |       ___/ Nicolas Gauvin	   e-mail: nicolas@cae.ca
    /       / |      /     Software Developper	   voice: (514) 341-2000 x2275
   /       /  |     __/    CAE Electronics Ltd.    fax:   (514) 340-5496
  /       ___ |    /	   8585 Cote De Liesse, P.O. Box 1800
_____/  _/   _| _____/     Saint-Laurent, Quebec, Canada, H4L-4X4


From guest  Wed Feb  7 01:48:47 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9602070944.ZM11112@bitch.reading.sgi.com>
Date: Wed, 7 Feb 1996 09:44:26 +0100
In-Reply-To: Scott Watson <scott@disney.com>
        "Re: Overriding colors for flat shaded geosets" (Feb  6,  6:33pm)
References: <199602062245.OAA19684@barney>  <scott@disney.com> 
	<9602070025.ZM10674@bitch.reading.sgi.com> 
	<199602070233.SAA22995@barney>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Scott Watson <scott@disney.com>
Subject: Re: Overriding colors for flat shaded geosets
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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Status: O

This won't work, infact it'll turn off lighting and apply the rgb color
in the geoset.

You could pick some material property which you don't use, for
example, PFMTL_CMODE_SPECULAR would work discard the colour if your
shininess is zero, so the colour information in the geoset would have no
effect.

Look at the manual entry for lmcolor for clues.

Rgds,
Angus.

On Feb 6,  6:33pm, Scott Watson wrote:
> Subject: Re: Overriding colors for flat shaded geosets
>
> Thanks for the idea -
>
> There is no PFMTL_CMODE_OFF but there is a PFMTL_CMODE_COLOR token
> which is defined to 0 so I'm giving it a try.
>
> -Scott
>-- End of excerpt from Scott Watson




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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9602071104.ZM11334@bitch.reading.sgi.com>
Date: Wed, 7 Feb 1996 11:04:51 +0100
In-Reply-To: "Nicolas Gauvin" <nicolas@cae.ca>
        "Re: Insuficient computer power" (Feb  6,  7:44pm)
References: <9602061944.ZM16566@osprey.cae.ca>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Nicolas Gauvin" <nicolas@cae.ca>, info-performer@sgi.sgi.com
Subject: Re: Insuficient computer power
Mime-Version: 1.0
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On Feb 6,  7:44pm, Nicolas Gauvin wrote:
> Subject: Re: Insuficient computer power
> I agree with Javier and Angus that comparing DOOM to SGI applications and
> toolkits is out of context.
>
> However I can't help myself to think that it would be nice that have a simple
> mode of texturing on Indys and Indygo 2 that would give crude results like
some
> PC games without any fancy features like filtering, transparency and 24 bit
> capabilities for example. There are games running on PC that offer impressive
> texturing performance in 640*480 resolution when run on a 100 Mhz Pentium.
> Alright they are running in 8 bit mode and their textures are not filtered
with
> mip-maps when zoomed in but they still give very interesting results.
>
> Euro Fighter 2000, Indycar 2, Flight Unlimited are a few examples. Some
> of these sims even manage to draw complex terrains with levels of details.
>
> With SGI, when it comes to texturing you either have it all at a very high
> price or you are stuck with nothing usable. Take lighting for example; Indys
> and Indygo 2 can produce good lighting effects at reasonable performance. Why
> not offer something similar but scaled down for texturing? Simple texturing
is
> still better than no texturing at all even in 8 bit mode.
>

But this wouldn't be OpenGL, and the vast majority of our developers
wouldn't use it.
Theres a bigger picture here, look at your low end SG systems, see how
easy it is to use & develop 3D apps with. Consider that you can implement
your own CPU based renderers on the system and these will compare very
favourably with renderers on other platforms, then ask why our customers
don't do this. We need OpenGL renderers which support cross platform
functionality and a _broad_ range of applications. On top of this you
can use Performer, Inventor, RapidApp the Mindshare products etc.
These are not unrelated to the fact we have an underlying no compromises
OpenGL (& IrisGL) implementation.

Also, youre not making a balanced comparrison of scene content (polygons)
and resolution (pixels). Vague terms like  "Some of these sims even manage
to draw complex terrains with levels of details" aren't helpfull. Some
of the best software terrain renderers employ terrain specific scanline
algoriths which wouldn't map to any sory of polygon engine.

Like other responses to which I have replied off line, they go along the
lines of, "OK, the resolution is crap, the scene content is crap and the
quality is crap but it's fast!!!".

I'm sorry, we don't do crap.

> Simple texturing is
> still better than no texturing at all even in 8 bit mode.

Not for all markets.

> At least now with the introduction of the Impact this is changing a bit but
> I still believe that SGI is neglecting the low end 3D market.

This depends on how low end you mean and doesn't hold water when you
look at the Ultra64 effort. There's more to an Indy than just the
graphics subsystem, we sell lots of chalenge S machines for good reason.
This is a very respectable machine and that's the sort of equipment
Silicon Graphics is in the business of supplying.

Rgds,
Angus.

>
>
>
> --
>      ___/     |       ___/ Nicolas Gauvin	   e-mail: nicolas@cae.ca
>     /       / |      /     Software Developper	   voice: (514)
341-2000 x2275
>    /       /  |     __/    CAE Electronics Ltd.    fax:   (514) 340-5496
>   /       ___ |    /	   8585 Cote De Liesse, P.O. Box 1800
> _____/  _/   _| _____/     Saint-Laurent, Quebec, Canada, H4L-4X4
>
>-- End of excerpt from Nicolas Gauvin



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


From guest  Wed Feb  7 09:33:20 1996
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Date: Wed, 07 Feb 1996 17:13:42 +0000
To: info-performer@sgi.sgi.com
From: ceti@worldnet.net (ceti)
Subject: any idea or advice ?
X-Mailer: <PC Eudora Version 1.4>
Status: O

The subject is how to increase realism with an acceptable CPU cost in a 
sailling animation.

So first, I need to simulate the wave trailed behind the boat.
I plan to generate several polygons using the positions history and map an 
alpha texture on them.
But I ve been told that under performer making a change in the geometry of 
the data base is really expensive ( rather than under GL ).
So if anyone has an other idea or good advice, he is welcome.

  Second, when setting spinaker on, I want to see the change in the shape of 
the sail ( from the bag to the half balloon )
    To do this, should I rather use new morphing nodes of perf2.0 or keep 
the list of various shapes I have made ?

Thanks for the advices.
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From guest  Wed Feb  7 10:59:44 1996
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From: "Javier Castellar" <javier@sixty>
Message-Id: <9602071055.ZM25016@sixty.asd.sgi.com>
Date: Wed, 7 Feb 1996 10:55:45 -0800
In-Reply-To: "Nicolas Gauvin" <nicolas@cae.ca>
        "Re: Insuficient computer power" (Feb  6,  7:44pm)
References: <9602061944.ZM16566@osprey.cae.ca>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
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Nicolas Gauvin from cae said
> There are games running on PC that offer impressive
>texturing performance in 640*480 resolution when run on a 100 Mhz Pentium

I agree with you in some of your points. I truly recognize the quality of some
of the new PC simulators. Some of them are applying very advance techniques
from the vissim expertise arena.

My point here is the amount of extra work applied in this simulators and games.
Most of them have been written in assembler, using up to the last hardware help
in the PC. My opinion is that it is not very frequent to see across our
Performer developers the same spirit of extending performer in a custom ways
like new texture paging algorithms, your own gl/ogl tricks, advance multipass
techniques, custom stress filters, custom oclussion techniques to avoid fill
limitation, clever precalculation of databases ... etc.

It is true that some developers are working in this way but it is not a general
strategy. It is very easy to see people awaiting the performer team to solve
application dependent problems  and aswering his clients with : ... sorry,
reality engine cannot do it! ...

Things like getting fast texture mapping on Indys, 60 frames/second on a RE2
with 2RMs, texture paging in RE2 or a ESIG4000 level of database on a Crimson
RE is not very common.

One reason could be some lack of in depth information, but i believe that this
mailing list is a good example of good information interchange between SGI and
the developers.

Another reason could be the that some people is scare to extend performer both
in the application side and in the graphics side. One of the main features of
IRIS Performer is that you can use gl/ogl to extend it and your own
culling/isect callbacks to get better perfomance. How much people is using
perfly as is ????

>At least now with the introduction of the Impact this is changing a bit but
>I still believe that SGI is neglecting the low end 3D market.

Regarding the low end 3D market i disagree ... let me recall here the ULTRA64
(or Project Reality for Nintendo). I think that SGI is going to be main player
in low end 3D market both in hardware and software (we are talking about
millions of ULTRA64).

Maybe there is some gap between ULTRA64 and IMPACT but ... one step at a time.

-Javier



-- 
*************************************************************************
* Javier Castellar Arribas     * Email:              javier@asd.sgi.com *                 
*                              * Vmail:            		 3-1589 *            
* Member of Technical Staff    * Phone: (415)-933-1589 | 933-2108 (lab) *
* Applied Engineering 	       * Fax:                    (415)-964-8671 *     
* Advanced Systems Division    * MailStop:                       8L-800 *
************************************************************************* 
* Silicon Graphics Inc.                                                 *
* 2011 N. Shoreline Boulevard,                                          *                        
* Mountain View, California 94043-1386, USA                             *
*************************************************************************
"Violence is the last refuge of the incompetant"
						Hari Seldon



From guest  Wed Feb  7 11:35:10 1996
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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9602071424.ZM3292@eagle.cae.ca>
Date: Wed, 7 Feb 1996 14:24:01 -0500
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To: info-performer@sgi.sgi.com
Subject: Casting shadows with pfLightSource and OpenGL
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Status: O

Hi,

This question is really for the Performer development team... With pf2.0, the
example shadows.C works for IrisGL only. Why isn't it possible to have a
pfLightSource casting shadows with OpenGL?

Thanks

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


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From: "Dewey Anderson" <dewey@evt.com>
Message-Id: <9602071315.ZM12240@snowmass>
Date: Wed, 7 Feb 1996 13:15:27 -0800
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: 3ds object loading
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I'm having a problem loading an object I created with 3D studio.  It seems to
have a problem finding the right libraries.  I am running the final release
version of 2.0 in IRIX 5.3 on an Indy.

I took the advice of Sharon Clay to David Nouls from a few weeks ago (You never
know how many people you're helping when you post here!) and set

    setenv PFNFYLEVEL 5
    setenv PFLD_LIBRARY_PATH .

The messages printed out give me the impression that it found
/usr/lib/libpfdb/libpf3ds_ogl.so OK but that something about finding that made
it want to find libcil.so which it was unable to find.

Any idea what libcil.so is and where I should have gotten it?  I did a "find"
on libcil.so and there isn't one on my system.  I DO have a libcl.so which the
man pages say is a CompressionLibrary.  Any relation?

BTW, I've tried reading in SgiLogo.iv and that works (though the hidden surface
algorithm doesn't seem to be working right) so the basics of loading seem to be
there.

For reference, here's the output from the attempted 3ds load.  A few lines down
is the first occurence of a complaint about libcil.so.  After that it just
tries different variations on libpf3ds sometimes having the same complaint
about libcil.so.  I put some space in after the first libcil.so complaint.

PF Debug:                      pfdFindConverterDSO() - DSO search path is:
PF                               ".:"
PF                               ".:"
PF                               ":"
PF                               "/usr/lib/libpfdb:"
PF                               "/usr/share/Performer/lib/libpfdb"
PF Debug:                      pfdFindConverterDSO() - version of libpfdu.so is
sgi2.0
PF Debug:                      pfdFindConverterDSO() - trying
"./libpf3ds_ogl.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname './libpf3ds_ogl.so' using any of the filenames
./libpf3ds_ogl.so.2 -- either the file does not exist or the file is not
mappable (with reason indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying
"./libpf3ds_ogl.so" version "sgi2.0"
PF Debug(35):                    dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname './libpf3ds_ogl.so' using any of the filenames
./libpf3ds_ogl.so.2 -- either the file does not exist or the file is not
mappable (with reason indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying
"/libpf3ds_ogl.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname '/libpf3ds_ogl.so' using any of the filenames
/libpf3ds_ogl.so.2 -- either the file does not exist or the file is not
mappable (with reason indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying
"/usr/lib/libpfdb/libpf3ds_ogl.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname 'libcil.so' using any of the filenames
/usr/lib/libcil.so:/lib/libcil.so:/lib/cmplrs/cc/libcil.so:/usr/lib/cmplrs/cc/libcil.so:/usr/lib/libcil.so.2:/lib/libcil.so.2:/lib/cmplrs/cc/libcil.so.2:/usr/lib/cmplrs/cc/libcil.so.2:
-- either the file does not exist or the file is not mappable (with reason
indicated in previous msg)


PF Debug(35):                  pfdFindConverterDSO() - trying
"/usr/share/Performer/lib/libpfdb/libpf3ds_ogl.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname '/usr/share/Performer/lib/libpfdb/libpf3ds_ogl.so' using any
of the filenames /usr/share/Performer/lib/libpfdb/libpf3ds_ogl.so.2 -- either
the file does not exist or the file is not mappable (with reason indicated in
previous msg)

PF Debug:                      pfdFindConverterDSO() - trying "./libpf3ds.so"
version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname './libpf3ds.so' using any of the filenames ./libpf3ds.so.2 --
either the file does not exist or the file is not mappable (with reason
indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying "./libpf3ds.so"
version "sgi2.0"
PF Debug(35):                    dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname './libpf3ds.so' using any of the filenames ./libpf3ds.so.2 --
either the file does not exist or the file is not mappable (with reason
indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying "/libpf3ds.so"
version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname '/libpf3ds.so' using any of the filenames /libpf3ds.so.2 --
either the file does not exist or the file is not mappable (with reason
indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying
"/usr/lib/libpfdb/libpf3ds.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname 'libcil.so' using any of the filenames
/usr/lib/libcil.so:/lib/libcil.so:/lib/cmplrs/cc/libcil.so:/usr/lib/cmplrs/cc/libcil.so:/usr/lib/libcil.so.2:/lib/libcil.so.2:/lib/cmplrs/cc/libcil.so.2:/usr/lib/cmplrs/cc/libcil.so.2:
-- either the file does not exist or the file is not mappable (with reason
indicated in previous msg)
PF Debug(35):                  pfdFindConverterDSO() - trying
"/usr/share/Performer/lib/libpfdb/libpf3ds.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname '/usr/share/Performer/lib/libpfdb/libpf3ds.so' using any of
the filenames /usr/share/Performer/lib/libpfdb/libpf3ds.so.2 -- either the file
does not exist or the file is not mappable (with reason indicated in previous
msg)
PF Debug:                      pfdFindConverterDSO() - Did not find optimized
DSO "libpf3ds.so"
PF Debug:                      pfdFindConverterDSO() - trying
"./libpf3ds_ogl-g.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname './libpf3ds_ogl-g.so' using any of the filenames
./libpf3ds_ogl-g.so.2 -- either the file does not exist or the file is not
mappable (with reason indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying
"./libpf3ds_ogl-g.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname './libpf3ds_ogl-g.so' using any of the filenames
./libpf3ds_ogl-g.so.2 -- either the file does not exist or the file is not
mappable (with reason indicated in previous msg)
PF Debug(35):                  pfdFindConverterDSO() - trying
"/libpf3ds_ogl-g.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname '/libpf3ds_ogl-g.so' using any of the filenames
/libpf3ds_ogl-g.so.2 -- either the file does not exist or the file is not
mappable (with reason indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying
"/usr/lib/libpfdb/libpf3ds_ogl-g.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname '/usr/lib/libpfdb/libpf3ds_ogl-g.so' using any of the
filenames /usr/lib/libpfdb/libpf3ds_ogl-g.so.2 -- either the file does not
exist or the file is not mappable (with reason indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying
"/usr/share/Performer/lib/libpfdb/libpf3ds_ogl-g.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname '/usr/share/Performer/lib/libpfdb/libpf3ds_ogl-g.so' using
any of the filenames /usr/share/Performer/lib/libpfdb/libpf3ds_ogl-g.so.2 --
either the file does not exist or the file is not mappable (with reason
indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying "./libpf3ds-g.so"
version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname './libpf3ds-g.so' using any of the filenames
./libpf3ds-g.so.2 -- either the file does not exist or the file is not mappable
(with reason indicated in previous msg)
PF Debug(35):                  pfdFindConverterDSO() - trying "./libpf3ds-g.so"
version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname './libpf3ds-g.so' using any of the filenames
./libpf3ds-g.so.2 -- either the file does not exist or the file is not mappable
(with reason indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying "/libpf3ds-g.so"
version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname '/libpf3ds-g.so' using any of the filenames /libpf3ds-g.so.2
-- either the file does not exist or the file is not mappable (with reason
indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying
"/usr/lib/libpfdb/libpf3ds-g.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname '/usr/lib/libpfdb/libpf3ds-g.so' using any of the filenames
/usr/lib/libpfdb/libpf3ds-g.so.2 -- either the file does not exist or the file
is not mappable (with reason indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying
"/usr/share/Performer/lib/libpfdb/libpf3ds-g.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname '/usr/share/Performer/lib/libpfdb/libpf3ds-g.so' using any of
the filenames /usr/share/Performer/lib/libpfdb/libpf3ds-g.so.2 -- either the
file does not exist or the file is not mappable (with reason indicated in
previous msg)
PF Debug:                      pfdFindConverterDSO() - Did not find debug DSO
"libpf3ds-g.so"
PF Warning:                    pfdFindConverterDSO() - Could not load DSO for
extension "3ds"
PF Warning:                    pfdLoadFile() - Unable to load file
/usr/people/dewey/EVT/archpl.3ds because of proPF Debug:
                     pfdFindConverterDSO() - DSO search path is:
PF                               ".:"
PF                               ".:"
PF                               ":"
PF                               "/usr/lib/libpfdb:"
PF                               "/usr/share/Performer/lib/libpfdb"
PF Debug:                      pfdFindConverterDSO() - version of libpfdu.so is
sgi2.0
PF Debug:                      pfdFindConverterDSO() - trying
"./libpf3ds_ogl.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname './libpf3ds_ogl.so' using any of the filenames
./libpf3ds_ogl.so.2 -- either the file does not exist or the file is not
mappable (with reason indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying
"./libpf3ds_ogl.so" version "sgi2.0"
PF Debug(35):                    dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname './libpf3ds_ogl.so' using any of the filenames
./libpf3ds_ogl.so.2 -- either the file does not exist or the file is not
mappable (with reason indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying
"/libpf3ds_ogl.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname '/libpf3ds_ogl.so' using any of the filenames
/libpf3ds_ogl.so.2 -- either the file does not exist or the file is not
mappable (with reason indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying
"/usr/lib/libpfdb/libpf3ds_ogl.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname 'libcil.so' using any of the filenames
/usr/lib/libcil.so:/lib/libcil.so:/lib/cmplrs/cc/libcil.so:/usr/lib/cmplrs/cc/libcil.so:/usr/lib/libcil.so.2:/lib/libcil.so.2:/lib/cmplrs/cc/libcil.so.2:/usr/lib/cmplrs/cc/libcil.so.2:
-- either the file does not exist or the file is not mappable (with reason
indicated in previous msg)
PF Debug(35):                  pfdFindConverterDSO() - trying
"/usr/share/Performer/lib/libpfdb/libpf3ds_ogl.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname '/usr/share/Performer/lib/libpfdb/libpf3ds_ogl.so' using any
of the filenames /usr/share/Performer/lib/libpfdb/libpf3ds_ogl.so.2 -- either
the file does not exist or the file is not mappable (with reason indicated in
previous msg)
PF Debug:                      pfdFindConverterDSO() - trying "./libpf3ds.so"
version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname './libpf3ds.so' using any of the filenames ./libpf3ds.so.2 --
either the file does not exist or the file is not mappable (with reason
indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying "./libpf3ds.so"
version "sgi2.0"
PF Debug(35):                    dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname './libpf3ds.so' using any of the filenames ./libpf3ds.so.2 --
either the file does not exist or the file is not mappable (with reason
indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying "/libpf3ds.so"
version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname '/libpf3ds.so' using any of the filenames /libpf3ds.so.2 --
either the file does not exist or the file is not mappable (with reason
indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying
"/usr/lib/libpfdb/libpf3ds.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname 'libcil.so' using any of the filenames
/usr/lib/libcil.so:/lib/libcil.so:/lib/cmplrs/cc/libcil.so:/usr/lib/cmplrs/cc/libcil.so:/usr/lib/libcil.so.2:/lib/libcil.so.2:/lib/cmplrs/cc/libcil.so.2:/usr/lib/cmplrs/cc/libcil.so.2:
-- either the file does not exist or the file is not mappable (with reason
indicated in previous msg)
PF Debug(35):                  pfdFindConverterDSO() - trying
"/usr/share/Performer/lib/libpfdb/libpf3ds.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname '/usr/share/Performer/lib/libpfdb/libpf3ds.so' using any of
the filenames /usr/share/Performer/lib/libpfdb/libpf3ds.so.2 -- either the file
does not exist or the file is not mappable (with reason indicated in previous
msg)
PF Debug:                      pfdFindConverterDSO() - Did not find optimized
DSO "libpf3ds.so"
PF Debug:                      pfdFindConverterDSO() - trying
"./libpf3ds_ogl-g.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname './libpf3ds_ogl-g.so' using any of the filenames
./libpf3ds_ogl-g.so.2 -- either the file does not exist or the file is not
mappable (with reason indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying
"./libpf3ds_ogl-g.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname './libpf3ds_ogl-g.so' using any of the filenames
./libpf3ds_ogl-g.so.2 -- either the file does not exist or the file is not
mappable (with reason indicated in previous msg)
PF Debug(35):                  pfdFindConverterDSO() - trying
"/libpf3ds_ogl-g.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname '/libpf3ds_ogl-g.so' using any of the filenames
/libpf3ds_ogl-g.so.2 -- either the file does not exist or the file is not
mappable (with reason indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying
"/usr/lib/libpfdb/libpf3ds_ogl-g.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname '/usr/lib/libpfdb/libpf3ds_ogl-g.so' using any of the
filenames /usr/lib/libpfdb/libpf3ds_ogl-g.so.2 -- either the file does not
exist or the file is not mappable (with reason indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying
"/usr/share/Performer/lib/libpfdb/libpf3ds_ogl-g.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname '/usr/share/Performer/lib/libpfdb/libpf3ds_ogl-g.so' using
any of the filenames /usr/share/Performer/lib/libpfdb/libpf3ds_ogl-g.so.2 --
either the file does not exist or the file is not mappable (with reason
indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying "./libpf3ds-g.so"
version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname './libpf3ds-g.so' using any of the filenames
./libpf3ds-g.so.2 -- either the file does not exist or the file is not mappable
(with reason indicated in previous msg)
PF Debug(35):                  pfdFindConverterDSO() - trying "./libpf3ds-g.so"
version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname './libpf3ds-g.so' using any of the filenames
./libpf3ds-g.so.2 -- either the file does not exist or the file is not mappable
(with reason indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying "/libpf3ds-g.so"
version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname '/libpf3ds-g.so' using any of the filenames /libpf3ds-g.so.2
-- either the file does not exist or the file is not mappable (with reason
indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying
"/usr/lib/libpfdb/libpf3ds-g.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname '/usr/lib/libpfdb/libpf3ds-g.so' using any of the filenames
/usr/lib/libpfdb/libpf3ds-g.so.2 -- either the file does not exist or the file
is not mappable (with reason indicated in previous msg)
PF Debug:                      pfdFindConverterDSO() - trying
"/usr/share/Performer/lib/libpfdb/libpf3ds-g.so" version "sgi2.0"
PF Debug:                        dlopen said: 12174:EVT: rld: Fatal Error:
cannot map soname '/usr/share/Performer/lib/libpfdb/libpf3ds-g.so' using any of
the filenames /usr/share/Performer/lib/libpfdb/libpf3ds-g.so.2 -- either the
file does not exist or the file is not mappable (with reason indicated in
previous msg)
PF Debug:                      pfdFindConverterDSO() - Did not find debug DSO
"libpf3ds-g.so"
PF Warning:                    pfdFindConverterDSO() - Could not load DSO for
extension "3ds"
PF Warning:                    pfdLoadFile() - Unable to load file
/usr/people/dewey/EVT/archpl.3ds because of problem finding pfdLoadFile_3ds
add_3Dobj_to_scene: text node NULL

blem finding pfdLoadFile_3ds
add_3Dobj_to_scene: text node NULL



From guest  Wed Feb  7 12:16:43 1996
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	 id KAA17976; Wed, 7 Feb 1996 10:24:02 -0800
From: "Sharon Clay" <src@rose>
Message-Id: <9602071024.ZM17974@rose.asd.sgi.com>
Date: Wed, 7 Feb 1996 10:24:01 -0800
In-Reply-To: ceti@worldnet.net (ceti)
        "any idea or advice ?" (Feb  7,  5:13pm)
References: <199602071610.RAA03519@storm.certix.fr>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: ceti@worldnet.net (ceti), info-performer@sgi.sgi.com
Subject: Re: any idea or advice ?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

+>---- On Feb 7,  5:13pm, ceti wrote:
> Subject: any idea or advice ?
->From guest@holodeck  Wed Feb  7 09:55:43 1996
->X-Sender: ceti@worldnet.net (Unverified)
->Date: Wed, 07 Feb 1996 17:13:42 +0000
->To: info-performer@sgi.sgi.com
->From: ceti@worldnet.net (ceti)
->Subject: any idea or advice ?
->X-Mailer: <PC Eudora Version 1.4>
->
->The subject is how to increase realism with an acceptable CPU cost in a 
->sailling animation.
->
->So first, I need to simulate the wave trailed behind the boat.
->I plan to generate several polygons using the positions history and map an 
->alpha texture on them.
->But I ve been told that under performer making a change in the geometry of 
->the data base is really expensive ( rather than under GL ).

Absolutely not true - changing the geometry is FREE!
In fact, there are a lot of features in Performer to help you
make use of this fact!

We share your copy of geometry in memory and send the current copy
to the graphics pipe every frame - same a GL.  Unless you specifically
request GL display lists, we use our own very fast immediate mode display
lists which in some cases can be faster than GL display lists because
of compression and optimization tricks we use based just on the pointers
to your pfGeoStates and pfGeoSets.
Since we keep pointers to your arrays of data,
You can chan change the geometry in the arrays at no cost and you can
update a pointer and virtually no overhead.
Every frame, we dump down your current version - no copy.

If you want to do operations on the geometry that are computationally
very expensive you may choose to do them on a separate CPU - again, no
trouble because all of the data is in shared memory.  To keep from
drawing a half finished result, you can keep two copies - the current under-
progress copy and the copy to draw.  When you are done with a result,
you flip the pointer.  If you use 3 copies of the data, you don't have to
wait until the draw is finished with it to flip the pointer.
There are special multi-buffer primitives to help you with this kind of 
multi-processed shared memory database editing - check out pfCycleBuffer.

->
->  Second, when setting spinaker on, I want to see the change in the shape of 
->the sail ( from the bag to the half balloon )
->    To do this, should I rather use new morphing nodes of perf2.0 or keep 
->the list of various shapes I have made ?

I'd vote morph :-)
Check out the morph.c example in src/pguide/libpf/C/morph.c

src.


-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@



From guest  Wed Feb  7 14:02:15 1996
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Date: Wed, 07 Feb 1996 16:26:40 -0500
From: Theodore Drapas <TDRAPAS@dcscorp.com>
To: info-performer@sgi.sgi.com
Subject:  pfFormatTex
Status: O

Hi,
  Can anyone tell me if pfFormatTex can be called from the forked DBASE
process in Performer 2.0 ?  I have no problem calling it from the DRAW
process.  When invoked from DBASE it does not return.  Do I have to
make sure I call pfBufferAddChild, pfMergeBuffer after invoking
pfFormatTex ?

Thanks
Ted



From guest  Wed Feb  7 14:51:27 1996
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From: "Don Hatch" <hatch@hell>
Message-Id: <9602071445.ZM15721@hell.asd.sgi.com>
Date: Wed, 7 Feb 1996 14:45:11 -0800
In-Reply-To: "Dewey Anderson" <dewey@evt.com>
        "3ds object loading" (Feb  7,  1:15pm)
References: <9602071315.ZM12240@snowmass>
X-Face: /7QDEc=iPrsQG=j>iQo4F||T'ys-t--1bb9IJ9qo~4|i0nB|OG%gK}I3J2{/u*-q.I8=OSv/&K}V(pw:~5aIV!Y4:y+Vk#AAX)|i'B-jHf+r(?U'"B'9"D|<-(/1PD32tUN
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Dewey Anderson" <dewey@evt.com>, info-performer@sgi.sgi.com
Subject: Re: 3ds object loading
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Feb 7,  1:15pm, Dewey Anderson wrote:

> The messages printed out give me the impression that it found
> /usr/lib/libpfdb/libpf3ds_ogl.so OK but that something about finding that made
> it want to find libcil.so which it was unable to find.
> 
> Any idea what libcil.so is and where I should have gotten it?  I did a "find"
> on libcil.so and there isn't one on my system.

libcil.so is the C interface to the ImageVision Library--
it should be in the subsystem il_eoe.sw.c
on the IRIX 5.3 distribution CD.  If you want to play with the source
you will also need the corresponding header file, which is in il_dev.sw.c.

Don

-- 
Don Hatch  hatch@sgi.com  (415) 933-5150  Silicon Graphics, Inc.



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Date: Wed, 7 Feb 1996 17:55:39 -0500
From: nicolas@cae.ca (Nicolas Gauvin)
Message-Id: <199602072255.RAA01303@osprey.cae.ca>
To: info-performer@sgi.sgi.com
Subject: Re IV: Insuficient computer power
Status: O


I just want to add that my remark was in no way meant as an attack on the whole SGI product line. My apologies if some of you took it that way. SGI has all my
respect in a lot of field where it is present. 

My point was simply that I find the texture capabalities of low end Indys and Indygo2 somewhat poor. I'm sure that makers and users of modeling tools like DWB 
and Multigen will agree with me. Bring up a single textured polygon and everything slows down to a crawl. 

Personnaly I'm a big SGI advocate. I prefer a lot more working on SGIs than on of any other platforms. I truly appreciate working with the Performer toolkit
and I admire the effort you guys are putting into it. Not to mention the support you give us through this mailing list. I have no doubt that producing the same results using PCs would be a lot harder for us.

     ___/     |       ___/ Nicolas Gauvin	   e-mail: nicolas@cae.ca
    /       / |      /     Software Developper	   voice: (514) 341-2000 x2275
   /       /  |     __/    CAE Electronics Ltd.    fax:   (514) 340-5496
  /       ___ |    /	   8585 Cote De Liesse, P.O. Box 1800
_____/  _/   _| _____/     Saint-Laurent, Quebec, Canada, H4L-4X4


From guest  Wed Feb  7 15:46:07 1996
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Date: Wed, 7 Feb 1996 15:40:30 -0800
Message-Id: <199602072340.PAA04589@barney>
From: Scott Watson <scott@disney.com>
To: nicolas@cae.ca (Nicolas Gauvin)
Cc: info-performer@sgi.sgi.com
Subject: Re IV: Insuficient computer power
In-Reply-To: <199602072255.RAA01303@osprey.cae.ca>
References: <199602072255.RAA01303@osprey.cae.ca>
Status: O


   Nicolas> the support you give us through this mailing list. I have
   Nicolas> no doubt that producing the same results using PCs would
                                        ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
   Nicolas> be a lot harder for us.
            ^^^^^^^^^^^^^^^^^^^^^^

	This may be an understatement ;^)

-Scott
	



From guest  Wed Feb  7 17:55:59 1996
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From: "Rejean Chartrand" <rejeanc@cae.ca>
Message-Id: <9602072039.ZM9114@popsie.cae.ca>
Date: Wed, 7 Feb 1996 20:39:57 -0500
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To: info-performer@sgi.sgi.com
Subject: USGS DLG to DMA DFAD
Mime-Version: 1.0
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Status: O

Hi everybody,

I'm sorry for posting this message on the mailing list but I think that's the
best place to have a good answer to my question.

Is there someone that has code for converting USGS DLG files to DMA DFAD ?
I remember having seen such a thing recently on the Internet but I can't
remember where.

Thanks in advance !

Rejean Chartrand.
CAE Electronics Ltd.

P.S. : I've just been called by the SGI Education Center to tell me
       that both Advanced IRIS Performer Programming courses have
       been canceled do to a lack of registration.

       I'm very sad and surprised at the same time that so little
       have registered for that course. I just hope that there will
       be another similar course in a near futur !


From guest  Wed Feb  7 18:13:17 1996
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To: "Nicolas Gauvin" <nicolas@cae.ca>
Cc: info-performer
Subject: Re: Insuficient computer power 
In-Reply-To: Your message of "Tue, 06 Feb 96 19:44:44 EST."
             <9602061944.ZM16566@osprey.cae.ca> 
Date: Wed, 07 Feb 96 18:08:52 -0800
From: Jim Helman <jimh@surreal>
Status: O

> With SGI, when it comes to texturing you either have it all at
> a very high price or you are stuck with nothing usable. 

The problem with this situation is obvious to many.  And of
course, texturing can be sped up quite a bit by trading off
against quality.  The Indy folks have looked at finding
some hopefully sweet spots in the spectrum of such trade-offs.  
I think some of it will be in IRIX 6.2.   Despair not.

rgds,

-jim helman

jimh@surreal.asd.sgi.com
IRIS Performer/Cosmo3D Java Library
415/933-1151


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	for info-performer@sgi.sgi.com id QAA25338; Wed, 7 Feb 1996 16:15:14 -0800
From: "Javier Castellar" <javier@sixty>
Message-Id: <9602071615.ZM25336@sixty.asd.sgi.com>
Date: Wed, 7 Feb 1996 16:15:14 -0800
In-Reply-To: nicolas@cae.ca (Nicolas Gauvin)
        "Re IV: Insuficient computer power" (Feb  7,  5:55pm)
References: <199602072255.RAA01303@osprey.cae.ca>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: Re IV: Insuficient computer power
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

>I just want to add that my remark was in no way meant as an attack on the
whole >SGI product line. My apologies if some of you took it that way. SGI has
all my
>respect in a lot of field where it is present.

No, i think that your email was very convenient to expose some basic issues
about the performer role.

We apreciate very much all feedback received and i agree with most of the
points that you exposed.

-Javier




-- 
*************************************************************************
* Javier Castellar Arribas     * Email:              javier@asd.sgi.com *                 
*                              * Vmail:            		 3-1589 *            
* Member of Technical Staff    * Phone: (415)-933-1589 | 933-2108 (lab) *
* Applied Engineering 	       * Fax:                    (415)-964-8671 *     
* Advanced Systems Division    * MailStop:                       8L-800 *
************************************************************************* 
* Silicon Graphics Inc.                                                 *
* 2011 N. Shoreline Boulevard,                                          *                        
* Mountain View, California 94043-1386, USA                             *
*************************************************************************
"Violence is the last refuge of the incompetant"
						Hari Seldon



From guest  Wed Feb  7 18:57:49 1996
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From: kyriazis@mistral.esd.sgi.com (George Kyriazis)
Message-Id: <199602080253.SAA15904@mistral.esd.sgi.com>
Subject: Re: Insuficient computer power
To: jimh@surreal (Jim Helman)
Date: Wed, 7 Feb 1996 18:53:31 -0800 (PST)
Cc: nicolas@cae.ca, info-performer
In-Reply-To: <199602080208.SAA28843@surreal.asd.sgi.com> from "Jim Helman" at Feb 7, 96 06:08:52 pm
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Status: O


> The Indy folks have looked at finding
> some hopefully sweet spots in the spectrum of such trade-offs.  
> I think some of it will be in IRIX 6.2.   Despair not.
> 
There is going to be an implementation of fast/cheap textures for Indy
coming up soon.  The schedule so far is:

- A 5.3 OpenGL patch will be out in a couple of weeks that includes this
  functionality (and some demo code).

- Vanilla 6.2 is NOT going to have it (we couldn't fit it in due to 
  constraints placed by the release group), BUT a patch that includes it
  will be out soon after 6.2 is released.

So, there you have it! :)

Please let me know if I should post more details regarding this.

  --george


From guest  Wed Feb  7 21:02:53 1996
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	 id MAA20823; Tue, 6 Feb 1996 12:55:04 -0500
Message-Id: <199602061755.MAA20823@vr2.engin.umich.edu>
To: Nuno Godinho <mgo@minerva.inesc.pt>
Cc: Performer Mailing List <info-performer@sgi.sgi.com>
Subject: Re: Insuficient computer power 
Date: Tue, 06 Feb 1996 12:54:52 -0500
From: Ralph Seguin <seguin@vr2.engin.umich.edu>
Status: O

> I'm currently working on an Indy with a Risc4400 at 175Mhz, 32Mb Ram.
> It just isn't enough to simulate a 3d environment with texture-mapped
> objects.

The base Indy gfx system is a dumb frame buffer and has no hardware
acceleration, and certainly no hardware textures.
To get hardware textures, you need a higher end graphics system
like:  RealityEngine, Impact, ...  None of which are available for
the Indy [yet??].

> The question is: Why is a 486i with 4mb RAM enough to run the full
> textured environment of Doom and the complex textured samples of

The short of it is that Doom "cheats" a little bit.  There is a vast
difference between a fixed game-type application and general 3D.

> Renderware? THIS COMPUTER COSTS 20 TIMES LESS!

Can you really buy a 486 system for $250?  :)  If so, I'll order 50
immediately. :)

-Ralph



From guest  Wed Feb  7 22:22:41 1996
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From: kyriazis@mistral.esd.sgi.com (George Kyriazis)
Message-Id: <199602080526.VAA17356@mistral.esd.sgi.com>
Subject: Indy texturing
To: info-performer
Date: Wed, 7 Feb 1996 21:26:08 -0800 (PST)
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Status: O



Ok, I got asked to be a bit more specific about the upcoming Indy 
fast texturing.

It actually has two aspects, which, when combined provide the desired
result.  Performance figures are included below.

1. Certain "cheap" texturing paths are optimized.  This is basically
   the following combinations:

	2-d textures
	no texture borders
	min/mag filters:	GL_NEAREST / GL_NEAREST (no mip-mapping)
	repeat/clamp modes:	GL_REPEAT (both s&t directions)
	glTexEnv modes:		GL_REPLACE_EXT is fastest (no lighting).
				GL_MODULATE is fast, but not top speed.
	GL_PERSPECTIVE_CORRECTION_HINT should NOT be set to GL_NICEST
		(This way a divide is avoided per pixel).
	GL_RGB and GL_RGBA textures are accelerated
				(blending supported for RGBA textures)
	depth buffering is supported.
	no stencil.
	no scissoring when depth buffer is enabled.

Just this optimization gives you upto 2Mpxls/sec depth-buffered throughput,
which is about 5-10x performance increase, but it's not enough..


2. An OpenGL SGIX (machine dependent) extension is added that allows
   rasterization to be performed at a level courser than 1-pixel.  This
   way, the (software) rasterizer performs less work.  This "zoom"
   factor can be altered on a frame-by-frame basis.

   Traditional (non-textured) rendering suffers a hit using this mode
   (because of the hardware support existing for flat/gouraud polygons).
   Only when the zoom factor is >= 3 you get performance higher than
   traditional rasterization.

   For textured polygons, using the above settings, you can get pixel
   throughputs which can reach about 20Mpxls/sec, with a decreased
   visual quality, of course.

For simple scenes, you CAN get fully-textured real-time 30Hz.


The above also applies for the just-announced R5000 Indy.  The R5Ks
provides the highest texture performance, followed by R4400s, and then
by R4600s.

  --george


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Date: Tue, 06 Feb 1996 18:06:52 +0000
To: info-performer@sgi.sgi.com
From: ceti@worldnet.net (ceti)
Subject: any idea or advice ?
X-Mailer: <PC Eudora Version 1.4>
Status: O

The subject is how to increase realism with an acceptable CPU cost in a 
sailling animation.

So first, I need to simulate the wave trailed behind the boat.
I plan to generate several polygons using the positions history and map an 
alpha texture on them.
But I ve been told that under performer making a change in the geometry of 
the data base is really expensive ( rather than under GL ).
So if anyone has an other idea or good advice, he is welcome.

  Second, when setting spinaker on, I want to see the change in the shape of 
the sail ( from the bag to the half balloon )
    To do this, should I rather use new morphing nodes of perf2.0 or keep 
the list of various shapes I have made ?

Thanks for the advices.
 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
<      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ >
<    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ >
<   _/  _/  _/        _/    _/   _/    _/    _/_/_/   _/   _/  >
<  _/  _/  _/        _/    _/   _/    _/    _/       _/_/_/    >
< _/  _/  _/        _/     _/ _/     _/    _/       _/   _/    >
< _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/    >
<                                                              >
<        BILLARD Olivier  - Ingeneer R&D   @  C&I Software     >
<        1 avenue de la mer  - 44380  PORNICHET  -  FRANCE     >
<         Tel: +33 40 11 68 72      Fax: +33 140 61 68 14      >
<                  Email: ceti@worldnet.net                    >
 \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/



From guest  Wed Feb  7 23:48:39 1996
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From: Michael Boccara <boccara@ensta.fr>
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Could you unsubscribe me please

Could you also telle me the newsgroup for performer

thanks

		Mike


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Subject: Texture memory on RE2
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Status: O

Hello.
Someone say that if I have 2 RM4s on my RE2, then the size of texture memory is 
8Mb. Others say it remains 4Mb. Which is true? I believe the latter is true. And 
I believe this is also the case in InfiniteReality.
Thanks in advance.

	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



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Date: Thu, 08 Feb 1996 09:53:56 +0100
From: Rainer Krampe <Rainer.Krampe@lm.otn.dasa.de>
Organization: LME51
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Subject: Re: Texture memory on RE2
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d3@po.iijnet.or.jp wrote:
> 
> Hello.
> Someone say that if I have 2 RM4s on my RE2, then the size of texture memory is
> 8Mb. Others say it remains 4Mb. Which is true? I believe the latter is true. And
> I believe this is also the case in InfiniteReality.
> Thanks in advance.

Hi Yutaka,
The latter is correct, because each RM4 added gives you only more pixel
throughput.
Also you may not mix RM4s (4Mb) with RM5s (16Mb) in one pipe.
The same is true for the InfiniteReality

cu, Rainer
> 
>         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

-- 
Rainer Krampe                              Daimler-Benz Aerospace
                                           Military Aircraft
Phone:   (+89) 607 28196                   P.O.Box 80 11 60
Fax:     (+89) 607 22491                   D-81663 Muenchen
E-mail:  rainer.krampe@lm.otn.dasa.de


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subscribe

-- 



From guest  Thu Feb  8 02:15:16 1996
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From: "Javier Castellar" <javier@sixty>
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Date: Thu, 8 Feb 1996 02:05:05 -0800
In-Reply-To: d3@po.iijnet.or.jp
        "Texture memory on RE2" (Feb  8,  5:25pm)
References: <199602080825.RAA25267@sh0.po.iijnet.or.jp>
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RealityEngine/VTX/RealityEngine2:
================================
RM4 -----> 4 Mbytes = 2 x 2 MBytes for any number of RMs
RM5 -----> 16Mbytes = 2 x 8 MBytes for any number of RMs

InfiniteReality and Istation:
============================
RM6-16 --> 16 MBytes = 2 x 8 MBytes for any number of RMs
RM6-64 --> 64 MBytes = 2 x 32 MBytes for any number of RMs

NOTE: While using 3D textures in IR and IS the bank subdivision does not apply
(RM6-16 --> 16MBytes, RM6-64 ---> 64MBytes)

... and it works today.

-Javier

-- 
*************************************************************************
* Javier Castellar Arribas     * Email:              javier@asd.sgi.com *                 
*                              * Vmail:            		 3-1589 *            
* Member of Technical Staff    * Phone: (415)-933-1589 | 933-2108 (lab) *
* Applied Engineering 	       * Fax:                    (415)-964-8671 *     
* Advanced Systems Division    * MailStop:                       8L-800 *
************************************************************************* 
* Silicon Graphics Inc.                                                 *
* 2011 N. Shoreline Boulevard,                                          *                        
* Mountain View, California 94043-1386, USA                             *
*************************************************************************
"Violence is the last refuge of the incompetant"
						Hari Seldon



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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Thu, 8 Feb 1996 09:41:51 +0100
In-Reply-To: ceti@worldnet.net (ceti)
        "any idea or advice ?" (Feb  7,  5:13pm)
References: <199602071610.RAA03519@storm.certix.fr>
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On Feb 7,  5:13pm, ceti wrote:
> Subject: any idea or advice ?
> The subject is how to increase realism with an acceptable CPU cost in a
> sailling animation.
>
> So first, I need to simulate the wave trailed behind the boat.
> I plan to generate several polygons using the positions history and map an
> alpha texture on them.
> But I ve been told that under performer making a change in the geometry of
> the data base is really expensive ( rather than under GL ).
> So if anyone has an other idea or good advice, he is welcome.

This is really only the case if youre loading database & or mallocing etc.
To modify the vertices information in a geoset is relatively straightforward
but there can be some minor gotchas depending on process model. You may have
to use multiple copies of your geometry and round-robin their use.

>
>   Second, when setting spinaker on, I want to see the change in the shape of
> the sail ( from the bag to the half balloon )
>     To do this, should I rather use new morphing nodes of perf2.0 or keep
> the list of various shapes I have made ?

I suppose the former would be more flexible but the latter would be simpler.

>
> Thanks for the advices.
>  /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
> <      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ >
> <    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ >
> <   _/  _/  _/        _/    _/   _/    _/    _/_/_/   _/   _/  >
> <  _/  _/  _/        _/    _/   _/    _/    _/       _/_/_/    >
> < _/  _/  _/        _/     _/ _/     _/    _/       _/   _/    >
> < _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/    >
> <                                                              >
> <        BILLARD Olivier  - Ingeneer R&D   @  C&I Software     >
> <        1 avenue de la mer  - 44380  PORNICHET  -  FRANCE     >
> <         Tel: +33 40 11 68 72      Fax: +33 140 61 68 14      >
> <                  Email: ceti@worldnet.net                    >
>  \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
>
>
>-- End of excerpt from ceti



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


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References: <199602080825.RAA25267@sh0.po.iijnet.or.jp>
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                                                                                                                                                                                           %)6[4%8SI)VQJz{)<XHbIT}5=8N}A&HG=L,zHHS]C_KJ_^?kX4WadRTp]_t40
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: d3@po.iijnet.or.jp
Subject: Re: Texture memory on RE2
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Total number of RMs does not affect texture memory.  The number of RMs in
a system affects pixel-fill-rate and frame-buffer-volume (affects
subsample-antialiasing/resolution etc.).

RE2:
RM4 => 4Mb tex memory
RM5 => 16Mb tex memory

InfiniteReality:
RM6-16 => 16Mb tex memory
RM6-64 => 64Mb tex memory


Cheers,
tom
---

-- 
----------------------------------------------------------------------
Tom Fuke                           email: tom@reading.sgi.com         -
 The Reality Centre                vmail: 59101 (0800 896020 in U.K)  --
  Silicon Graphics Ltd               vox: +44 (1734) 257604           ---
   Theale, Reading                   fax: +44 (1734) 257608           ---   \   o  _
    RG7 4SB, UK                 mailstop: IUK-311                     ---   | [][] |
                                                                      ---   | (  ) |
----------- http://reality.sgi.com/employees/tom_reading/ ---------------   --------

Reality Centre WWW Sites (US & European mirror):
       http://www.sgi.com/International/UK/centre/index.html
       http://www-europe.sgi.com/International/UK/centre/index.html


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From: Simon Bennett <simonb@wormald.com.au>
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To: Michael Boccara <boccara@ensta.fr>
Cc: info-performer@sgi.sgi.com
Subject: Re: unsubscribe
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On Thu, 8 Feb 1996, Michael Boccara wrote:

> Could you unsubscribe me please

Well I can't :)  

I belive the correct address for this request is still 
"info-performer-request@sgi.com" - but I think it takes a little while as 
they are done by hand.....  (this may have changed)

> Could you also telle me the newsgroup for performer

Unless, this too has also changed, there isn't one.

+----------------------------------------------------------------------------+
  Simon Bennett       simonb@wormald.com.au
  Wormald Technology  Advanced Systems Engineering Ph: +61 2 9981 0611 (x512)

          Meeting - an event where you take minutes and waste hours.



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From: Simon Bennett <simonb@wormald.com.au>
X-Sender: simonb@murad
To: Rainer Krampe <Rainer.Krampe@lm.otn.dasa.de>
Cc: Performer Mailing List <info-performer@sgi.sgi.com>, d3@po.iijnet.or.jp
Subject: Re: Texture memory on RE2
In-Reply-To: <3119BA24.8A5@lm.otn.dasa.de>
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On Thu, 8 Feb 1996, Rainer Krampe wrote:

> Hi Yutaka,
> The latter is correct, because each RM4 added gives you only more pixel
> throughput.
> Also you may not mix RM4s (4Mb) with RM5s (16Mb) in one pipe.
> The same is true for the InfiniteReality

I'd bet you my grandmother that you can't use either RM4's *or* RM5's in 
the InfiniteReality... 

+----------------------------------------------------------------------------+
  Simon Bennett       simonb@wormald.com.au
  Wormald Technology  Advanced Systems Engineering Ph: +61 2 9981 0611 (x512)

          Meeting - an event where you take minutes and waste hours.



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From: "Sharon Clay" <src@rose>
Message-Id: <9602080424.ZM2983@rose.asd.sgi.com>
Date: Thu, 8 Feb 1996 04:24:54 -0800
In-Reply-To: Simon Bennett <simonb@wormald.com.au>
        "Re: Texture memory on RE2" (Feb  8,  9:36pm)
References: <Pine.OSF.3.91.960208213516.24109L-100000@murad>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: Simon Bennett <simonb@wormald.com.au>,
        Rainer Krampe <Rainer.Krampe@lm.otn.dasa.de>
Subject: Re: Texture memory on RE2
Cc: Performer Mailing List <info-performer@sgi.sgi.com>, d3@po.iijnet.or.jp
Mime-Version: 1.0
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+>---- On Feb 8,  9:36pm, Simon Bennett wrote:
> Subject: Re: Texture memory on RE2
->From guest@holodeck  Thu Feb  8 03:22:18 1996
->Date: Thu, 8 Feb 1996 21:36:39 +1100 (EST)
->From: Simon Bennett <simonb@wormald.com.au>
->X-Sender: simonb@murad
->To: Rainer Krampe <Rainer.Krampe@lm.otn.dasa.de>
->Cc: Performer Mailing List <info-performer@sgi.sgi.com>, d3@po.iijnet.or.jp
->Subject: Re: Texture memory on RE2
->In-Reply-To: <3119BA24.8A5@lm.otn.dasa.de>
->
->On Thu, 8 Feb 1996, Rainer Krampe wrote:
->
->> Hi Yutaka,
->> The latter is correct, because each RM4 added gives you only more pixel
->> throughput.

On both RE and IR, additional RMs gives you additional pixel performance
and pixel depth for more framebuffer memory resources - bigger framebuffers
and/or more of them with more depth.  For example, more samples per
pixel, or the ability to do 16 samples of multisample with stereo buffers, etc.

->> Also you may not mix RM4s (4Mb) with RM5s (16Mb) in one pipe.
->> The same is true for the InfiniteReality
->
->I'd bet you my grandmother that you can't use either RM4's *or* RM5's in 
->the InfiniteReality... 
->

You get to keep your grandmother :-)
IR has an RM6 that can be currently configured with 16 or 64 MBytes of
texture memory.

src.


-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@



From guest  Thu Feb  8 08:42:43 1996
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Date: Thu, 8 Feb 1996 09:39:09 -0700
From: dpugmire@real.cs.utah.edu (David Pugmire)
Message-Id: <199602081639.JAA15225@real.cs.utah.edu>
To: info-performer@sgi.sgi.com
Subject: Modelling strategy Question
Status: O


 Hi,

 I'm a fairly new multigen modeller, and am looking for pointers on
what makes a good model design for display with performer.  
Are there any general rules of thumb
for best performance ?  Is the the town database a good structure to
follow ?  Do you make a big grid of the area you want to model and
have a group for each cell, with any additional structure beneath ?
Is a quad-tree structure best ?  

I'll be running it on a 1 pipe, 4 cpu 4 RM5 Onyx.

 Thanks,

 dp.


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From: "Javier Castellar" <javier@sixty>
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Date: Thu, 8 Feb 1996 10:22:51 -0800
In-Reply-To: englim@sgisgp.singapore.sgi.com (Eng Lim Goh)
        "Re: Re III: Insuficient computer power" (Feb  8,  9:13pm)
References: <9602081313.AA08114@sgisgp.singapore.sgi.com>
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Status: O


The formal ULTRA64 product will have its name changed to 'Nintendo64'.

-Javier

-- 
*************************************************************************
* Javier Castellar Arribas     * Email:              javier@asd.sgi.com *                 
*                              * Vmail:            		 3-1589 *            
* Member of Technical Staff    * Phone: (415)-933-1589 | 933-2108 (lab) *
* Applied Engineering 	       * Fax:                    (415)-964-8671 *     
* Advanced Systems Division    * MailStop:                       8L-800 *
************************************************************************* 
* Silicon Graphics Inc.                                                 *
* 2011 N. Shoreline Boulevard,                                          *                        
* Mountain View, California 94043-1386, USA                             *
*************************************************************************
"Violence is the last refuge of the incompetant"
						Hari Seldon



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From: "Erik Arthur" <erik@turtle.psych.umn.edu>
Organization: University of Minnesota
To: info-performer@sgi.sgi.com
Date: Thu, 8 Feb 1996 15:46:10 +0000
Subject: Brake light in performer?
Reply-To: erik@turtle.psych.umn.edu
X-Mailer: Pegasus Mail for Windows (v2.23)
Status: O


We are implementing a driving simulator using
Performer 1.2 and a RE.  We would like to create
a switchable brake light and have noticed the
traffic lights in the town.flt file.  The basic
paradigm is that you are following a car, the
car's brake lights come on, you hit your brake
pedal.  We want to able to control the on/off
timing of the lights through software.  What
would be the best way to accomplish this?

Thanks in advance,

Erik Arthur
--------------------------------------
Erik Arthur  erik@turtle.psych.umn.edu
141 Mariucci Arena
1901 4th St. SE
Mpls, MN 55455  (612) 626-7521 (lab)
http://turtle.psych.umn.edu/~erik/index.html
--------------------------------------


From guest  Thu Feb  8 16:27:14 1996
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From: "Tom McReynolds" <tomcat@proxima>
Message-Id: <9602081623.ZM17624@proxima.asd.sgi.com>
Date: Thu, 8 Feb 1996 16:23:27 -0800
X-Mailer: Z-Mail (3.2.3 10apr95 MediaMail)
To: info-performer@proxima
Subject: Re: Subject:  pfFormatTex
Cc: TDRAPAS@dcscorp.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

The pfFormatTex() call does the GL setup required before binding or drawing
textures.

You have to call it in the draw process because that's where the GL state
is. The reason it's a separate function is so you can do some of the
texture formatting overhead early, when you have spare cycles, instead of
having to do it when you need the texture, when the system is more loaded.

If you haven't formatted the texture using  pfFormatTex() ahead of time,
the formatting work will be done when pfApplyTex() or pfLoadTex() is called.

Given the above, calling draw in the DBASE process won't do the right thing,
since the setup calls executed won't affect the GL context. But it shouldn't
hang. I guess the simple answer is, "call pfFormatTex() in the DRAW process
and you won't have problems".

One (possibly obvious) suggestion; as you're bringing in new textures, call
pfFormatTex() at the end of the frame, when your hardware is busy rendering
the current scene. That way you can format textures that you've read in, but
aren't needed for this frame, at a time when you have some spare cyles.

		-Tom


> Date: Wed, 07 Feb 1996 16:26:40 -0500
> From: Theodore Drapas <TDRAPAS@dcscorp.com>
> To: info-performer@sgi.sgi.com
> Subject:  pfFormatTex
>
> Hi,
>   Can anyone tell me if pfFormatTex can be called from the forked DBASE
> process in Performer 2.0 ?  I have no problem calling it from the DRAW
> process.  When invoked from DBASE it does not return.  Do I have to
> make sure I call pfBufferAddChild, pfMergeBuffer after invoking
> pfFormatTex ?
>
> Thanks
> Ted



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Date: Thu, 8 Feb 1996 16:37:01 EDT
From: Gary Williams <gewillia@afit.af.mil>
Subject: Double Precision in 2.0?
To: info-performer@sgi.sgi.com
Message-Id: <ECS9602081601C@afit.af.mil>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; CHARSET=US-ASCII
Status: O

I've been continuing work on a virtual Solar System Modeler which accurately 
propagates the orbits of the planets, moons, man-made satellites, etc.  We're 
experiencing some difficulties with jitter in the moons and satellites in the 
outer planet regions.  The coordinate system is based on the Earth's location 
so the numbers get pretty large.  The calcuations must be precise and I suspect 
our problem may be due to the mixing of doubles and floats (pfVec3, etc) in 
Performer 1.2.  I've been told Performer 2.0 was to support double precision in 
its internal data structures.  However, it appeared to me the pfVec3 and related 
structures are still only floats (I looked at the pfLinMath.h file).  I've 
briefly looked at the FAQ page and the manual but haven't found any helpful 
information.  Would someone please let me know if Peformer 2.0 does support 
doubles in its data structures and an appropriate reference for reading up on 
this.  Thanks for any help you can provide.

Gary
******************************************************
GARY E. WILLIAMS, Capt, USAF         
Air Force Institute of Technology
MS Student in Computer Systems: Modeling & Simulation

http://www.afit.af.mil/Schools/EN/ENG/LABS/GRAPHICS/people/gewillia/index.html
gewillia@afit.af.mil  (513) 255-3636 Ext. 6036




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From: flysiml@public.bta.net.cn
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Subject: ULTRA64
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Status: O

Hi,

where can I get informatiom of ULTRA64 ?

Thanks!

flysiml@public.bta.net.cn



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From: "Ng Kian Bee, SIT/CS" <ngkb@nyp.ac.sg>
To: performer-request <info-performer-request@sgi.sgi.com>,
        performer <info-performer@sgi.sgi.com>
Subject: How to compute Polygon Budget...
Date: Fri, 09 Feb 96 09:03:00 PST
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Status: O


Hi,

I understand that to perform a good VR simulation, the number of polygon 
counts etc
are very important. So, my questions are:

1. How do we compute our polygon budget? Based on the throughput rate of the 
machine
that we use? Or based on the software we use? Or based on the memory size? 
Or texture
memory size? Or .... I would greatly appreciate someone to direct me to find 
these soln as
I am currently developing a simulation that contains huge number of 
polygons.

2. How do the SGI machines draw polygons? Do they perform the tesselation at 
the hardware
level and draw accordingly? If so, is it correct to say that it performs 
triangulation of polygons
before they draw the polygons? How about convex polygons? And, does it imply 
that instead
of creating our simulation models in n-sided polygons, it is better to 
create them in triangles so
that the step of triangulations are done at the software levels and thus the 
speed of the simulation
is faster? If so, how about the number of vertices? Once triangulated, the 
number of polygons count
increased dramatically and thus shoudnt it be slower than faster than if we 
dont triangulate them?

Could some experts in these field enlighten, pls?

If possible, pls reply directly to my email address below.

Thanx a million!

Kian Bee
ngkb@nyp.ac.sg


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Date: Thu, 8 Feb 1996 17:40:54 -0800
From: ib@orac.engr.sgi.com (Ivan Bach)
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To: info-performer@sgi.engr.sgi.com, flysiml@public.bta.net.cn
Subject: Re:  ULTRA64
Status: O

flysiml@public.bta.net.cn writes:
> where can I get informatiom of ULTRA64 ?
The name of that product has been changed to Nintendo64.

http://www.nintendo.com
http://www.cee.hw.ac.uk/~mapleson/sgistuff/ultra64/ultra64.html
http://www.pitt.edu:80/~szm/nu64-cap.htm
http://www.mips.com

Ivan Bach, ib@sgi.com


From guest  Thu Feb  8 18:34:28 1996
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From: "Andrew Shein" <Andrew.Shein@orac.boston.sgi.com>
Message-Id: <9602082132.ZM3346@orac.boston.sgi.com>
Date: Thu, 8 Feb 1996 21:32:22 -0500
In-Reply-To: Gary Williams <gewillia@afit.af.mil>
        "Double Precision in 2.0?" (Feb  8,  4:37pm)
References: <ECS9602081601C@afit.af.mil>
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On Feb 8,  4:37pm, Gary Williams wrote:
> Subject: Double Precision in 2.0?
> I've been continuing work on a virtual Solar System Modeler which accurately
> propagates the orbits of the planets, moons, man-made satellites, etc.  We're
> experiencing some difficulties with jitter in the moons and satellites in the
> outer planet regions.  The coordinate system is based on the Earth's location
> so the numbers get pretty large.  The calcuations must be precise and I
suspect
> our problem may be due to the mixing of doubles and floats (pfVec3, etc) in
> Performer 1.2.  I've been told Performer 2.0 was to support double precision
in
> its internal data structures.  However, it appeared to me the pfVec3 and
related
> structures are still only floats (I looked at the pfLinMath.h file).  I've
> briefly looked at the FAQ page and the manual but haven't found any helpful
> information.  Would someone please let me know if Peformer 2.0 does support
> doubles in its data structures and an appropriate reference for reading up on
> this.  Thanks for any help you can provide.
>
> Gary
> ******************************************************
> GARY E. WILLIAMS, Capt, USAF
> Air Force Institute of Technology
> MS Student in Computer Systems: Modeling & Simulation
>
> http://www.afit.af.mil/Schools/EN/ENG/LABS/GRAPHICS/people/gewillia/index.html
> gewillia@afit.af.mil  (513) 255-3636 Ext. 6036
>
>
>
>-- End of excerpt from Gary Williams


   If I remember correctly the GEs work in floats, so
even if you do the positions as doubles, they are changed to floats.
I had the same problem with a gl app a few years ago.
   You might try changing the coordinate system (dynamicly) to the closer
objects, that way the jitter will not be as noticable on the
far away objects.
		Andy



-- 
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



From guest  Thu Feb  8 23:48:08 1996
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From: "Graham" <graham@beast>
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Date: Thu, 8 Feb 1996 23:45:25 -0800
In-Reply-To: dpugmire@real.cs.utah.edu (David Pugmire)
        "Modelling strategy Question" (Feb  8,  9:39am)
References: <199602081639.JAA15225@real.cs.utah.edu>
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To: dpugmire@real.cs.utah.edu (David Pugmire)
Subject: Re: Modelling strategy Question
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Status: O

ONe could write a novel on what constiutes "good model design for display in
performer", a good starting novel is the performer manual which has an
excellent section on spatial organization of the database.

General pointers:

1) You are very lucky in terms of H/w capability it really does not get much
better, with RM-5's you have 16 mb of texture memory at your disposal, unless
you are explicitely controlling texture paging, make sure all your texture fits
within this 16mb (see perfly as an example, when it loads models it tells you
how much T.M. you're using).

2) THere is no hard and fast rule, whether to quad-tree or whatever, BUT
spatially align groups so that they can be culled out quickly.  An evenly
spaced grid can work if the database density is relatively consistent (most
aren't!) so it might make more sense to structure your hierarchy so that there
is similar number of polys clustered together.

3) Use LOD's, use them aggressively and use them everywhere (we really mean
it!), even a 1 polygon billboard tree is useless if its so far away its lost in
the fog or not contributing to the scene so switch it out.

4) Put your poly's where they count! If 70% of your scene is road and road side
clutter don't put a lot of detail in the houses on the side of the road, maybe
a simple facade would be enough.

We could write a novel here, but the Performer town is a good start, there is
another version called Performer toon, which is more highly tuned.  Have fun,
and try out your models often in Perfly or what have you.

GB

On Feb 8,  9:39am, David Pugmire wrote:
> Subject: Modelling strategy Question
>
>  Hi,
>
>  I'm a fairly new multigen modeller, and am looking for pointers on
> what makes a good model design for display with performer.
> Are there any general rules of thumb
> for best performance ?  Is the the town database a good structure to
> follow ?  Do you make a big grid of the area you want to model and
> have a group for each cell, with any additional structure beneath ?
> Is a quad-tree structure best ?
>
> I'll be running it on a 1 pipe, 4 cpu 4 RM5 Onyx.
>
>  Thanks,
>
>  dp.
>
>-- End of excerpt from David Pugmire



-- 


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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9602091043.ZM205@lee.electrogig.com>
Date: Fri, 9 Feb 1996 10:43:11 -0800
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To: info-performer@sgi.sgi.com
Subject: order of buffer operations in DBASE process
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Status: O

HI,

	I am observing a wrong behaviour in the following situations - may be
due to my mistake.

I have the following scene graph created in APP process:


			 root
			  |
			switch
			  |
		   ----------------
		   |     |         |
		scene0  scene1    scene2


I need to insert another sceneX as the X child of switch in the DBASE process.
In order to maintain multi-process sync between the above scene order and the
scene order in a UI, I have to do the insertion as follows:

DBASE process callback:

	- create newSwitch and set its switch value
	- for all scenes
	      - buffer remove scene from switch
	      - buffer add scene to newSwitch
	- buffer insert sceneX in newSwitch
	- buffer remove switch and async delete switch from root
	- buffer add newSwitch to root
	- merge buffer

I would expect newSwitch to have children in the same order as the old switch,
but instead the order is reversed! SceneX is correctly inserted, but the
rest of the scenes are in reverse order. Even if I don't insert any new scene,
the order is still reversed.

Anybody has any ideas on this?

thanks a lot

-anita

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


From guest  Fri Feb  9 10:42:26 1996
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Date: Fri, 09 Feb 1996 18:42:33 +0100
From: Nuno Godinho <mgo@minerva.inesc.pt>
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To: Performer Mailing List <info-performer@sgi.sgi.com>
Cc: Ken Lindsay <kl@ptolemy.arc.nasa.gov>
Subject: Is Full Screen mode faster?
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Status: O

> if Doom ran under windows, it would be a total slug.

So, if I run a Performer application in full screen I get better
performance?

Is there a way to run it full screen at 320x200?

thanks


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From: jrohlf@tubes (John Rohlf)
Message-Id: <199602092023.MAA22766@tubes.asd.sgi.com>
Subject: Re: order of buffer operations in DBASE process
To: guest (AnitaKishore)
Date: Fri, 9 Feb 96 12:23:44 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9602091043.ZM205@lee.electrogig.com>; from "AnitaKishore" at Feb 9, 96 10:43 am
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> HI,
> 
> 	I am observing a wrong behaviour in the following situations - may be
> due to my mistake.
> 
> I have the following scene graph created in APP process:
> 
> 
> 			 root
> 			  |
> 			switch
> 			  |
> 		   ----------------
> 		   |     |         |
> 		scene0  scene1    scene2
> 
> 
> I need to insert another sceneX as the X child of switch in the DBASE process.
> In order to maintain multi-process sync between the above scene order and the
> scene order in a UI, I have to do the insertion as follows:
> 
> DBASE process callback:
> 
> 	- create newSwitch and set its switch value
> 	- for all scenes
> 	      - buffer remove scene from switch
> 	      - buffer add scene to newSwitch
> 	- buffer insert sceneX in newSwitch
> 	- buffer remove switch and async delete switch from root
> 	- buffer add newSwitch to root
> 	- merge buffer
> 
> I would expect newSwitch to have children in the same order as the old switch,
> but instead the order is reversed! SceneX is correctly inserted, but the
> rest of the scenes are in reverse order. Even if I don't insert any new scene,
> the order is still reversed.
> 
> Anybody has any ideas on this?
> 


	It appears that the order of pfBuffer* commands is not properly 
preserved. The order is not exactly reversed but is 0, N-1, N-2, N-3...






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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9602091144.ZM319@lee.electrogig.com>
Date: Fri, 9 Feb 1996 11:44:14 -0800
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To: info-performer@sgi.sgi.com
Subject: order of buffer operations in DBASE process
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>
> DBASE process callback:
>
> 	- create newSwitch and set its switch value
> 	- for all scenes
> 	      - buffer remove scene from switch
> 	      - buffer add scene to newSwitch
> 	- buffer insert sceneX in newSwitch
> 	- buffer remove switch and async delete switch from root
> 	- buffer add newSwitch to root
> 	- merge buffer
>
> I would expect newSwitch to have children in the same order as the old
switch,
> but instead the order is reversed! SceneX is correctly inserted, but the
> rest of the scenes are in reverse order. Even if I don't insert any new
scene,
> the order is still reversed.



continuing with the above example, I also notice that pfBufferInsert doesn't
allow me to insert a new child at any index other than 0. The warning
given is:  "PF Warning/Usage:              pfInsertChild: Bad index 1."

Since all the buffer related calls are deferred till the next pfSync(), and
if the calls order remain the same till then, then switch will have 3 children
and the insertion can then take place anywhere between 0 to 2. Notice that
insertion follows addition of all existing scenes. pfBufferInsert() shouldn't
check for range validity at the time it is called - if this is what happens.
Instead it should wait untill the previous calls have taken effect. Otherwise
how can we insert at position != 0?

Thanks for any help.

-anita

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


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From: "Andy Walker" <andy@multigen.com>
Message-Id: <9602091527.ZM2037@repo.engr.multigen.com>
Date: Fri, 9 Feb 1996 15:27:12 -0800
In-Reply-To: "Marcus Barnes" <marcus@engr.multigen.com>
        "(Fwd) Modelling strategy Question" (Feb  8,  2:24pm)
References: <9602081424.ZM17232@royalflush.engr.multigen.com>
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To: dpugmire@real.cs.utah.edu, awalker@engr.multigen.com,
        info-performer@sgi.sgi.com, mbarnes@engr.multigen.com
Subject: Re: Modelling strategy Question
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dp:

I will give you some of the basics and from there you can email me about the
specifics. I like to break down a project this way:

Hardware Configuration: How fast and how many CPU's? How many RM's? How much
memory? ...

Hardware Constraints: How much of the machine is going to be needed to run all
of the experiences components i.e. application (flight model or frame), culling
(what is in view), drawing (draw what is in view)? You have 33ms if you want to
run at 30Hz. What is the approximate number of polygons that I can draw per
frame? (example: 2 CPU, 2 RM4 will draw approx. 2000 to 4000 polygons per 30th
of a second)

Scenario/Training Requirements: Is this a high fast flying experience that
requires a far clipping plane of 35000m or is it a low slow experience that
needs a lot of depth complexity and a far clip of 1000m? Define your viewing
volume, eyepoint translation speed, and interoperability distance. If your
interoperability distance is close, less than 1000m, and your eyepoint
translation speed is slow you will need high resolution textures and a small
real-world texel size. If it is the opposite you will have lower resolution
images and a larger real-world texel size.

Budgeting:

Polygons: Based on what your hardware constraints are you should decide how you
want to divide up your polys. My basic rule is the rule of thirds. One third
for terrain, one third for cultural features (buildings...), one third for
moving models. You can tune these numbers based on your scenario requirements.

Texture: With RM5's you have 16MB of texture memory but you should save one
third for hardware mipmaps, so this leaves you with 10,813.44 Kbytes. You will
have to fit all of you textures into this space unless you are using Performer
2.0 that supports texture paging. I have never done a database that uses
performer 2.0 texture paging. I am sure there are budgeting issues related to
how much texture you can fetch, draw, and dump and not deteriorate your frame
rate.

Other Cueing: Are you using multiple light sources, sound, morphing, special
effects, etc. How are these elements going to effect my budgets?

TIME!!: Divide the project into quarters. You will spend one quarter of your
time designing your experience and gathering data to make the environment
believable, one quarter of your time making geometry, one quarter making
textures, and one quarter tuning and integrating the database with the
application. If you are also writing the application you will need to budget in
design, implementation, and tuning time of the application.

Tuning:

Polygons: The SGI seems to draw small cullable geosets that contain approx. 10
to 20 t-stripped 3 sided polygons best. MultiGen's group bead is the logical
equivalent to a geoset. A t-strip is a set of polys who vertex ordering is such
that the second and third vertex of the initial face align with the first and
second vertex of the following face and so on. The polys in a t-strip should
also share the same material, vertex normals, and textures. It is hard to
create rich environments that follow these rules exactly since every set of ten
polys would be the same. Therefore you have to temper your environment to best
fit these rules.

Culling: The hierarchy that you make should be spatially organized in a way
that the culling process can quickly and efficiently decide what and what not
to draw. The culling test in Performer takes place at the geoset level and thus
your MultiGen database should use groups as your culling nodes. I have found
that an oct tree is better than a quad tree since it will make a shallower
hierarchy. If you make to deep of a hierarchy you will be spending all of your
time culling and little time drawing. This is a balance act between culling and
drawing.

Depth Complexity: This is the hardest thing to accomplish and control on SGI's
machines. With the system you can calculate what your best depth complexity
value should be. It is a comlex formula that takes into account the number of
RM's, display size, and other hardware stuff. If there are any hot hardware
dudes out there that can talk Mega pixels please help this guy out. Once you
find out what this number is you can not exceed this value of overlaying
polygons. There are ways to control depth complexity with LOD's and switch
beads. We can get into this once you have your depth complexity values.

State Changes: The other side of the depth complexity issue is state changes. A
state change is when Performer is ripping through a list of polys and then has
to stop and reset to take into account a new face element. This element could
be a new texture or a new material. If you have a bunch of LOD's and switch
beads that are changing what polygons are getting sent down the video pipe you
are going to affect performance. You again will have to tune the complexity of
you environment against the amount of state changes you can afford.

Artistic License: To make your environment believable it has to have
consistency. If you had a white polygon with a very rich castle sitting on it ,
it would tend to float above the plane. If you have a nice rolling green hills
with a few trees and reasonable representation of a castle you have passed.
Same goes for texture, if you have a course texture adjacent to a fine texture
you have failed. If your textures match well to the CRT's display resolution at
the statistically mean viewing distance you have succeeded. If your textures
have all come from different sources and don't color match.

If you start with a reasonable end product in mind and satisfy each of these
issues your database will be stellar.

We wish you success.

Andy Walker

>
> Date: Thu, 8 Feb 1996 09:39:09 -0700
> From: dpugmire@real.cs.utah.edu (David Pugmire)
> To: info-performer@sgi.com
> Subject: Modelling strategy Question
>
>
>  Hi,
>
>  I'm a fairly new multigen modeller, and am looking for pointers on
> what makes a good model design for display with performer.
> Are there any general rules of thumb
> for best performance ?  Is the the town database a good structure to
> follow ?  Do you make a big grid of the area you want to model and
> have a group for each cell, with any additional structure beneath ?
> Is a quad-tree structure best ?
>
> I'll be running it on a 1 pipe, 4 cpu 4 RM5 Onyx.
>
>  Thanks,
>
>  dp.
>
>
> ---End of forwarded mail from dpugmire@real.cs.utah.edu (David Pugmire)



-- 
Andrew R. Walker			awalker@multigen.com
Member of Technical Staff		( 408 ) - 556 - 2627 DIRECT
MultiGen Inc.				( 408 ) - 261 - 4100 MAIN
550 S. Winchester Blvd. Suite 500	( 408 ) - 261 - 4101 FAX
San Jose, CA 95128                      http://www.multigen.com/


From guest  Fri Feb  9 15:52:19 1996
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From: "Michael Jones" <mtj@babar>
Message-Id: <9602091548.ZM5451@babar.asd.sgi.com>
Date: Fri, 9 Feb 1996 15:48:25 -0800
In-Reply-To: "Andy Walker" <andy@multigen.com>
        "Re: Modelling strategy Question" (Feb  9,  3:27pm)
References: <9602081424.ZM17232@royalflush.engr.multigen.com> 
	<9602091527.ZM2037@repo.engr.multigen.com>
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To: "Andy Walker" <andy@multigen.com>, dpugmire@real.cs.utah.edu,
        awalker@engr.multigen.com, info-performer@sgi.sgi.com,
        mbarnes@engr.multigen.com
Subject: Re: Modelling strategy Question
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Andy and Graham have both offered valuable advice on database design
and modelling issues. I agree with both of them, but wanted to point
out a new InfiniteReality feature that helps with a point Andy makes
below...

On Feb 9,  3:27pm, Andy Walker wrote:
> Subject: Re: Modelling strategy Question

[...deleted...]

:Depth Complexity: This is the hardest thing to accomplish and
:control on SGI's machines.

I don't know if everyone realizes that the new Onyx/InfiniteReality
system (and the Performer support for it) provides a mechanism to
control the run-time variations in depth complexity. This has been
a hard problem to manage in the past and should be much easier in
the future -- in fact, the Performer load-management system on the
InfiniteReality machines will control both geometric and pixel-fill
load management automatically.

It's described somewhat in the WEB page, but if you missed it, you
should know that a new answer to this age-old problem has arrived!


Michael

-- 

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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From: "Ran Yakir" <rany@bvr.co.il>
Message-Id: <9602111627.ZM1112@woodstock.bvr.co.il>
Date: Sun, 11 Feb 1996 16:27:26 +0000
In-Reply-To: "Erik Arthur" <erik@turtle.psych.umn.edu>
        "Brake light in performer?" (Feb  8,  3:46pm)
References: <9602082143.AA25148@turtle.psych.umn.edu>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: erik@turtle.psych.umn.edu
Subject: Re: Brake light in performer?
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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Status: O

> We are implementing a driving simulator using
> Performer 1.2 and a RE.  We would like to create
> a switchable brake light and have noticed the
> traffic lights in the town.flt file.  The basic
> paradigm is that you are following a car, the
> car's brake lights come on, you hit your brake
> pedal.  We want to able to control the on/off
> timing of the lights through software.  What
> would be the best way to accomplish this?

You can put the small plastic thing which is the light under a pfSwitch. It
will have two nodes - one of them has a non-emmitive material, and the other
has an emmitive material. Then you use pfSwitchVal() to switch between the two.
If you want to create some light effect on the surfaces around the brake light
- you can turn a local light source on, when the brake is on. This local light
source is located in the position of the brake light.

Ran


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



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From: Allen Bierbaum <allenb@vislab.iastate.edu>
To: "'Performer List'" <info-performer@sgi.sgi.com>
Subject: Trackball code in C++
Date: Sun, 11 Feb 1996 13:04:48 -0600
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Does anyone have a version of the trackball example code that uses the =
C++ API??

I need some program code that just loads a data file from the command =
line and simply displays it and allows the user to use the mouse to run =
the trackball interface.  I don't know enough about the pfui objects to =
code in my self currently, I would just like some code to look at and =
expand upon.

-Allen Bierbaum
allenb@vislab.iastate.edu
ISU Vislab - CAVE Team
RA - Dr. Carolina Cruz



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Date: Mon, 12 Feb 1996 12:00:38 +1100 (EST)
From: Simon Bennett <simonb@wormald.com.au>
X-Sender: simonb@murad
To: Nuno Godinho <mgo@minerva.inesc.pt>
Cc: Performer Mailing List <info-performer@sgi.sgi.com>,
        Ken Lindsay <kl@ptolemy-ethernet.arc.nasa.gov>
Subject: Re: Is Full Screen mode faster?
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On Fri, 9 Feb 1996, Nuno Godinho wrote:

> > if Doom ran under windows, it would be a total slug.

Ummmm  on a PC I guess... though I belive there is a Win'95 version which 
runs pretty fast...  in addition I believe that 3D accelerated
products are springing up for Win '95/NT, and are taking advange of
the GDI layer...

> So, if I run a Performer application in full screen I get better
> performance?

No.  You're still running in a (X) window!  It just happens to be the
same size as your screen resolution and doesn't have any borders or
decorations!  You can still resize and move it etc....  

> Is there a way to run it full screen at 320x200?

Don't know about Impacts et al... but the lowest resolution available
on RE^2/VTX is 640x480 or 745x224...

So no.  (for RE/VTX)

Thou, from experience, even if you've got a really fill-limited app
and "only" a VTX or RE with 1 RM, you can still kick ass and
multi-sample at 640x480... looks a *bit* fuzzy but OK from a couple of
feet away...


+----------------------------------------------------------------------------+
  Simon Bennett       simonb@wormald.com.au
  Wormald Technology  Advanced Systems Engineering Ph: +61 2 9981 0611 (x512)

          Meeting - an event where you take minutes and waste hours.



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From: "Kwesi Ames" <koa@trinbago.clubfed.sgi.com>
Message-Id: <9602111856.ZM3280@trinbago.clubfed.sgi.com>
Date: Sun, 11 Feb 1996 18:56:04 -0500
In-Reply-To: flysiml@public.bta.net.cn
        "ULTRA64" (Feb  9,  9:03am)
References: <199602090103.JAA21384@public.bta.net.cn>
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Subject: Re: ULTRA64
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Status: O

E-gad!!! Must you mention that word.... UUUULLLTT-aaaahhhhh, I can't.........


koa

On Feb 9,  9:03am, flysiml@public.bta.net.cn wrote:
> Subject: ULTRA64
> Hi,
>
> where can I get informatiom of ULTRA64 ?
>
> Thanks!
>
> flysiml@public.bta.net.cn
>
>-- End of excerpt from flysiml@public.bta.net.cn



-- 
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Date: Mon, 12 Feb 1996 12:14:31 +0900
From: HyukKee Yun (kornet) <sbs01316@soback.kornet.nm.kr>
Message-Id: <199602120314.MAA13621@soback.kornet.nm.kr>
To: info-performer@sgi.sgi.com
Subject: callable pr funcs in APP process
Content-Length: 481
Status: O


I'm programming Performer with Onyx RE2 having 2 R4400 processors.
I want to clarify which pr functions can be called in APP and which cann
t.
And I found some pr functions could be called in PFMP_APPCULLDRAW mode. 
ut
couldn't in PFMP_APPCULL_DRAW. why?

Finally I am trying a dynamic texture changing. My approach is to define
textur.
but pfFormatTex() and pfLoadTex() can be called outside DRAW process.

from
An Seongjun
Seoul Broadcasting Systems
sbs01316@soback.hana.nm.kr



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From: Jason Buksh <JASON@vrsolns.co.uk>
To: info-performer@sgi.sgi.com
Date: Mon, 12 Feb 1996 11:26:03 +0000
Subject: Playing Video within Performer
X-Mailer: Pegasus Mail for Windows (v2.23)
Message-Id: <824124050.20107.0@vrsolns.demon.co.uk>
Status: O

Simple Question
=============

I'm using Performer 1.2 and need a method
for playing video footage (Any format). How
do I go about this ??

Jason Buksh
VR Solutions
j.buksh@vrsolns.co.uk


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9602121357.ZM939@bitch.reading.sgi.com>
Date: Mon, 12 Feb 1996 13:57:53 +0100
In-Reply-To: Jason Buksh <JASON@vrsolns.co.uk>
        "Playing Video within Performer" (Feb 12, 11:26am)
References: <824124050.20107.0@vrsolns.demon.co.uk>
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To: Jason Buksh <JASON@vrsolns.co.uk>, info-performer@sgi.sgi.com
Subject: Re: Playing Video within Performer
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--
--PART-BOUNDARY=.19602121357.ZM939.reading.sgi.com
Content-Type: text/plain; charset=us-ascii

Here's an example I may have posted before, I hacked this into complex.c
in Performer 1.2 from some Sirius video demo code, it applies & loads the
Sirius video texture in a draw callback.

Even if youre not using a Sirius video the key is in using the
subtexload call in the draw process.

Rgds,
Angus.

On Feb 12, 11:26am, Jason Buksh wrote:
> Subject: Playing Video within Performer
> Simple Question
> =============
>
> I'm using Performer 1.2 and need a method
> for playing video footage (Any format). How
> do I go about this ??
>
> Jason Buksh
> VR Solutions
> j.buksh@vrsolns.co.uk
>
>-- End of excerpt from Jason Buksh



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X-Zm-Content-Name: complex.c
Content-Description: Text
Content-Type: text/plain ; name="complex.c" ; charset=us-ascii

/*
 * complex.c
 * 
 * IRIS Performer example using cull and draw process callbacks.
 * Mouse and keyboard go through GL which is simpler than mixed
 * model (GLX), but does incur some overhead in the draw process.
 *
 * $Revision: 1.44 $ 
 * $Date: 1994/03/16 01:54:30 $
 *
 * Run-time controls:
 *       ESC-key: exits
 *        F1-key: profile
 *    Left-mouse: advance
 *  Middle-mouse: stop
 *   Right-mouse: retreat
 */

#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <getopt.h> /* for cmdline handler */

#include <gl/device.h>
#include <vl/vl.h>
#include <vl/dev_sirius.h>

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

static void CullChannel(pfChannel *chan, void *data);
static void DrawChannel(pfChannel *chan, void *data);
static void OpenPipeline(pfPipe *p);
static void UpdateView(void);
static void GetGLInput(void);
static void Usage(void);

static long Pre_Vid(pfTraverser *, void *);
static long Post_Vid(pfTraverser *, void *);


/* performer texture for sirius video */
static pfTexture *PVidTex;
/* GL handle on performer texture */
static long VideoTexture;

/*
 * VL defines
 */
static VLControlValue size, timing, tex;
static VLControlValue   format;
static VLControlValue   cap_type;
static VLServer        svr;
static VLPath  path;
static VLNode  src;
static VLNode  drn;
static int DoFields = 0;
static float   s_scale, t_scale, s_fraction, t_fraction;

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


#define Button1Mask 0x01
#define Button2Mask 0x02
#define Button3Mask 0x04
#define HISPEED		0.1f
#define LOSPEED		0.001f

/*
 * structure that resides in shared memory so that the
 * application, cull, and draw processes can access it.
 */
typedef struct
{
    long        exitFlag;
    long        inWindow;
    float       mouseX;
    float	mouseY;
    long	mouseButtons;
    long	winOriginX;
    long	winOriginY;
    long	winSizeX;
    long	winSizeY;
    pfCoord	view;
    float	sceneSize;
    int		drawStats;
} SharedData;

static SharedData *Shared;

/* light source created and updated in draw-process */

static pfLight *Sun;

/* for configuring multi-process */
static long ProcSplit = PFMP_APPCULLDRAW;
/* write out scene upon read-in - uses pfDebugPrint */
static long WriteScene = 0;
char ProgName[PF_MAXSTRING];

/*
 *	Usage() -- print usage advice and exit. This procedure
 *	is executed in the application process.
 */

static void
Usage (void)
{
    fprintf(stderr, "Usage: %s [-p procSplit] [file.ext ...]\n", ProgName);
    exit(1);
}

/*
*	docmdline() -- use getopt to get command-line arguments, 
*	executed at the start of the application process.
*/

static long
docmdline(int argc, char *argv[])
{
    long	    opt;

    strcpy(ProgName, argv[0]);
    
    /* process command-line arguments */
    while ((opt = getopt(argc, argv, "wp:?")) != -1)
    {
	switch (opt)
	{
	case 'w': 
	    WriteScene = 1;
	    break;
	case 'p':
	    ProcSplit = atoi(optarg);
	    break;
	case '?': 
	    Usage();
	}
    }
    return optind;
}


/*
 *	main() -- program entry point. this procedure
 *	is executed in the application process.
 */

int
main (int argc, char *argv[])
{
    int		    arg;
    int		    found;
    pfNode	   *root;
    pfChannel      *chan;
    pfScene        *scene;
    pfPipe         *p;
    pfEarthSky     *eSky;
    pfBox           bbox;
    float	    far = 10000.0f;
    float sceneSize;
    
    if (argc < 2)
	Usage();
    
    arg = docmdline(argc, argv);
    
    pfInit();

    /* configure multi-process selection */
    pfMultiprocess(ProcSplit);
    
    /* allocate shared before fork()'ing parallel processes */
    Shared = (SharedData*)pfMalloc(sizeof(SharedData), pfGetSharedArena());
    Shared->inWindow = 0;
    Shared->exitFlag = 0;
    Shared->drawStats = 1;
    
    /* initiate multi-processing mode set in pfMultiprocess call */
    pfConfig();
    
    scene = pfNewScene();
    
    /* specify directories where geometry and textures exist */
    if (!(getenv("PFPATH")))
        pfFilePath(
                   "."
                   ":./data"
                   ":../data"
                   ":../../data"
                   ":/usr/src/Performer/data"
                   );
    fprintf(stderr,"FilePath: %s\n", pfGetFilePath());
    
    p = pfGetPipe(0);
    pfPhase(PFPHASE_FLOAT);
    
    /* Open and configure full screen GL window. */
    pfInitPipe(p, OpenPipeline);
    
    pfFrameRate(20.0f);
    
    chan = pfNewChan(p);
    pfChanCullFunc(chan, CullChannel);
    pfChanDrawFunc(chan, DrawChannel);
    pfChanScene(chan, scene);
    pfChanNearFar(chan, 0.1f, far);
    
    /* Create an earth/sky model that draws sky/ground/horizon */
    eSky = pfNewESky();
    pfESkyMode(eSky, PFES_BUFFER_CLEAR, PFES_SKY_GRND);
    pfESkyAttr(eSky, PFES_GRND_HT, -10.0f);
    pfChanESky(chan, eSky);
    
    /* vertical FOV is matched to window aspect ratio */
    pfChanFOV(chan, 45.0f, -1.0f);
    
    /* Set initial view to be "in front" of scene */
	
    /* view point at center of bbox */
    pfAddVec3(Shared->view.xyz, bbox.min, bbox.max);
    pfScaleVec3(Shared->view.xyz, 0.5f, Shared->view.xyz);
	
    pfSetVec3(Shared->view.hpr, 0.0f, 0.0f, 0.0f);
    pfChanView(chan, Shared->view.xyz, Shared->view.hpr);

    /* load files named by command line arguments */
    for (found = 0; arg < argc; arg++)
    {
        if ((root = LoadFile(argv[arg], NULL)) != NULL)
        {
           pfAddChild(scene, root);
           if(!found)
             pfNodeTravFuncs( root, PFTRAV_DRAW, Pre_Vid, Post_Vid);
/*
           pfPrint(root, PFPRINT_VB_ON, PFTRAV_SELF | PFTRAV_DESCEND, stdout);
*/
           found++;
        }
    }

    /* if no files successfully loaded, terminate program */
    if (!found)
        Usage();

    /* determine extent of scene's geometry */
    pfuTravCalcBBox(scene, &bbox);

    /* find max dimension */
    sceneSize = bbox.max[PF_X] - bbox.min[PF_X];
    sceneSize = PF_MAX2(sceneSize, bbox.max[PF_Y] - bbox.min[PF_Y]);
    sceneSize = PF_MAX2(sceneSize, bbox.max[PF_Z] - bbox.min[PF_Z]);
    sceneSize = PF_MIN2(sceneSize, 0.5f * far);
    Shared->sceneSize = sceneSize;
       
    /* offset so all is visible */
    Shared->view.xyz[PF_Y] -=      sceneSize;
    Shared->view.xyz[PF_Z] += 0.25f*sceneSize;
    
    /* main simulation loop */
    while (!Shared->exitFlag)
    {
	/* wait until next frame boundary */
	pfSync();
	
	/* Set view parameters. */
	UpdateView();
	pfChanView(chan, Shared->view.xyz, Shared->view.hpr);
	
	/* initiate traversal using current state */
	pfFrame();
    }
    
    /* terminate cull and draw processes (if they exist) */
    pfExit();
    
    /* exit to operating system */
    exit(0);
}

/* 
 *	UpdateView() updates the eyepoint based on the information
 *	placed in shared memory by GetGLInput().
 */
static void    
UpdateView(void)
{
    static float speed = 0.0f;
    static float speedLimit = 4.0f;
    pfCoord *view = &Shared->view;
    float cp;

    if (!Shared->inWindow)
    {
	speed = 0;
	return;
    }
    switch (Shared->mouseButtons)
    {
    case Button1Mask: /* LEFTMOUSE: faster forward or slower backward*/
	if (speed > 0.0f)
	    speed *= 1.2f;
	else
	    speed /= 1.2f;
	
	if (PF_ABSLT(speed, LOSPEED * Shared->sceneSize))
	    speed = LOSPEED * Shared->sceneSize;
	else if (speed >=  HISPEED * Shared->sceneSize)
	    speed = HISPEED * Shared->sceneSize;
	break;
    case Button2Mask:	/* MIDDLEMOUSE: stop moving and pick */
	speed = 0.0f;
	break;
    case Button3Mask: /* RIGHTMOUSE: faster backward or slower foreward*/
	if (speed < 0.0f)
	    speed *= 1.2f;
	else
	    speed /= 1.2f;
	
	if (PF_ABSLT(speed, LOSPEED * Shared->sceneSize))
	    speed = -LOSPEED * Shared->sceneSize;
	else if (speed <=  -HISPEED * Shared->sceneSize)
	    speed = -HISPEED * Shared->sceneSize;
	break;
    }

    /* update view direction */
    view->hpr[PF_H] -= Shared->mouseX * PF_ABS(Shared->mouseX);
    view->hpr[PF_P]  = Shared->mouseY * PF_ABS(Shared->mouseY) * 90.0f;
    view->hpr[PF_R]  = 0.0f;
    
    /* update view position */
    cp = cosf(PF_DEG2RAD(view->hpr[PF_P]));
    view->xyz[PF_X] += speed*sinf(-PF_DEG2RAD(view->hpr[PF_H])*cp);
    view->xyz[PF_Y] += speed*cosf(-PF_DEG2RAD(view->hpr[PF_H])*cp);
    view->xyz[PF_Z] += speed*sinf( PF_DEG2RAD(view->hpr[PF_P]));
}

/*
 *	OpenPipeline() -- create a pipeline: setup the window system,
 *	the IRIS GL, and IRIS Performer. this procedure is executed in
 *	the draw process (when there is a separate draw process).
 */

static void
OpenPipeline(pfPipe *p)
{
    short MAT_mode;
    float xSize = 800;
    float ySize = 500;
    int t_width, t_height;

    /* negotiate with window-manager */
    foreground();
    winopen("IRIS Performer");
    winconstraints();
    /* register events of note with event-queue manager */
    qdevice(ESCKEY);
    qdevice(F1KEY);

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

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

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

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

    if (vlSetControl(svr, path, drn, VL_CAP_TYPE, &cap_type) <0) {
        vlPerror("VlSetControl");
        exit(1);
    }

    /* Update the video Timing Format (need to do this if a change is made) */
    /* Get the timing from input source */
    if (vlGetControl(svr, path, src, VL_TIMING, &timing) < 0) {
        vlPerror("vlGetControl");
        exit(1);
    }

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

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


    /* negotiate with GL */
    pfInitGfx(p);

    /* define a performer texture for use with sirius video */
    PVidTex = pfNewTex(pfGetSharedArena());
    pfTexRepeat(PVidTex, PFTEX_WRAP, PFTEX_CLAMP);
    pfTexFilter(PVidTex, PFTEX_MINFILTER, PFTEX_BILINEAR);
    pfTexFilter(PVidTex, PFTEX_MAGFILTER, PFTEX_BILINEAR);
    pfTexFormat(PVidTex, PFTEX_FAST_DEFINE, PF_ON);
    pfTexFormat(PVidTex, PFTEX_INTERNAL_FORMAT, PFTEX_RGB_5);

    tex.intVal = SIR_TEX_PACK_RGB_5;

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

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

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

    if (DoFields) t_height=t_height>>1;

    /* frames, in fields is different */
    pfTexImage(PVidTex, NULL, SIR_VEN_16BIT_TEXEL, t_width, t_height , 0);
    VideoTexture = pfGetGLHandle((pfObject *)PVidTex);

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


    MAT_mode = getmmode();
    mmode(MTEXTURE);
    loadmatrix(texture_matrix);
    /* Set the Texture packing mode */
    if (vlSetControl(svr, path, drn, VL_PACKING, &tex) <0) {
        vlPerror("VlSetControl");
        exit(1);
    }
    loadmatrix(ident_matrix);
    mmode(MAT_mode);

    vlBeginTransfer(svr, path, 0, NULL);
    
    /* create a light source in the "south-west" (QIII) */
    Sun = pfNewLight(NULL);
    pfLightPos(Sun, -0.3f, -0.3f, 1.0f, 0.0f);
    
    /* create a default texture environment */
    pfApplyTEnv(pfNewTEnv(NULL));
    
    /* create a default lighting model */
    pfApplyLModel(pfNewLModel(NULL));
    
    pfApplyMtl(pfNewMtl(NULL));
    
    /* enable culling of back-facing polygons */
    pfCullFace(PFCF_BACK);
    
    /*
     * These enables should be set to reflect the majority of the
     * database. If most geometry is not textured, then texture
     * should be disabled. However, you then need to change the
     * FLIGHT-format file reader. (pfflt.c)
     */
    pfEnable(PFEN_TEXTURE);
    pfEnable(PFEN_LIGHTING);
    pfEnable(PFEN_FOG);

}

/*
 *	CullChannel() -- traverse the scene graph and generate a
 * 	display list for the draw process.  This procedure is 
 *	executed in the cull process.
 */

static void
CullChannel(pfChannel *channel, void *data)
{
    /* 
     * pfDrawGeoSet or other display listable Performer routines
     * could be invoked before or after pfCull()
     */
    
    pfCull();
}

/*
 *	DrawChannel() -- draw a channel and read input queue. this
 *	procedure is executed in the draw process (when there is a
 *	separate draw process).
 */
static void
DrawChannel (pfChannel *channel, void *data)
{
    
    /* rebind light so it stays fixed in position */
    pfLightOn(Sun);
    
    /* erase framebuffer and draw Earth-Sky model */
    pfClearChan(channel);
    
    

    /* invoke Performer draw-processing for this frame */
    pfDraw();
    
    /* draw Performer throughput statistics */
    if (Shared->drawStats)
	pfDrawChanStats(channel);
    
    /* read window origin and size (it may have changed) */
    pfGetPipeSize(pfGetChanPipe(channel),
		    &Shared->winSizeX, &Shared->winSizeY);
    pfGetPipeOrigin(pfGetChanPipe(channel), 
		      &Shared->winOriginX, &Shared->winOriginY);
    GetGLInput();
}

static void
GetGLInput(void)
{
    long x, y;
    
    while (qtest())
    {
	short           value;
	long            device = qread(&value);
	
	/* only act on key-down transitions */
	if (value)
	{
	    switch (device)
	    {
		/* ESC-key signals end of simulation */
	    case ESCKEY:
		Shared->exitFlag = 1;
		break;
		
		/* F1-key toggles channel-stats display */
	    case F1KEY:
		Shared->drawStats = !Shared->drawStats;
		break;
	    }
	}
    }
    /* read cursor position (may be outside our window) */
    x = getvaluator(MOUSEX);
    y = getvaluator(MOUSEY);
    
    Shared->inWindow = 0;
    /* update cursor virtual position when cursor inside window */
    if (x >= Shared->winOriginX && 
	x < (Shared->winOriginX + Shared->winSizeX) && 
	y >= Shared->winOriginY && 
	y < (Shared->winOriginY + Shared->winSizeY))
    {
	Shared->inWindow = 1;
	
	Shared->mouseX = 2.0f * ((x - Shared->winOriginX) /
				 (float)Shared->winSizeX) - 1.0f;
	Shared->mouseY = 2.0f * ((y - Shared->winOriginY) /
				 (float)Shared->winSizeY) - 1.0f;

	Shared->mouseButtons = ((getbutton(LEFTMOUSE)   ? Button1Mask : 0) |
				(getbutton(MIDDLEMOUSE) ? Button2Mask : 0) |
				(getbutton(RIGHTMOUSE)  ? Button3Mask : 0));
    }
}

static long Pre_Vid(pfTraverser *trav, void *data)
{
  short MAT_mode;
  MAT_mode = getmmode();
  mmode(MTEXTURE);
  loadmatrix(texture_matrix);
  mmode(MAT_mode);

  pfApplyTex(PVidTex);
  /* Load the texture from Sirius to Texture memory */
  subtexload(TX_TEXTURE_0, VideoTexture, 0.0, s_fraction, 0.0, t_fraction,
            0, (unsigned long *)0, SIR_VEN_16BIT_TEXEL);
  pfOverride(PFSTATE_TEXTURE, PF_ON);
  return PFTRAV_CONT;
}

static long Post_Vid(pfTraverser *trav, void *data)
{
  short MAT_mode;
  MAT_mode = getmmode();
  mmode(MTEXTURE);
  loadmatrix(ident_matrix);
  mmode(MAT_mode);

  pfOverride(PFSTATE_TEXTURE, PF_OFF);
  return PFTRAV_CONT;
}

--PART-BOUNDARY=.19602121357.ZM939.reading.sgi.com--



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Message-Id: <9602121544.ZM10193@lig.di.epfl.ch>
Date: Mon, 12 Feb 1996 15:44:18 +0100
In-Reply-To: kyriazis@mistral.esd.sgi.com (George Kyriazis)
        "Re: Insuficient computer power" (Feb  7,  6:53pm)
References: <199602080253.SAA15904@mistral.esd.sgi.com>
X-Face: +(HrN.)~49u8-TQ;yV?v]-KFW;TEu3C_S,.lR,i&33X*C#G/`fPOnfi=W}(Y8CZ]7uV7W_Y
        z~F2isE!U%t1rR.\Jc{VO&Of.i;p%BD/X~^5+M5"_:xM\x@Wjced&{)\`IwrTAPLGSz:N}UDE`)6oR
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To: kyriazis@mistral.esd.sgi.com (George Kyriazis)
Subject: Re: Insuficient computer power
Cc: info-performer
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Feb 7,  6:53pm, George Kyriazis wrote:

> There is going to be an implementation of fast/cheap textures for Indy
> coming up soon.  The schedule so far is:

> Please let me know if I should post more details regarding this.

What about Elan and Extreme ?






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From: nicolas@cae.ca (Nicolas Gauvin)
Message-Id: <199602121555.KAA06524@osprey.cae.ca>
To: info-performer@sgi.sgi.com
Subject: pfDBase question
Status: O


In Performer 2.0 the man pages of pfDBase mention the following:

> If a database function has been specified by pfDBaseFunc, it must call
> pfDBase to carry out default IRIS Performer database processing. pfDBase
> should only be called from within the DBASE callback in the DBASE process
> just like pfCull and pfDraw should only be called in the pfChannel CULL
> and DRAW callbacks (pfChanTravFunc) respectively. If a database function
> has not been specified or is NULL, IRIS Performer automatically calls
> pfDBase from pfFrame.

Now suppose that my DBASE callback function takes more than a frame to complete.
Lets say 20 frames as an example. This could be possible when loading a big terrain tile. This will have the consequence that the pfDBase
function will also be called only every 20 frames instead of every frame.
( I know it is a bit unrealistic to say the my DBASE callback will allways
  take 20 frames to complete but lets assume that for this example ).

I would like to know what are the consequences on the "default IRIS Performer
database processing" when this arises. Does this means that minor changes to
the scene graph that may have been made in the APP process will be also delayed until pfDBase is called?                                                

What is the exact role of the pfDBase function beside carrying user
specified pfBuffer requests?

     ___/     |       ___/ Nicolas Gauvin	   e-mail: nicolas@cae.ca
    /       / |      /     Software Developper	   voice: (514) 341-2000 x2275
   /       /  |     __/    CAE Electronics Ltd.    fax:   (514) 340-5496
  /       ___ |    /	   8585 Cote De Liesse, P.O. Box 1800
_____/  _/   _| _____/     Saint-Laurent, Quebec, Canada, H4L-4X4


From guest  Mon Feb 12 10:13:44 1996
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199602121805.KAA25436@tubes.asd.sgi.com>
Subject: Re: pfDBase question
To: guest (Nicolas Gauvin)
Date: Mon, 12 Feb 96 10:05:53 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199602121555.KAA06524@osprey.cae.ca>; from "Nicolas Gauvin" at Feb 12, 96 10:55 am
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Status: O

> 
> 
> In Performer 2.0 the man pages of pfDBase mention the following:
> 
> > If a database function has been specified by pfDBaseFunc, it must call
> > pfDBase to carry out default IRIS Performer database processing. pfDBase
> > should only be called from within the DBASE callback in the DBASE process
> > just like pfCull and pfDraw should only be called in the pfChannel CULL
> > and DRAW callbacks (pfChanTravFunc) respectively. If a database function
> > has not been specified or is NULL, IRIS Performer automatically calls
> > pfDBase from pfFrame.
> 
> Now suppose that my DBASE callback function takes more than a frame to complete.
> Lets say 20 frames as an example. This could be possible when loading a big terrain tile. This will have the consequence that the pfDBase
> function will also be called only every 20 frames instead of every frame.
> ( I know it is a bit unrealistic to say the my DBASE callback will allways
>   take 20 frames to complete but lets assume that for this example ).
> 
> I would like to know what are the consequences on the "default IRIS Performer
> database processing" when this arises. Does this means that minor changes to
> the scene graph that may have been made in the APP process will be also delayed until pfDBase is called?                                                
> 
> What is the exact role of the pfDBase function beside carrying user
> specified pfBuffer requests?


	The default DBASE processing is to free()/afree() all memory
	that was pfDeleted/pfAsyncDeleted so the time-critical APP_CULL_DRAW
	pipeline is not impacted. Unless you are really tight on memory
	I don't see any problems with DBASE going away for a long time.



From guest  Mon Feb 12 11:53:37 1996
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From: "Scott A. Friedman" <scott@gsaup.ucla.edu>
Organization: UCLA Department of Architecture
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To: Info Performer <info-performer@sgi.sgi.com>
Subject: pfBuffer::merge
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Status: O

pfBuffer experts!

I am having some trouble with pfBuffer::merge.  I have an application
that is constructing a scene graph segment in a process forked after
pfConfig().  The scene graphs are constructed top-down so that the
parents are new'd before their children.  When I'm done I call
rootGroup->bufferAddChild( stub ) successfully where rootGroup is in the
main Performer buffer and stub in in my forked process' scope.
Immediately after I call pfBuffer::merge and the program crashes.

I just thought that if there was something obvious that I could do or
try I would appreciate hearing about it - this is urgent!!

Thanks,
Scott Friedman
UCLA


From guest  Mon Feb 12 11:38:37 1996
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Date: Mon, 12 Feb 1996 21:32:54 +0100
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Status: O

Having created a landscape with Vista Pro I tried to load it in
'perfly'. I get an empty scene. 

I then tried to load it with 3DStudio and it loaded ok. I applied
materials and lights to the scene (in 3ds), saved it again and tried to
load it through 'perfly' again. Still nothing happened.

What am I doing wrong here?


thanks
       Nuno


From guest  Mon Feb 12 11:55:25 1996
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Date: Mon, 12 Feb 1996 11:23:43 -0800
From: "Scott A. Friedman" <scott@gsaup.ucla.edu>
Organization: UCLA Department of Architecture
X-Mailer: Mozilla 2.0 (X11; I; IRIX 5.3 IP22)
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To: Info Performer <info-performer@sgi.sgi.com>
Subject: pfBuffer::merge follow up
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Status: O

Hello again

I dug a little further and it appears that I am having a similar problem that showed up
here on info-performer a week or so ago.  The pfBuffer::merge is crashing in


Process 15432: Stopped on signal SIGSEGV: Segmentation violation (default)
pfGroup::nb_clean(<stripped>) ["pfGroup.C":144, 0x5e8a773c]


Dave Russell wrote:
> 
> John Rohlf wrote:
> >
> >         A bug in 2.0 requires you to create parents before children
> > in the DBASE task. Death in pfGroup::nb_clean() is symptomatic of
> > this problem.
>

I don't think this is my problem either.
 
>
> I was aware of this bug, but I don't _think_ that this is my problem; unless,
> of course, the structure returned by pfdLoadFile is susceptible to this bug.
> In my code all that I do is set up a pfBuffer, call the loader and then
> attach the structure returned by the loader to the scene with a pfbufferAddChild.
> When I call pfBuffer::merge(), the forked process just stops and never returns
> (not to mention the model never appears in the scene).
>

Same thing - except I am not using pfdLoadFile - I am creating manually

> 
> Unfortunately, this does not seem to be my only problem.  In other code that
> I've been trying to develop, I never call the loader, and I'm certain that my
> code creates the tree from the top down.  Here, unfortunately, the crash does
> not occur when I call merge, but rather when I call pfbufferAddChild.
>

I do not have the problem with pfBufferAddChild.

I am using the release version of Performer 2.0 running on an Indigo Impact.


Again,
Scott Friedman
UCLA


From guest  Mon Feb 12 12:27:28 1996
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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9602121224.ZM2930@lee.electrogig.com>
Date: Mon, 12 Feb 1996 12:24:22 -0800
In-Reply-To: "Scott A. Friedman" <scott@gsaup.ucla.edu>
        "pfBuffer::merge follow up" (Feb 12, 11:23am)
References: <311F93BF.41C6@gsaup.ucla.edu>
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Subject: Re: pfBuffer::merge follow up
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Status: O

There have been some other users too who have had problems with buffers
in the Performer2.0 release version. I am still using the last beta version,
hence don't seem to experience this type of problem (though I still have my
hands full with other buffer related problems :-(

Maybe you could try with the beta version and see it it works OK.

-anita



From guest  Mon Feb 12 12:23:10 1996
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From: kyriazis@mistral.esd.sgi.com (George Kyriazis)
Message-Id: <199602122021.MAA11710@mistral.esd.sgi.com>
Subject: Re: Insuficient computer power
To: matomira@lig.di.epfl.ch (Fernando D. Mato Mira)
Date: Mon, 12 Feb 1996 12:21:34 -0800 (PST)
Cc: info-performer
In-Reply-To: <9602121544.ZM10193@lig.di.epfl.ch> from "Fernando D. Mato Mira" at Feb 12, 96 03:44:18 pm
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> On Feb 7,  6:53pm, George Kyriazis wrote:
> 
> > There is going to be an implementation of fast/cheap textures for Indy
> > coming up soon.  The schedule so far is:
> 
> What about Elan and Extreme ?
> 

Nope.  Sorry..  Currently this feature is not implemented for Elan/Extreme.

Hopefully in the (near) future.

  --george


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From: jrohlf@tubes (John Rohlf)
Message-Id: <199602122148.NAA26589@tubes.asd.sgi.com>
Subject: Re: pfBuffer::merge follow up
To: guest (Scott A. Friedman)
Date: Mon, 12 Feb 96 13:48:49 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <311F93BF.41C6@gsaup.ucla.edu>; from "Scott A. Friedman" at Feb 12, 96 11:23 am
X-Mailer: ELM [version 2.3 PL8]
Status: O

> > >
> > >         A bug in 2.0 requires you to create parents before children
> > > in the DBASE task. Death in pfGroup::nb_clean() is symptomatic of
> > > this problem.
> >
> 
> I don't think this is my problem either.

	It turns out that creating parents before children is not 
	the proper workaround for this bug. I believe you will be OK
	if you call pfGetNodeBSphere() on the root of all subgraphs that 
	are to be merged (this automatically cleans the subgraph so
	pfMergeBuffer() doesn't have to). You may also have to call 
	pfAppFrame() if you have APP callbacks. Let me know if this works.



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Date: Mon, 12 Feb 1996 17:54:45 -0400
To: info-performer@sgi.sgi.com
From: dwight@ht.com (Dwight Meglan)
Subject: posterized textures on High Impact
Status: O

We have a problem with our textures. The application that we are writing
for the High Impact is now posterizing some of our textures. On our Onyx
with an RE2 they look great. Our guess is that there are less than 24bit
planes of color on the High Impact and that we have exceeded the ability of
the colormap algorithms to compensate gracefully.

The current display is quite ugly so we must come up with a work around.
Can anyone suggest a method to work around this ?  BTW, we have a lot of
textures but are well within the 4MB limit of the TRAMs.

Thanks in advance,

--dwight

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dwight Meglan, PhD             |  Developers of complete surgery simulation
Engineering Coordinator        |  training systems and surgery simulation
High Techsplanations, Inc.     |  creation software tools
6001 Montrose Rd., Suite 902   |
Rockville, MD 20852-4874       |  "Witty, yet erudite saying goes here..."
301 984 3706 x38               |
301 984 2104 : FAX             |
dwight@ht.com                  |   http://www.ht.com




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From: "Todd Weybrew" <waycool@Zx7.engr.sgi.com>
Message-Id: <9602121624.ZM3336@Zx7.engr.sgi.com>
Date: Mon, 12 Feb 1996 16:24:23 -0800
In-Reply-To: dwight@ht.com (Dwight Meglan)
        "posterized textures on High Impact" (Feb 12,  5:54pm)
References: <v02130501ad4565f43535@[206.40.192.25]>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: dwight@ht.com (Dwight Meglan), info-performer@sgi.engr.sgi.com
Subject: Re: posterized textures on High Impact
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Feb 12,  5:54pm, Dwight Meglan wrote:
> Subject: posterized textures on High Impact
> We have a problem with our textures. The application that we are writing
> for the High Impact is now posterizing some of our textures. On our Onyx
> with an RE2 they look great. Our guess is that there are less than 24bit
> planes of color on the High Impact and that we have exceeded the ability of
> the colormap algorithms to compensate gracefully.

correctamundo on your guess... if running High Impact at 1280x1024 double
buffered, you get 2 36bit buffers... one for Z and stencil and one which gives
you a 16 bit front and back buffer.  this lets you do 4444 or 5551 RGBA pixels.
 options are: 1) go to 1024x768 to get a third 36bit buffer so you can do true
32 bit double buffer, or 2) upgrade to Maximum Impact to get the additional
frame buffer memory required to do true 32 bit double buffered at 1280x1024.
 BTW, this will also give you a second Geometry engine and double your fill
rate too 8^).

>
> The current display is quite ugly so we must come up with a work around.
> Can anyone suggest a method to work around this ?  BTW, we have a lot of
> textures but are well within the 4MB limit of the TRAMs.
>
> Thanks in advance,
>
> --dwight
>
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> Dwight Meglan, PhD             |  Developers of complete surgery simulation
> Engineering Coordinator        |  training systems and surgery simulation
> High Techsplanations, Inc.     |  creation software tools
> 6001 Montrose Rd., Suite 902   |
> Rockville, MD 20852-4874       |  "Witty, yet erudite saying goes here..."
> 301 984 3706 x38               |
> 301 984 2104 : FAX             |
> dwight@ht.com                  |   http://www.ht.com
>
>
>-- End of excerpt from Dwight Meglan



-- 
Todd Weybrew				waycool@engr.sgi.com
Illusioneer - ISD Applied Engr		(415) 933-6854
Silicon Graphics			(415) 967-9541 FAX


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From: leisen@csaserv.erlh.siemens.de (Joerg Leisenberg)
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please remove me from the list!

I'm registered as

	jgleisen@immd9.informatik.uni-erlangen.de

or probably as

	jgleisen@cip.informatik.uni-erlangen.de

Thanks


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9602131006.ZM1873@bitch.reading.sgi.com>
Date: Tue, 13 Feb 1996 10:06:09 +0100
In-Reply-To: dwight@ht.com (Dwight Meglan)
        "posterized textures on High Impact" (Feb 12,  5:54pm)
References: <v02130501ad4565f43535@[206.40.192.25]>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: dwight@ht.com (Dwight Meglan), info-performer@sgi.sgi.com
Subject: Re: posterized textures on High Impact
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

The problem is probably with the internal format of the texture, I expect
your loader is creating 4 bits per component textures on IMPACT.

Check out the manual entry for:

pfTexFormat

With 4 Mb of TRAM you should be able to do better than 4 bits per component
so its worth trying to change the format on your machine.

Rgds,
Angus.

On Feb 12,  5:54pm, Dwight Meglan wrote:
> Subject: posterized textures on High Impact
> We have a problem with our textures. The application that we are writing
> for the High Impact is now posterizing some of our textures. On our Onyx
> with an RE2 they look great. Our guess is that there are less than 24bit
> planes of color on the High Impact and that we have exceeded the ability of
> the colormap algorithms to compensate gracefully.
>
> The current display is quite ugly so we must come up with a work around.
> Can anyone suggest a method to work around this ?  BTW, we have a lot of
> textures but are well within the 4MB limit of the TRAMs.
>
> Thanks in advance,
>
> --dwight
>
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> Dwight Meglan, PhD             |  Developers of complete surgery simulation
> Engineering Coordinator        |  training systems and surgery simulation
> High Techsplanations, Inc.     |  creation software tools
> 6001 Montrose Rd., Suite 902   |
> Rockville, MD 20852-4874       |  "Witty, yet erudite saying goes here..."
> 301 984 3706 x38               |
> 301 984 2104 : FAX             |
> dwight@ht.com                  |   http://www.ht.com
>
>
>
>-- End of excerpt from Dwight Meglan



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


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To: info-performer@sgi.sgi.com
Subject: function of 'registerNode' in Performer 1.2 flt loader
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                  mask P1 recipients
Date: Tue, 13 Feb 96 11:06:03 +0100
From: (Mario Veraart) <rioj7@fel.tno.nl>
Status: O

Hello Performer users,

I'm working on a port of an application from performer 1.2
to 2.0. This application uses a third party library that some
performer calls to the flight loader. The only thing I can't find
in the flight loader that comes with performer 2.0 is an
equavalent of the 
void (*registerNode)(pfNode *,int mgOpt, COMMENTcb com)
variable.
My question: what is the purpose of the function pointed at and
             how can I emmulate it's function with the
             performer 2.0 flight loader?

Thanks in advance
Mario Veraart


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Date: Tue, 13 Feb 1996 08:54:53 -0500
In-Reply-To: (Mario Veraart) <rioj7@fel.tno.nl>
        "function of 'registerNode' in Performer 1.2 flt loader" (Feb 13, 11:06am)
References: <199602131006.LAA04983@felfs.fel.tno.nl>
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To: (Mario Veraart) <rioj7@fel.tno.nl>, info-performer@sgi.sgi.com
Subject: Re: function of 'registerNode' in Performer 1.2 flt loader
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Feb 13, 11:06am, (Mario Veraart) wrote:
> Subject: function of 'registerNode' in Performer 1.2 flt loader
> Hello Performer users,
>
> I'm working on a port of an application from performer 1.2
> to 2.0. This application uses a third party library that some
> performer calls to the flight loader. The only thing I can't find
> in the flight loader that comes with performer 2.0 is an
> equavalent of the
> void (*registerNode)(pfNode *,int mgOpt, COMMENTcb com)
> variable.
> My question: what is the purpose of the function pointed at and
>              how can I emmulate it's function with the
>              performer 2.0 flight loader?
>
> Thanks in advance
> Mario Veraart
>
>-- End of excerpt from (Mario Veraart)

Although I'm sure Marcus will respond as well...You can use the pfd functions
to set the Flight loader register callback function. The purpose of this
function is to allow the application program access to the geometry scene and
the Flight structures as the files are loaded in. Here's an example (with 1.2
source as well):

#if (PF_MAJOR_VERSION >= 2)
    #include "pfdu.h"
    #include "pfdb/pfflt.h"
#else
    #include "pfsgi.h"
    #include "pfflt.h"
#endif

void geomGenCB( pfNode *node, int mgOp, int *cbs, COMMENTcb *cbcom );
...
// load function
        #if PF_MAJOR_VERSION >= 2
            fltRegisterNodeT *tmp = (fltRegisterNodeT *)pfdGetConverterAttr(
               "flt", PFFLT_REGISTER_NODE);
            fltRegisterNodeT func = geomGenCB;
            pfdConverterAttr("flt",PFFLT_REGISTER_NODE,&func);
            geomelem.node = (pfGroup *)pfdLoadFile(filename);
            pfdConverterAttr("flt",PFFLT_REGISTER_NODE,tmp);
        #else
            void *tmp = registerNode;
            registerNode = geomGenCB;
            geomelem.node = (pfGroup *)LoadFile(filename,NULL);
            registerNode = (void (*)(pfNode *,int,int *,COMMENTcb *))tmp;
        #endif
...

void geomGenCB( pfNode *node, int mgOp, int *cbs, COMMENTcb *cbcom )
{
    switch (mgOp)
    {
        case CB_DOF:
            {
                pfDCS *dcs = (pfDCS *) node;
                DOFcb *dof = (DOFcb *) cbs;

                if (dcs && dof)
                    pfUserData(dcs,dof);
                else
                {
                    if (cbs) pfFree(cbs);
                    if (cbcom) pfFree(cbcom);
                }
            }
            break;
        /* case CB_HEADER: */
        /* case CB_GROUP: */
        /* case CB_LOD: */
        /* case CB_OBJECT: */
        /* case CB_PUSH: */
        /* case CB_POP: */
        /* case CB_EYEPOINTS: */
        /* case CB_SOUND: */
        /* case CB_SWITCH: */
        /* case CB_IMPOSSIBLE: */
        /* case CB_CLEANNODE: */
        default:
            if (cbs) pfFree(cbs);
            if (cbcom) pfFree(cbcom);
            break;
    }
}

A similar example is provided directly by MultiGen, Inc. and I think it is in
the release.

-- 
______________________________________________________________________________
           /\    ______  /\____ ______ ______   E-mail: marrou@vsl.ist.ucf.edu
Visual    / /   / _   / / __  // ____// ____/               VSL: (407)658-5074
Systems  / /__ / /_/ / / / / // /___ / __/_  R. Marrou      Fax: (407)658-5059
Lab     /____//____/\\/_/ /_//_____//_____/ http://www.vsl.ist.ucf.edu/~marrou


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Date: Tue, 13 Feb 1996 10:04:32 -0500
From: Theodore Drapas <TDRAPAS@dcscorp.com>
To: info-performer@sgi.sgi.com
Subject:  Fastest way to format texture ?
Status: O


Hi everyone,
  
   My basic question is :
 
   Does anyone know of a faster way to format texture other than calling
pfFormatTex in the DRAW process of a Performer 2.0 application ?
I am running IRIS GL on a RE 2 system.

   Has anyone attempted pre-formatting rgb texture files offline and then
reading them in with Performer and attaching them to a pfTexture
instantiation by the .flt loader ?  Does pfFormatTex do something different
in IRIS GL than OPEN GL  ( i.e. open gl expects texture in R G B A
ordering as opposed to A B G R in IRIS gl, and so is formatting faster in
open gl ?) ?
   Or is there another format or tool set out there that someone has come
up with that can translate .flt files to a  more optimal format with respect
to texture loading ?

   Thanks for any help or suggestions.

   Ted



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From: Hilko Hoffmann <hilko@rsl.geogr.unizh.ch>
Message-Id: <9602131650.ZM11916@io>
Date: Tue, 13 Feb 1996 16:50:28 +0100
X-Mailer: Z-Mail (3.2.1 6apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: pfuCollideObj
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Performers,

I want to use pfuCollideObj  to detect if the current position is under a
simple polygon. The idea is to fired a ray upwards. See the follwing code
fragment:



    static void		*sharedArena	= NULL;
    pfSeg		*upray;


    if (sharedArena == NULL)
	sharedArena = pfGetSharedArena();

    /* Set upray's specifications */
    upray = (pfSeg*) pfMalloc(sizeof(pfSeg), sharedArena);
    pfMakePolarSeg(upray, ViewState->viewCoord.xyz, 0.0, 90.0, 3000.0);

    /*  Determine if intersection with polygons has occured */
    if (pfuCollideObj(upray, regFog[0].fnode, hit, norm))
        	printf("--%f %f %f\n", hit[0], hit[1], hit[2]);




regFog[0].fnode contains polygon's node. I tested a version with

     if (pfuCollideGrnd(&ViewState->viewCoord, regFog[0].fnode, hit))

to be sure that regFog[0].fnode really contains the right node and it works!

Does anybody know why pfuCollideObj  doesn't work?

Regards,

Hilko

-- 
Hilko Hoffmann                        hilko@rsl.geogr.unizh.ch

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


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Date: Tue, 13 Feb 1996 11:45:22 -0400
To: info-performer@sgi.sgi.com
From: dwight@ht.com (Dwight Meglan)
Subject: Changed Advanced Performer to Performer 2.0 course
Status: O

I just got a call from SGI training course administration, telling me that
the new advanced Performer course which I was eagerly looking forward to
taking in May has been changed to a Performer 2.0 course. This is a major
bummer for me since I already have taken the 1.2 course and we are deep
into using C++ with 2.0 already.

They could not tell me what the 2.0 course syllabus was nor when or if the
advanced course will be rescheduled. Does anyone have some informed insight
on the situation or at least a pointer on a better info source for what is
going to happen with the advanced Performer course ?

Most disappointedly yours,
--dwight

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dwight Meglan, PhD             |  Developers of complete surgery simulation
Engineering Coordinator        |  training systems and surgery simulation
High Techsplanations, Inc.     |  creation software tools
6001 Montrose Rd., Suite 902   |
Rockville, MD 20852-4874       |  "Witty, yet erudite saying goes here..."
301 984 3706 x38               |
301 984 2104 : FAX             |
dwight@ht.com                  |   http://www.ht.com




From guest  Tue Feb 13 10:19:59 1996
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From: "Greg Edwards, SGI UK." <gedwards@cordoba.reading.sgi.com>
Message-Id: <9602131817.ZM5260@cordoba.reading.sgi.com>
Date: Tue, 13 Feb 1996 18:17:08 +0000
In-Reply-To: dwight@ht.com (Dwight Meglan)
        "Changed Advanced Performer to Performer 2.0 course" (Feb 13, 11:45am)
References: <v02130506ad4660fac2d6@[206.40.192.25]>
Reply-To: gedwards@reading.sgi.com
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To: info-performer@sgi.sgi.com
Subject: Re: Changed Advanced Performer to Performer 2.0 course
Cc: mannel@csd.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I just presented the new 2.0 course in UK last week, (very) hot off the
presses.
The course currently follows similar lines to the 1.2 course, with
additional material on:

  pfPipeWindow
  pfMorph
  3D text
  New billboards
  pfLightStates
  pfStageConfigFunc
  pfMultithread

  pfdNew{Cube,Sphere,Cone,etc}
  pfBuffer/pfMergeBuffer
  pfQuery{Sys,Feature,Window}.

+ lots of other small things. About a day's worth of new material.

Most of the delegates were very interested in an Advanced course and we're
going to push hard for it (and maybe partly develop it) here in UK.

Rgds,

Greg Edwards.


On Feb 13, 11:45am, Dwight Meglan wrote:
> Subject: Changed Advanced Performer to Performer 2.0 course
> I just got a call from SGI training course administration, telling me that
> the new advanced Performer course which I was eagerly looking forward to
> taking in May has been changed to a Performer 2.0 course. This is a major
> bummer for me since I already have taken the 1.2 course and we are deep
> into using C++ with 2.0 already.
>
> They could not tell me what the 2.0 course syllabus was nor when or if the
> advanced course will be rescheduled. Does anyone have some informed insight
> on the situation or at least a pointer on a better info source for what is
> going to happen with the advanced Performer course ?
>
> Most disappointedly yours,
> --dwight
>
> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> Dwight Meglan, PhD             |  Developers of complete surgery simulation
> Engineering Coordinator        |  training systems and surgery simulation
> High Techsplanations, Inc.     |  creation software tools
> 6001 Montrose Rd., Suite 902   |
> Rockville, MD 20852-4874       |  "Witty, yet erudite saying goes here..."
> 301 984 3706 x38               |
> 301 984 2104 : FAX             |
> dwight@ht.com                  |   http://www.ht.com
>
>
>
>-- End of excerpt from Dwight Meglan



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


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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9602131047.ZM24491@royalflush.engr.multigen.com>
Date: Tue, 13 Feb 1996 10:47:44 -0800
In-Reply-To: (Mario Veraart) <rioj7@fel.tno.nl>
        "function of 'registerNode' in Performer 1.2 flt loader" (Feb 13, 11:06am)
References: <199602131006.LAA04983@felfs.fel.tno.nl>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: function of 'registerNode' in Performer 1.2 flt loader
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Feb 13, 11:06am, (Mario Veraart) wrote:
> Subject: function of 'registerNode' in Performer 1.2 flt loader
> Hello Performer users,
>
> I'm working on a port of an application from performer 1.2
> to 2.0. This application uses a third party library that some
> performer calls to the flight loader. The only thing I can't find
> in the flight loader that comes with performer 2.0 is an
> equavalent of the
>
> void (*registerNode)(pfNode *,int mgOpt, COMMENTcb com)
> variable.

This global is now private to the 2.0 loader.  I've been cleaning out global
variables from the loader for a while, partly to improve DSO linkage.  This
function pointer is now a loader attribute in the 2.0 Converter API.  One of
the examples given in the readme file is:

#include <Performer/pf.h>
#include <Performer/pfdb/pfflt.h>

extern void myCallBack
( pfNode* node, int mgOp, int* cbs, COMMENTcb* cbcom, void* userData );

int main ()
{
    fltRegisterNodeT pFunc = myCallBack;
    void*            hFunc = & pFunc;

    /* NOTE: do not attempt "& myCallback" here !!!
     *       the C language will ignore the "&".
     */
    pfdConverterAttr_flt ( PFFLT_REGISTER_NODE, hFunc );

    pfdLoadFile_flt ( "a_data_base.flt" );
}

> My question: what is the purpose of the function pointed at and
>              how can I emmulate it's function with the
>              performer 2.0 flight loader?

The function is referred to as the "Loader Callback" in the readme file.  In
the example above, the loader indirectly calls myCallBack() each time an
OpenFlight record is translated into a Performer node.  This allows you to do
extra work near the time of construction like: saving the pfNode for later
reference, changing initial values (based on the comment record), replacing the
given pfNode (type), or attaching user/traversal data and functions to the
pfNode.  Also, not all record types have a callback.

The function is not "gone" in the 2.0 loader.  It's just not a global variable
anymore.

Please see /usr/share/Performer/src/lib/libpfdb/libpfflt/README.FLT.R14_2
for a complete discussion of all loader features (and known bugs ;-) and more
examples.

> Thanks in advance
> Mario Veraart
>-- End of excerpt from (Mario Veraart)

You're welcome!

... and thanks to Lance Marrou for his helpfull response :-)

Regards.
--
    __  ___      ____  _ ______          Marcus Barnes, Member Tech. 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@multigen.com


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From: "Nicolas Gauvin" <nicolas@cae.ca>
Message-Id: <9602131414.ZM10949@osprey.cae.ca>
Date: Tue, 13 Feb 1996 14:14:17 -0500
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After reading all the problems that people seems to be having
with pfBuffers I started doing some investigations on my side. I added
a very simple paging system to simple.C. After trying things around, here
are my findings:

First pfBuffer::merge() seems to be very fragile. As reported
earlier, parents need to be created before their children otherwise
we end up with the infamous 'nb_clean' crash. This single constraint
can cause limitations in the design of an efficient paging system and
I wouldn't be surprised that some of the loaders that are shipped
with Performer 2.0 do not respect it.

However even when I created simple Performer nodes myself
in the correct order I still ended up with 'nb_clean' crashes much
like those reported by Scott Friedman.

I investigated a bit further and I have found that pfBuffer::merge()
will undoubtly crash if I have requested more than one bufferAddChild
before calling it.                       ^^^^^^^^^^^^^^^^^^^^^^^^^^^^

The only workaround I have found for this is to call pfBuffer::merge()
after each and every bufferAddChild requests instead of using a single call
once all children have been created and added with various bufferAddChild.

Attached to this message is a version of simple.C that illustrates
the problem and workaround. The original simple.C with its Makefile is
found in /usr/share/Performer/src/pguide/libpf/C++

This workaround however has a cost associated to it as reported in
the pfBuffer man pages:

  " pfBuffer::merge will adversely impact the APP process, "
  " proportional to the number of pfBuffer::addChild and   "
  " pfBuffer::removeChild requests.                        "

In a realistic database paging system many tiles may need to be
suddenly paged in. If I have to call pfBuffer::merge for each of
them, performance of the APP process will degrade.

In my opinion these bugs are important enough to justify a fix.
Especially if we consider that previous beta versions of Performer
seemed to have a better working pfBuffer::merge.

I would be interested to know if there is a plan in that regard.

I know that distributing patches for a big product like Performer must
be a major pain especially with all those versions of the libraries but if
it's not done then we are stuck with a database paging system barely usable.

So far I have been really impressed and satisfied with the quality of
the Performer 2.0 release. However the bugs related to pfBuffer are
the first ones I have found that can really cause me problems.

-- 
     ___/     |       ___/ Nicolas Gauvin	   e-mail: nicolas@cae.ca
    /       / |      /     Software Developper	   voice: (514) 341-2000 x2275
   /       /  |     __/    CAE Electronics Ltd.    fax:   (514) 340-5496
  /       ___ |    /	   8585 Cote De Liesse, P.O. Box 1800
_____/  _/   _| _____/     Saint-Laurent, Quebec, Canada, H4L-4X4

--PART-BOUNDARY=.19602131414.ZM10949.cae.ca
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//
// Copyright 1995, Silicon Graphics, Inc.
// ALL RIGHTS RESERVED
//
// UNPUBLISHED -- Rights reserved under the copyright laws of the United
// States.   Use of a copyright notice is precautionary only and does not
// imply publication or disclosure.
//
// U.S. GOVERNMENT RESTRICTED RIGHTS LEGEND:
// Use, duplication or disclosure by the Government is subject to restrictions
// as set forth in FAR 52.227.19(c)(2) or subparagraph (c)(1)(ii) of the Rights
// in Technical Data and Computer Software clause at DFARS 252.227-7013 and/or
// in similar or successor clauses in the FAR, or the DOD or NASA FAR
// Supplement.  Contractor/manufacturer is Silicon Graphics, Inc.,
// 2011 N. Shoreline Blvd. Mountain View, CA 94039-7311.
//
// Permission to use, copy, modify, distribute, and sell this software
// and its documentation for any purpose is hereby granted without
// fee, provided that (i) the above copyright notices and this
// permission notice appear in all copies of the software and related
// documentation, and (ii) the name of Silicon Graphics may not be
// used in any advertising or publicity relating to the software
// without the specific, prior written permission of Silicon Graphics.
//
// THE SOFTWARE IS PROVIDED "AS-IS" AND WITHOUT WARRANTY OF ANY KIND,
// EXPRESS, IMPLIED OR OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY
// WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
//
// IN NO EVENT SHALL SILICON GRAPHICS BE LIABLE FOR ANY SPECIAL,
// INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY
// DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
// WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY
// THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE
// OR PERFORMANCE OF THIS SOFTWARE.
//
//
// simpleC.C: simple Performer program for programmer's guide
//
// $Revision: 1.10 $ 
// $Date: 1995/11/22 14:35:21 $
//



#include <stdlib.h>

#include <Performer/pf/pfChannel.h>
#include <Performer/pf/pfLightSource.h>
#include <Performer/pf/pfNode.h>
#include <Performer/pf/pfScene.h>


#include <Performer/pfutil.h>
#include <Performer/pfdu.h>


#include <Performer/pf.h>
#include <Performer/pf/pfBuffer.h>
#include <Performer/pf/pfDCS.h>
#include <Performer/pf/pfGeode.h>
#include <Performer/pr/pfGeoSet.h>

// DBase passdata stucture containing only the Performer scene
struct DBaseData {
    pfScene* scene;
};

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

// Very simple DBase callback that alternatively
// pages in and out two simple Performer branches
// and illustrates the pfBuffer::merge problem 
// as well as a workaround.
void DBaseFunc( void* _data )
{
    DBaseData* data = (DBaseData*) _data;
    static pfBuffer *buffer = NULL;
    static int loaded = FALSE;
    
    static pfDCS* dcs1;
    static pfDCS* dcs2;
    
    printf("DBaseFunc called:\n");
    if ( buffer == NULL ) {
	buffer = new pfBuffer;
	buffer->select();
    }
    
    if ( loaded == FALSE ) {
    
        // create a typical dcs with geode and geoset
        // parents must be created before their children
	
	dcs1 = new pfDCS;
	data->scene->bufferAddChild(dcs1);
        pfGeode* geode1 = new pfGeode;
	dcs1->addChild(geode1);
	pfGeoSet* geoset1 = new(pfGetSharedArena()) pfGeoSet;
	geode1->addGSet(geoset1);
	
        // The work around I have found to the dying DBASE process
        // is to call pfBuffer::merge for each and every bufferAddChild. 
        // This is has a COST as reported in the pfBuffer man pages:
        //   " pfBuffer::merge will adversely impact the APP process, "
        //   " proportional to the number of pfBuffer::addChild and   "
        //   " pfBuffer::removeChild requests.                        "
        
	// BUG WORKAROUND: call merge for first bufferAddChild
	pfBuffer::merge(); 
	
	// create a second dcs with geode and geoset
	dcs2 = new pfDCS;
	data->scene->bufferAddChild(dcs2);
        pfGeode* geode2 = new pfGeode;
	dcs2->addChild(geode2);
	pfGeoSet* geoset2 = new(pfGetSharedArena()) pfGeoSet;
	geode2->addGSet(geoset2);
	 
	// BUG WORKAROUND: call merge again for second bufferAddChild()
	pfBuffer::merge();
	
	loaded = TRUE;
	printf("  Tiles paged IN\n\n");
    } else {
	data->scene->bufferRemoveChild(dcs1);
	pfAsyncDelete(dcs1);
	
	data->scene->bufferRemoveChild(dcs2);
	pfAsyncDelete(dcs2);
	
	// when doing only 'bufferRemoveChild' 
	// a single pfBuffer::merge() at the end seems to be enough.
	// bufferRemoveChild don't seem to cause the
	// same problem as bufferAddChild() on pfBuffer::merge();
	pfBuffer::merge();

	loaded = FALSE;
	printf("  Tiles paged OUT\n\n");
    }
    pfDBase();
}

int
main (int argc, char *argv[])
{
    float t = 0.0f;
    
    
    if (argc < 2)
	Usage();
    
    // Initialize Performer
    pfInit();
    
    
    // Set up a separate DBASE process
    pfMultiprocess( PFMP_FORK_DBASE );			
    
    // Load all loader DSO's before pfConfig() forks 
    pfdInitConverter(argv[1]);

    // initiate multi-processing mode set in pfMultiprocess call 
    // FORKs for Performer processes,  CULL and DRAW, etc. happen here.
    //
    pfConfig();			
    
    // Append to Performer search path, PFPATH, files in 
    //	    /usr/share/Performer/data */
     pfFilePath(".:/usr/share/Performer/data");
    
    pfNode *root = pfdLoadFile(argv[1]);
    if (root == NULL)
    {
	pfExit();
	exit(-1);
    }
    
    // Attach loaded file to a new pfScene
    pfScene* scene = new pfScene;
    scene->addChild(root);
    
    // Create a pfLightSource and attach it to scene
    scene->addChild(new pfLightSource);
    
    
    // Configure and open GL window
    pfPipe *p = pfGetPipe(0);
    pfPipeWindow *pw = new pfPipeWindow(p);
    pw->setWinType(PFPWIN_TYPE_X);
    pw->setName("IRIS Performer");
    pw->setOriginSize(0,0,500,500);
    pw->open();
    
    // Create and configure a pfChannel.
    pfChannel *chan = new pfChannel(p);
    chan->setScene(scene);
    chan->setFOV(45.0f, 0.0f);
    
    
    // determine extent of scene's geometry
    pfSphere bsphere;
    root->getBound(&bsphere);
    chan->setNearFar(1.0f, 10.0f * bsphere.radius);
    
    // set up DBASE callback and passdata
    pfDBaseFunc( DBaseFunc );
    DBaseData* data = (DBaseData*) pfAllocDBaseData( sizeof(DBaseData) );
    data->scene = scene;
    
    // Simulate for twenty seconds.
    while (t < 20.0f)
    {
	pfCoord	   view;
	float      s, c;
	
	// Go to sleep until next frame time.
	pfSync();
			
	// pass data to DBASE callback
	pfPassDBaseData();
	
	// Initiate cull/draw for this frame.
	pfFrame();
	
	// Compute new view position.
	t = pfGetTime();
	pfSinCos(45.0f*t, &s, &c);
	view.hpr.set(45.0f*t, -10.0f, 0);
	view.xyz.set(2.0f * bsphere.radius * s, 
		     -2.0f * bsphere.radius *c, 
		     0.5f * bsphere.radius);
	chan->setView(view.xyz, view.hpr);
    }
    
    // Terminate parallel processes and exit
    pfExit();
    return 0;
}

--PART-BOUNDARY=.19602131414.ZM10949.cae.ca--



From guest  Tue Feb 13 11:30:25 1996
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From: John Granieri <granieri@graphics.cis.upenn.edu>
Organization: Center for Human Modeling and Simulation
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Subject: save vs. load formats
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Status: O

I know that pf2.0 has the various loaders for different formats, and
also there is some provision for writing run-time databases to the
various file formats.

Did the file-writers ship with 2.0? If so, is an Inventor 2.0 saver
provided?

(I'm still awaiting the 2.0 CD - things move slowly at the university) 

Thanks

-John


John Granieri
granieri@graphics.cis.upenn.edu
Center for Human Modeling and Simulation
University of Pennsylvania


From guest  Tue Feb 13 12:30:46 1996
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Message-Id: <3120F797.41C6@aic.lockheed.com>
Date: Tue, 13 Feb 1996 12:41:59 -0800
From: Randy Stiles B255 O9620 <stiles@aic.lockheed.com>
Organization: Lockheed Martin Advanced Technology Center
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To: John Granieri <granieri@graphics.cis.upenn.edu>
Cc: Performer Mail List <info-performer@sgi.sgi.com>, johnson@isi.edu
Subject: Re: save vs. load formats
References: <3120E639.1CFB@graphics.cis.upenn.edu>
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Status: O

Hi John,

Please see below with regard to your questions on an Inventor
saver for 2.0.  Hoping you will put this in the Jack system too...

John Granieri wrote:
> 
> I know that pf2.0 has the various loaders for different formats, and
> also there is some provision for writing run-time databases to the
> various file formats.
> 
> Did the file-writers ship with 2.0? If so, is an Inventor 2.0 saver
> provided?

It didn't ship, but SGI (Gavin Bell) did produce a pretty good one internally.
Jim Helman upgraded it to version 2.0 usage.  This version
builds a free-standing performer executable you can use to 
convert files loaded into performer into Inventor files.

ftp://sgigate.sgi.com/pub/Performer/src/pftoiv1.0.tar.Z

I downloaded this and tested it against some scenes I use, and
fixed some minor bugs.  This is now available at the same site
as:

ftp://sgigate.sgi.com/pub/Performer/src/pftoiv1.1.tar.Z

This version works with the pfdStoreFile(), pfdConvertTo() etc.
for the Inventor format.  You do have to change either 
LD_LIBRARY_PATH or PFLD_LIBRARY_PATH (see man pages for pfdStoreFile)
to point to this new performer library.

> (I'm still awaiting the 2.0 CD - things move slowly at the university)
> 
> Thanks
> 
> -John
> 
> John Granieri
> granieri@graphics.cis.upenn.edu
> Center for Human Modeling and Simulation
> University of Pennsylvania

-- 
// Randy Stiles  stiles@aic.lockheed.com       Orgn 9620 Bldg 255
// 415.354.5256  fax: 415.354.5235             3251 Hanover Street 
// Lockheed Martin Advanced Technology Center  Palo Alto, CA 94304-1187
// http://vet.parl.com/~vet/people/stiles/


From guest  Tue Feb 13 12:26:46 1996
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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9602131515.ZM19659@eagle.cae.ca>
Date: Tue, 13 Feb 1996 15:15:51 -0500
In-Reply-To: dwight@ht.com (Dwight Meglan)
        "Changed Advanced Performer to Performer 2.0 course" (Feb 13, 11:45am)
References: <v02130506ad4660fac2d6@[206.40.192.25]>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: Changed Advanced Performer to Performer 2.0 course
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On Feb 13, 11:45am, Dwight Meglan wrote:

> I just got a call from SGI training course administration, telling me that
> the new advanced Performer course which I was eagerly looking forward to
> taking in May has been changed to a Performer 2.0 course. This is a major
> bummer for me since I already have taken the 1.2 course and we are deep
> into using C++ with 2.0 already.

...

> Most disappointedly yours,
> --dwight

You're not the only one to be very disappointed Dwight. Here, two of our guys
also received the same call from Technical Education.

We would be **really** interested in a Advanced Performer course. And I hope it
will be rescheduled later this year...

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


From guest  Tue Feb 13 13:41:56 1996
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Sender: stiles@aic.lockheed.com
Message-Id: <31210769.2781@aic.lockheed.com>
Date: Tue, 13 Feb 1996 13:49:29 -0800
From: Randy Stiles B255 O9620 <stiles@aic.lockheed.com>
Organization: Lockheed Martin Advanced Technology Center
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Status: O

Hi,

Earlier I listed the ftp path for the pftoiv1.0.tar.Z and
pftoiv1.1.tar.Z files incorrectly.  The correct path is:

ftp://sgigate.sgi.com/pub/Performer/src/pftoiv1.0.tar.Z
ftp://sgigate.sgi.com/pub/Performer/src/pf2.0/pftoiv1.1.tar.Z

I mistakenly ommitted the pf2.0 directory at the end.

These tar files contain source code to store Inventor 2.1
format files from Performer 2.0 in-memory nodes.
See man pfdStoreFile

-Randy

-- 
// Randy Stiles  stiles@aic.lockheed.com       Orgn 9620 Bldg 255
// 415.354.5256  fax: 415.354.5235             3251 Hanover Street 
// Lockheed Martin Advanced Technology Center  Palo Alto, CA 94304-1187
// http://vet.parl.com/~vet/people/stiles/


From guest  Tue Feb 13 16:23:11 1996
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From: d3@po.iijnet.or.jp
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Subject: Texture paging
To: info-performer@sgi.sgi.com
X-Mailer: SPRY Mail Version: 04.00.06.17
Status: O

Hello.
In Performer 2.0, Database paging can be used. This functionality is excellent 
though there have been some bugs(about pfBuffer?) reported on this ML.
But how about texture paging? I wonder whether texture paging is supported just 
in the same level as database(geometry) paging. In other word, does pfAsyncDelete   
remove the textures from the texture memory associated with pfGeodes being 
deleted?
And also I would like to know if there are OpenGL APIs managing texture memory. I 
don't see any calls about that in OpenGL 1.0. Please let me know.
Thanks in advance.

	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 Feb 13 20:16:41 1996
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From: "Todd Weybrew" <waycool@Zx7.engr.sgi.com>
Message-Id: <9602132014.ZM5752@Zx7.engr.sgi.com>
Date: Tue, 13 Feb 1996 20:14:39 -0800
In-Reply-To: beall@condor.psych.ucsb.edu (Andy Beall)
        "Re: posterized textures on High Impact" (Feb 13,  6:23pm)
References: <9602140223.AA12786@condor.psych.ucsb.edu>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: beall@condor.psych.ucsb.edu (Andy Beall)
Subject: Re: posterized textures on High Impact
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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On Feb 13,  6:23pm, Andy Beall wrote:
> Subject: Re: posterized textures on High Impact
> Todd,
>
> I just got my Impact upgrade and also noticed the color quantization.
> I tried as you suggested switching to the 1024x768 mode by issuing
> setmon -n 1024x768_60, which changed my screen resolution but did nothing
> for my textures.  Also the window manager didn't seem to resize the
> screen had been resized.  Would you mind telling me what I'm doing
> wrong or tell me where to look for instructions?  The man pages setmon
> say nothing about Impact, nor does there appear to be any mention of
> Impact in my online books.

re the window manager... since the X server was started at 1280x1024, it will
continue to have a managed area of 1280x1024 after the setmon.  the fix is to
use setmon -x <format> then restart the X server so the managed area will be
correct.  then the window manager will work correctly.

as to your continued color banding problem... a minor detail I just discovered;
the 32 bit DB visual for 1024x768 on a High Impact is part of patch 1105 which
we haven't released to customers yet (sorry)... will post here as soon as it's
available.  use either xdpyinfo (portable) or /usr/sbin/findvis (human
comprehensible 8^)) to find out what visuals your particular Impact supports.

secondly, as someone already mentioned, your textures may be defaulting to 4444
format.  with 1 TRAM (i.e. 1 meg of texture memory) that's all she wrote.  you
must have 4 meg of texture ram to get 8 bits per component.  use
/usr/gfx/gfxinfo to find out how many TRAMS you have.

a couple of other reminders about texture... 1) the largest texture you can
load with one TRAM is 512x512... if a poly is supposed to be textured but shows
up white, this is a good candidate for your problem.  2) textures *must* be a
power of 2 on each edge... i.e. 8x8, 16x16, 32x32, etc.

hope this helps....

>
> Thans a lot,
> Andy Beall
> grad. student
>-- End of excerpt from Andy Beall



-- 
Todd Weybrew				waycool@engr.sgi.com
Illusioneer - ISD Applied Engr		(415) 933-6854
Silicon Graphics			(415) 967-9541 FAX


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subscribe noord@prosolvia.se


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SGI UK now has supplies of Performer 2.0 CD's. If you need one and
think you are entitled, call 01734 257700. UK customers only.

-- 
__________________________________________________________________________
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Forum 1, Theale, Reading, UK, RG7 4RA.
tel +44 1734 257500, direct +44 1734 257740, fax +44 1734 257553
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Silicon Graphics now has a full-time marketing person (me) dedicated to
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--Larry


-- 
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3D Graphics Product Management                      FAX:   415/964-8671
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From: "Wing Ho Kong" <kong@athos.astro.sp-agency.ca>
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Date: Wed, 14 Feb 1996 16:25:26 -0500
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Status: O


I've just started using Performer 2.0, and I'd like to know why I get this
error:

"Segmentation fault (core dumped)"

if I use "cout" in a Performer program.  Even if I don't make Performer calls
(or include Performer header files), the program crashes as soon as it hits a
cout command.

I use the makefile that's in /usr/share/Performer/src/pguide/libpf/C++.
Here's the standard output I get:
*******************************************
athos 22% make simple

making IrisGL DSO version of simple.igldso
        /usr/bin/CC -xansi       -DIRISGL       -nostdinc -I/usr/include/CC
-I/usr/include -O -Olimit 2000  -MDupdate Makedepend -c ../simple.C
        /usr/bin/cc -xansi    -DIRISGL    -nostdinc -I/usr/include -O -Olimit
2000  -MDupdate Makedepend -woff 515,608,658,799 -o simple.dsocmd simple.o
-L/usr/lib  -L/usr/lib/libpfdb  -L/lib -all -ignore_unresolved -lpf_igl
-lpfdu_igl -lpfui -lpfutil_igl -lmpc  -limage  -lfm  -lgl  -lXirisw  -lXm  -lXt
 -lfpe  -lXmu  -lX11  -lm  -lmalloc  -lC
making symbolic links to DSO versions
        ln -s OPT.O32.IRISGL/simple.dsocmd simple ;
`simple' is up to date.

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

Well, I've gone this far, so here's the source file  :)

#include <iostream.h>
void main (void)
{
cout << "test\n";
}


Anyways, I've never had this problem with 1.2 before.

thanks,

wk

-- 



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Date: Wed, 14 Feb 1996 23:19:35 +0100
From: Nuno Godinho <mgo@minerva.inesc.pt>
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Subject: Unable to Link Performer C++ files
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Status: O

I'm sorry if this is a basic question. This is my first big project in a
SGI and UNIX is still very strange to me.

My problem: I got Performer 2.0 version and the first thing I did was
trying to Make the examples. I managed to make the C versions but the
C++ compilation unfortunately aborts everytime.

This is what I get:

--------start------------
mgo@eolo> make
making IrisGL DSO version of bench.igldso
        /usr/bin/CC -xansi       -DIRISGL       -nostdinc
-I/usr/include/CC -I/usr/include -O -Olimit 2000  -MDupdate Makedepend
-c ../bench.C
/usr/bin/CC: Not found
*** Error code 1
smake: 1 error
*** Error code 2
smake: 1 error
--------end------------

I then found that a 'commondefs' file is included in the Makefile. After
some digging I found that I have to redefine CXX.

setenv CXX /usr/local/bin/g++
make -e

This is quite odd. But then I start getting new errors. I'm stuck due to
my few knowledges no UNIX.

I then decided to start a Makefile from scratch. Following the
Programmer'Guide indications I wrote it as simple as possible. The
source is compiled but it just doesn't link.

Here's my own Makefile:

----------start------------
SHELL	= /bin/sh

INCLUDE	= -I. -I.. -I/usr/src/Performer/include -I/usr/include/Performer

CC=g++

DSOLINKS = \
        -L$(PFROOT)/usr/lib$(LIBBITSUF) \
        -L$(PFROOT)/usr/lib$(LIBBITSUF)/libpfdb \
        -L$(PFROOT)/lib$(LIBBITSUF)

LIVRARIAS = -ignore_unresolved \
	-lpfdu_igl -lpfui -lpfutil_igl -lpf_igl -limage -lgl -lXmu -lX11 \
	-lm -lfpe -lfm -lmalloc -lC

SYSTEM_IRISGL = -lmpc -lXirisw -lXm -lXt -lX11

CFLAGS	=  ${INCLUDE} ${COPT}

TARGETS	= ov

ov: ov.o
	${CC} ${CFLAGS} -o ov ov.o $(DSOLINKS) ${LIVRARIAS} ${SYSTEM_IRISGL}
.h.C:
	touch $@
.C.o:
	${CC} ${CFLAGS} -c $?

clear:
	@rm *.o ${TARGETS}
---------------end----------------------

And here is the result I get from this Makefile on a single ov.C file
(it was already compiled into ov.o)

----------------start-------------------
mgo@eolo> make
        g++ -I. -I.. -I/usr/src/Performer/include
-I/usr/include/Performer  -o ov ov.o -L/usr/lib  -L/usr/lib/libpfdb
-L/lib -ignore_unresolved  -lpfdu_igl -lpfui -lpfutil_igl -lpf_igl
-limage -lgl -lXmu -lX11  -lm -lfpe -lfm -lmalloc -lC -lmpc -lXirisw
-lXm -lXt -lX11
collect2: ld returned 1 exit status
/usr/bin/../lib/ld:
The shared object /usr/lib/libpfui.so did not resolve any symbols.
        You may want to remove it from your link line.
Unresolved:
pfUpdatable::operator new(unsigned int)
pfScene::pfScene(void)
pfGroup::addChild(pfNode *)
pfLightSource::pfLightSource(void)
pfPipeWindow::pfPipeWindow(pfPipe *)
pfPipeWindow::setWinType(unsigned int)
pfPipeWindow::setName(char const *)
pfPipeWindow::setOriginSize(int, int, int, int)
pfPipeWindow::open(void)
pfChannel::pfChannel(pfPipe *)
pfChannel::setScene(pfScene *)
pfChannel::setFOV(float, float)
pfNode::getBound(pfSphere *)
pfChannel::setNearFar(float, float)
pfChannel::setView(pfVec3 &, pfVec3 &)
*** Error code 1 (bu21)
mgo@eolo> 
---------end---------------


Sorry for such a big message, but I am clueless.
My only solution is to go back to the C API.

Please help:
    -explaining me what goes wrong or
    -sending me your working Makefiles

thanks
       Nuno


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Date: Wed, 14 Feb 1996 19:20:45 -0800
In-Reply-To: "Wing Ho Kong" <kong@athos.astro.sp-agency.ca>
        "cout/c++" (Feb 14,  4:25pm)
References: <9602141625.ZM29843@athos.astro.sp-agency.ca>
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To: "Wing Ho Kong" <kong@athos.astro.sp-agency.ca>, info-performer@sgi.sgi.com
Subject: Re: cout/c++
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On Feb 14,  4:25pm, Wing Ho Kong wrote:
> Subject: cout/c++
> 
> I've just started using Performer 2.0, and I'd like to know why I get this
> error:
> 
> "Segmentation fault (core dumped)"
> 
> if I use "cout" in a Performer program.  Even if I don't make Performer calls
> (or include Performer header files), the program crashes as soon as it hits a
> cout command.
> 
> I use the makefile that's in /usr/share/Performer/src/pguide/libpf/C++.
> Here's the standard output I get:
> *******************************************
> athos 22% make simple
> 
> making IrisGL DSO version of simple.igldso
>         /usr/bin/CC -xansi       -DIRISGL       -nostdinc -I/usr/include/CC
> -I/usr/include -O -Olimit 2000  -MDupdate Makedepend -c ../simple.C
>         /usr/bin/cc -xansi    -DIRISGL    -nostdinc -I/usr/include -O -Olimit
> 2000  -MDupdate Makedepend -woff 515,608,658,799 -o simple.dsocmd simple.o
> -L/usr/lib  -L/usr/lib/libpfdb  -L/lib -all -ignore_unresolved -lpf_igl
> -lpfdu_igl -lpfui -lpfutil_igl -lmpc  -limage  -lfm  -lgl  -lXirisw  -lXm  -lXt
>  -lfpe  -lXmu  -lX11  -lm  -lmalloc  -lC
> making symbolic links to DSO versions
>         ln -s OPT.O32.IRISGL/simple.dsocmd simple ;
> `simple' is up to date.
> 
> ******************************************
> 
> Well, I've gone this far, so here's the source file  :)
> 
> #include <iostream.h>
> void main (void)
> {
> cout << "test\n";
> }
> 
> 
> Anyways, I've never had this problem with 1.2 before.
> 
> thanks,
> 
> wk

Any program that uses iostreams must be linked with CC rather than cc
so that the initialization object Iostream_init
will be constructed (see iostream.h).
In fact, any program that has any static or external C++ objects with
constructors must be linked with CC instead of cc.

None of the examples use iostreams (which is why we didn't notice the problem),
but the Makefiles in the C++ example directories should be changed to use
$(CXX) instead of $(CC).

Don

-- 
Don Hatch  hatch@sgi.com  (415) 933-5150  Silicon Graphics, Inc.



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From: "Bernard Leclerc" <bleclerc@cae.ca>
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Date: Thu, 15 Feb 1996 09:06:23 -0500
In-Reply-To: Nuno Godinho <mgo@minerva.inesc.pt>
        "Unable to Link Performer C++ files" (Feb 14, 11:19pm)
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--
--PART-BOUNDARY=.19602150906.ZM24696.cae.ca
Content-Type: text/plain; charset=us-ascii

Dear Nuno,

Attached are two files to illustrate how to compile and link the simplest
Performer 2.0 C++ application: simple.C and its Makefile.

The Makefile is only 4 lines long. It uses as much default rules as possible
from the system makefile.

simple.C can be found in /usr/share/Performer/src/pguide/libpf/C++ and is
attached here for your convenience.

I'm using IRIX 5.3, Performer 2.0 and the new Delta/C++ compiler, /usr/bin/CC.
I'm not using g++ and I suspect your problems come from its use.


On Feb 14, 11:19pm, Nuno Godinho wrote:

> Here's my own Makefile:
>
> ----------start------------
> SHELL	= /bin/sh
>
> INCLUDE	= -I. -I.. -I/usr/src/Performer/include
-I/usr/include/Performer

You should not be using /usr/src/Performer/include. This directory was used
with version 1.2 and is no longer used in 2.0


> Sorry for such a big message, but I am clueless.
> My only solution is to go back to the C API.

Don't do that. Stick with C++

>
> Please help:
>     -explaining me what goes wrong or
>     -sending me your working Makefiles
>
> thanks
>        Nuno

Let us know once you find the solution.

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


--PART-BOUNDARY=.19602150906.ZM24696.cae.ca
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//
// Copyright 1995, Silicon Graphics, Inc.
// ALL RIGHTS RESERVED
//
// UNPUBLISHED -- Rights reserved under the copyright laws of the United
// States.   Use of a copyright notice is precautionary only and does not
// imply publication or disclosure.
//
// U.S. GOVERNMENT RESTRICTED RIGHTS LEGEND:
// Use, duplication or disclosure by the Government is subject to restrictions
// as set forth in FAR 52.227.19(c)(2) or subparagraph (c)(1)(ii) of the Rights
// in Technical Data and Computer Software clause at DFARS 252.227-7013 and/or
// in similar or successor clauses in the FAR, or the DOD or NASA FAR
// Supplement.  Contractor/manufacturer is Silicon Graphics, Inc.,
// 2011 N. Shoreline Blvd. Mountain View, CA 94039-7311.
//
// Permission to use, copy, modify, distribute, and sell this software
// and its documentation for any purpose is hereby granted without
// fee, provided that (i) the above copyright notices and this
// permission notice appear in all copies of the software and related
// documentation, and (ii) the name of Silicon Graphics may not be
// used in any advertising or publicity relating to the software
// without the specific, prior written permission of Silicon Graphics.
//
// THE SOFTWARE IS PROVIDED "AS-IS" AND WITHOUT WARRANTY OF ANY KIND,
// EXPRESS, IMPLIED OR OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY
// WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
//
// IN NO EVENT SHALL SILICON GRAPHICS BE LIABLE FOR ANY SPECIAL,
// INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY
// DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
// WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY
// THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE
// OR PERFORMANCE OF THIS SOFTWARE.
//
//
// simpleC.C: simple Performer program for programmer's guide
//
// $Revision: 1.10 $ 
// $Date: 1995/11/22 14:35:21 $
//



#include <stdlib.h>

#include <Performer/pf/pfChannel.h>
#include <Performer/pf/pfLightSource.h>
#include <Performer/pf/pfNode.h>
#include <Performer/pf/pfScene.h>


#include <Performer/pfutil.h>
#include <Performer/pfdu.h>


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


int
main (int argc, char *argv[])
{
    float t = 0.0f;
    
    
    if (argc < 2)
	Usage();
    
    // Initialize Performer
    pfInit();
    
    
    // Use default multiprocessing mode based on number of
    // processors.
    //
    pfMultiprocess( PFMP_DEFAULT );			
    
    // Load all loader DSO's before pfConfig() forks 
    pfdInitConverter(argv[1]);

    // initiate multi-processing mode set in pfMultiprocess call 
    // FORKs for Performer processes,  CULL and DRAW, etc. happen here.
    //
    pfConfig();			
    
    // Append to Performer search path, PFPATH, files in 
    //	    /usr/share/Performer/data */
     pfFilePath(".:/usr/share/Performer/data");
    
    pfNode *root = pfdLoadFile(argv[1]);
    if (root == NULL)
    {
	pfExit();
	exit(-1);
    }
    
    // Attach loaded file to a new pfScene
    pfScene *scene = new pfScene;
    scene->addChild(root);
    
    // Create a pfLightSource and attach it to scene
    scene->addChild(new pfLightSource);
    
    
    // Configure and open GL window
    pfPipe *p = pfGetPipe(0);
    pfPipeWindow *pw = new pfPipeWindow(p);
    pw->setWinType(PFPWIN_TYPE_X);
    pw->setName("IRIS Performer");
    pw->setOriginSize(0,0,500,500);
    pw->open();
    
    // Create and configure a pfChannel.
    pfChannel *chan = new pfChannel(p);
    chan->setScene(scene);
    chan->setFOV(45.0f, 0.0f);
    
    
    // determine extent of scene's geometry
    pfSphere bsphere;
    root->getBound(&bsphere);
    chan->setNearFar(1.0f, 10.0f * bsphere.radius);
    
    
    // Simulate for twenty seconds.
    while (t < 20.0f)
    {
	pfCoord	   view;
	float      s, c;
	
	// Go to sleep until next frame time.
	pfSync();		
	
	// Initiate cull/draw for this frame.
	pfFrame();
	
	// Compute new view position.
	t = pfGetTime();
	pfSinCos(45.0f*t, &s, &c);
	view.hpr.set(45.0f*t, -10.0f, 0);
	view.xyz.set(2.0f * bsphere.radius * s, 
		     -2.0f * bsphere.radius *c, 
		     0.5f * bsphere.radius);
	chan->setView(view.xyz, view.hpr);
    }
    
    // Terminate parallel processes and exit
    pfExit();
    return 0;
}

--PART-BOUNDARY=.19602150906.ZM24696.cae.ca
X-Zm-Content-Name: Makefile
Content-Description: Text
Content-Type: text/plain ; name="Makefile" ; charset=us-ascii

C++FLAGS = -DIRISGL -g +w +pp -mips2 -MDupdate Makedepend -woff 3259

LDFLAGS = -lpfdu_igl -lpfutil_igl -lpf_igl -limage -lgl -lm -lfpe -lfm -lmalloc

simple:

sinclude Makedepend

--PART-BOUNDARY=.19602150906.ZM24696.cae.ca--



From guest  Thu Feb 15 07:57:33 1996
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From: "Bernard Leclerc" <bleclerc@cae.ca>
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Date: Thu, 15 Feb 1996 10:01:29 -0500
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Subject: Performer 2.0 on InfiniteReality
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Status: O

Question for the pfDeveloppers:

	Has Performer 2.0 been modified to take full advantage of the new
	InfiniteReality OpenGL-based Hardware?

We're looking into replacing 2 RealityEngine2 with 2 InfiniteReality since we
need the increased performance of the new graphics card right now. However,
that kind of change has a side effect since the RE2 is IrisGL-based while the
InfiniteReality is OpenGL-based.

Specifically, Performer 2.0 comes with a sample program (shadows.C) that
compiles and works only with IrisGL. Does it mean that shadows are not
available with OpenGL and the InfiniteReality? I can't believe that. There must
be a fix.

Could you please comment on this issue.

Thanks

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


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Date: Thu, 15 Feb 1996 10:27:21 -0500
From: nicolas@cae.ca (Nicolas Gauvin)
Message-Id: <199602151527.KAA02335@osprey.cae.ca>
To: info-performer@sgi.sgi.com
Subject: pfdGeoBuilder with indexed primitives
Status: O


I'm having a bit of trouble trying to use the pfdGeoBuilder to produce
indexed geosets. Has anyone tried that before? I'm quite sure I'm setting
up the pfdGeom correctly with indexed lists (icoords for the index and
coordList for the array for example) and I then call pfdAddIndexedPoly.
I get bad geosets then. While going through the source code of the 
pfdGeoBuilder I also noticed that indexed arrays were not allocated by
pfdNewGeom and not de-allocated by pfdDelGeom. I corrected that since
the rest of the code make use of these arrays.

     ___/     |       ___/ Nicolas Gauvin	   e-mail: nicolas@cae.ca
    /       / |      /     Software Developper	   voice: (514) 341-2000 x2275
   /       /  |     __/    CAE Electronics Ltd.    fax:   (514) 340-5496
  /       ___ |    /	   8585 Cote De Liesse, P.O. Box 1800
_____/  _/   _| _____/     Saint-Laurent, Quebec, Canada, H4L-4X4


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Date: Thu, 15 Feb 1996 10:09:55 +0100
From: Nuno Godinho <mgo@minerva.inesc.pt>
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Status: O

After some opinions about this problem I concluded that my problem is
that I'm using  GNU g++ instead of CC to compile C++ code.

thanks for all the help
      Nuno


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From: "Lionel Maiaux" <maiaux@silicium.corys.fr>
Message-Id: <9602150306.ZM9381@silicium>
Date: Thu, 15 Feb 1996 03:06:27 -0800
In-Reply-To: "Ran Yakir" <rany@bvr.co.il>
        "Re: 1.2 & 2.0" (Jan 17,  7:46am)
References: <199601170502.OAA15375@sh0.po.iijnet.or.jp> 
	<9601170746.ZM1493@genie.bvr.co.il>
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To: info-performer@sgi.sgi.com
Subject: 2.0 and 1.2 ?
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Status: O

Hi,

I would like to install Performer 1.2 and 2.0 on the same Onyx and I try to use
the method described by Ran Yakir a few weeks ago with swmgr :

> You should do the following :
>
> 1. Install Performer 2.0 the normal way.
>
> 2. Install Performer 1.2 under a separate directory tree like that :
>
> 	a. mkdir /perf1.2
> 	b. inst -f /CDROM/dist -r /perf1.2
> 	   or
> 	   swmgr -f /CDROM/dist -r /perf1.2
>
> 3. Use an env. variable like PFROOT that will point either to / or to
/perf1.2
>
>    On your compiles you can have the include path (-I) using $PFROOT.
>    On runtime, you should set your $LD_LIBRARY_PATH using $PFROOT.

But due to the fact want to I install the 1.2 on the "/perf1.2" directory (and
not on "/"), I get a lot of conflicts like :

<<
1. performer_eoe.sw.performer (IRIS Performer 1.2/Irix5 Dynamic Shared
Libraries) cannot be installed because of missing prerequisites:
- Do not install performer_eoe.sw.performer
- install c++_eoe.sw.lib
...
>>

(Of course, I have c++.eoe.sw.lib installed on my system)

Any ideas ?





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From: Elke Hendon <elke@tyrann.atlas.de>
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To: Performer <info-performer@sgi.sgi.com>
Subject: pffasttimo
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Status: O


Hello!
I have noticed that Performer evidently spawns a pffasttimo and a pfslowtimo.
What are these?  I noticed the effect that these 2 processes alternate at 
times.  Are they supposed to remain even after Performer has ended?  Do 
they have an effect on the CPU-timing?  AT times there was quite a 
latency in the window manager.
Please let me also know how and why these processes exist.

Thank you!

---------------------------------------------------------------------------
E. Hendon
STN-Atlas Elektronik GmbH
Simulation Division
Sebaldsbruecker Heerstr. 235,
D-28305 Bremen
email:				elke@tyrann.atlas.de
Telefon:			0421/457 3122
---------------------------------------------------------------------------




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Date: Thu, 15 Feb 1996 08:10:26 -0800
From: chris@scotch.physics.ucla.edu (chris)
Message-Id: <199602151610.IAA27418@scotch.physics.ucla.edu>
To: info-performer@sgi.sgi.com
Subject: Arrays of pointers to dcs
Status: O


	This was so easy in C.  
	dcs = (pfDCS**)pfMalloc(sizeof(pfDCS*)*arraysize,pfGetSharedArena());
	Did the job just fine.

	I can't figure out how to do this in C++.  The manual (Ch 14 p.486)
says that
	pfDCS *dcs = new pfDCS;
	is the "only way" to create a libpf object.  Is this true?

Chris
chris@scotch.physics.ucla.edu
or
mitchell@physics.ucla.edu


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From: "Michael Jones" <mtj@babar>
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Date: Thu, 15 Feb 1996 09:22:13 -0800
In-Reply-To: chris@scotch.physics.ucla.edu (chris)
        "Arrays of pointers to dcs" (Feb 15,  8:10am)
References: <199602151610.IAA27418@scotch.physics.ucla.edu>
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To: chris@scotch.physics.ucla.edu (chris), info-performer@sgi.sgi.com
Subject: Re: Arrays of pointers to dcs
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Status: O

On Feb 15,  8:10am, chris wrote:
> Subject: Arrays of pointers to dcs
:
:	This was so easy in C.
:	dcs = (pfDCS**)pfMalloc(sizeof(pfDCS*)*arraysize,pfGetSharedArena());
:	Did the job just fine.
:
:	I can't figure out how to do this in C++.  The manual (Ch 14 p.486)
:says that
:	pfDCS *dcs = new pfDCS;
:	is the "only way" to create a libpf object.  Is this true?

Yes it is true, but not the way you mean. The issue is the difference
between a libpf object, an array of libpf objects, and an array of
pointers to libpf objects.

   pfDCS *dcs = new pfDCS;

is the only way to make a DCS. if you want an array of pointers to
DCS objects, that's easy:

   dcs = (pfDCS**)pfMalloc(sizeof(pfDCS*)*arraysize,pfGetSharedArena());
   if (dcs == NULL)
      bail_out_due_to_memory_exhaustion();
   for (int i = 0; i < arraysize; i++)
      dcs[i] = new pfDCS;

if you want an array of libpf objects (as opposed to an array of pointers
to them), then you're out of luck.

as an aside, n Java, the designers have met you half way.  :-(

if you ask for a new THING, you get it. if you ask for an array of
new THINGs, you get the array of pointers but they're *not* filled
in. You then need the loop shown above in the C++ example.

if this is insufficient detail, check with Jim Helman, the performer
team's C++ api designer and expert.

michael

-- 

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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From: nouvel@irisa.fr (Johan Nouvel)
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Subject: stereo with performer 2.0
Date: 15 Feb 1996 17:34:56 GMT
Organization: IRISA-INRIA, Campus de Beaulieu, F-35042 Rennes Cedex
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Distribution: world
Message-Id: <4fvqs0$59b@news.irisa.fr>
Reply-To: nouvel@irisa.fr
Nntp-Posting-Host: marilou.irisa.fr
Status: O

Hi performers,

I want to realize a stereo application with performer, but there is
none the less example of such application in the documentation :-(.
Is there some ftp (or www) site to get some code ?
Or could someone send me such a code ?

I'v found the "gl" examples on 
/usr/people/4Dgifts/examples/devices/StereoView/
and they work fine, but I need some performer examples.

Thanks in advance,

Johan.
              _   _              mmm             \\|//    
             (.) (.)           ( O O )          ( o o )   
---------oO00--(_)--00Oo----oOO--(_)--OOo----oOO--(_)--OOo------------- 
|								      |
|  Hey, Is there 	  La verite		 nouvel@irisa.fr      |
|  anybody home ?	  est ailleurs		 (33) 99 84 74 23     |
|								      |	
-----------------------------------------------------------------------




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From: jrohlf@tubes (John Rohlf)
Message-Id: <199602151803.KAA02701@tubes.asd.sgi.com>
Subject: Re: Performer 2.0 on InfiniteReality
To: guest (Bernard Leclerc)
Date: Thu, 15 Feb 96 10:03:18 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9602151001.ZM24877@eagle.cae.ca>; from "Bernard Leclerc" at Feb 15, 96 10:01 am
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> Question for the pfDeveloppers:
> 
> 	Has Performer 2.0 been modified to take full advantage of the new
> 	InfiniteReality OpenGL-based Hardware?
> 
> We're looking into replacing 2 RealityEngine2 with 2 InfiniteReality since we
> need the increased performance of the new graphics card right now. However,
> that kind of change has a side effect since the RE2 is IrisGL-based while the
> InfiniteReality is OpenGL-based.
> 
> Specifically, Performer 2.0 comes with a sample program (shadows.C) that
> compiles and works only with IrisGL. Does it mean that shadows are not
> available with OpenGL and the InfiniteReality? I can't believe that. There must
> be a fix.


	Performer 2.0 does not yet take full advantage of the new
 	InfiniteReality OpenGL-based Hardware since some OpenGL extensions
	which access the hardware have not yet been implemented.
	The shadow extension has not been implemented yet and even if it
	makes it for the InfiniteReality release, 2.0 will not be able
	to use it. 




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From: "Ran Yakir" <rany@rtset.co.il>
Message-Id: <9602152015.ZM3793@yael.rtset.co.il>
Date: Thu, 15 Feb 1996 20:15:14 +0000
In-Reply-To: "Lionel Maiaux" <maiaux@bvr.co.il>
        "2.0 and 1.2 ?" (Feb 15,  3:06am)
References: <199601170502.OAA15375@sh0.po.iijnet.or.jp> 
	<9601170746.ZM1493@genie.bvr.co.il> 
	<9602150306.ZM9381@silicium>
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Status: O



> 1. performer_eoe.sw.performer (IRIS Performer 1.2/Irix5 Dynamic Shared
> Libraries) cannot be installed because of missing prerequisites:
> - Do not install performer_eoe.sw.performer
> - install c++_eoe.sw.lib
> ...

Assuming you do have c++_eoe on your standard root, you should tell swmgr to
ignore those conflicts.
1. Under 'Panes' on the pulldown menus, open 'command'. You'll get a nice
command line entry on the bottom of the window.
2. In this command line, type my favorite swmgr command :

     set rulesoverride on

3. now you can install


Ran

-- 
Ran Yakir


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From: dheskamp@ldsa.com
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To: info-performer@sgi.sgi.com
Subject: Union with pfVec3 in C++ API
Date: Thu, 15 Feb 96 15:22:52 EST
Message-Id: <9602152022.345BB0@pc1197.ldsa>
X-Mailer: SelectMAIL 1.2
Status: O

Hello:

I want to create a union with a pfVec3 object in it.  A much simplified 
example is:

	union myUnion
	{
	   pfVec3     point;
	   int        xyz;
	};

This returns the following compiler error.....

invalid union member -- class "pfVec3" has a disallowed member function


I looked at the Performer include file and saw no virtual functions in this 
class.  What is causing the problem?  This problem is making it difficult 
for me to port from the C API to the C++ API.  Any suggestions would be 
greatly appreciated.




Dave 



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Date: Thu, 15 Feb 1996 11:14:06 -0800
From: wade@shoreline-studios.com (Wade Olsen)
Message-Id: <9602151114.ZM15678@slack.shoreline-studios.com>
In-Reply-To: nouvel@irisa.fr (Johan Nouvel)
        "stereo with performer 2.0" (Feb 15,  5:34pm)
References: <4fvqs0$59b@news.irisa.fr>
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To: info-performer@sgi.sgi.com
Subject: OBJ loader that deals with lines
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Content-Type: text/plain; charset=us-ascii
Status: O

Has anyone extended the OBJ loader to load lines?

If so, can I get a copy?

Many thanks,

Wade

-- 
-----------------------------
Wade Olsen, Shoreline Studios
e-mail:	wade@shoreline-studios.com
phone:	415-321-1441
fax:	415-321-1352


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Date: Thu, 15 Feb 1996 14:55:03 -0400
To: info-performer@sgi.sgi.com
From: dwight@ht.com (Dwight Meglan)
Subject: serial communcations in a Performer world...
Status: O

This is a bit off of Performer and graphics but surely a number of people
on this list must have dealt with this issue in building immersive
environments with Performer.

We have a custom interface device (a arterial catheterization tracker to be
exact) which uses serial communications with our Performer-based
catheterization simulation app (its a medical procedure training
simulator). We have found there is a 30ms delay in sending commands out the
serial port and the same for getting info back in -- e.g., if we send and
receive data from port1 to port2 it takes 60ms.

I know that we can run a separate thread with shared memory but if possible
we want to lessen the lag time by reducing the delays in talking to and
reading from the serial ports.

Would anyone be able to suggest how to go about setting up the ports for
faster I/O ?

Thanks,

--dwight




From guest  Thu Feb 15 12:12:13 1996
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Date: Thu, 15 Feb 1996 15:00:31 -0400
To: info-performer@sgi.sgi.com
From: dwight@ht.com (Dwight Meglan)
Subject: Solution to posterized Impact texture
Status: O

Thanks for the all the replies to my previous question about the High
Impact posterizing our texture. We managed to get around it by converting
the offending texture (gray scale of an x-ray) from rgb to a single
component i8_a8 texture (which didn't work) then to a i12_a4 which loads
and looks good. It appears that something in the dwb loader treats the two
differently-- the i8_a8 gets scrambled while the i12_a4 looks quite nice.

--dwight




From guest  Thu Feb 15 12:24:32 1996
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From: "Nicolas Gauvin" <nicolas@cae.ca>
Message-Id: <9602151325.ZM2947@osprey.cae.ca>
Date: Thu, 15 Feb 1996 13:25:27 -0500
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To: info-performer@sgi.sgi.com
Subject: Re: Arrays of pointers to dcs
Cc: chris@scotch.physics.ucla.edu
Mime-Version: 1.0
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Status: O

>This was so easy in C.
>dcs = (pfDCS**)pfMalloc(sizeof(pfDCS*)*arraysize,pfGetSharedArena());
>Did the job just fine.

>I can't figure out how to do this in C++.  The manual (Ch 14 p.486)
>says that pfDCS *dcs = new pfDCS;
>is the "only way" to create a libpf object.  Is this true?

You can still do that. After pfMalloc your next step is to do:

for(int i=0; i<arraysize; i++)
  dcs[i] = new pfDCS;

You now have an array of pointers of pfDCS in C++;

And don't forget to pfDelete them when you are finished:

for(int i=0; i<arraysize; i++)
   pfDelete(dcs[i]);

pfFree(dcs);

PS: allocating an array is such a way is not the same as doing:
    dcs = new pfDCS[arraySize]; which is not safe at all.


-- 
     ___/     |       ___/ Nicolas Gauvin	   e-mail: nicolas@cae.ca
    /       / |      /     Software Developper	   voice: (514) 341-2000 x2275
   /       /  |     __/    CAE Electronics Ltd.    fax:   (514) 340-5496
  /       ___ |    /	   8585 Cote De Liesse, P.O. Box 1800
_____/  _/   _| _____/     Saint-Laurent, Quebec, Canada, H4L-4X4


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From: "Sharon Clay" <src@rose>
Message-Id: <9602151138.ZM1814@rose.asd.sgi.com>
Date: Thu, 15 Feb 1996 11:38:41 -0800
In-Reply-To: jrohlf@tubes (John Rohlf)
        "Re: Performer 2.0 on InfiniteReality" (Feb 15, 10:03am)
References: <199602151803.KAA02701@tubes.asd.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: jrohlf@tubes (John Rohlf), guest (Bernard Leclerc)
Subject: Re: Performer 2.0 on InfiniteReality
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

+>---- On Feb 15, 10:03am, John Rohlf wrote:
> Subject: Re: Performer 2.0 on InfiniteReality
->
->> 
->> Question for the pfDeveloppers:
->> 
->> 	Has Performer 2.0 been modified to take full advantage of the new
->> 	InfiniteReality OpenGL-based Hardware?
->> 
->> We're looking into replacing 2 RealityEngine2 with 2 InfiniteReality since we
->> need the increased performance of the new graphics card right now. However,
->> that kind of change has a side effect since the RE2 is IrisGL-based while the
->> InfiniteReality is OpenGL-based.
->> 
->> Specifically, Performer 2.0 comes with a sample program (shadows.C) that
->> compiles and works only with IrisGL. Does it mean that shadows are not
->> available with OpenGL and the InfiniteReality? I can't believe that. There must
->> be a fix.
->
->	Performer 2.0 does not yet take full advantage of the new
-> 	InfiniteReality OpenGL-based Hardware since some OpenGL extensions
->	which access the hardware have not yet been implemented.
->	The shadow extension has not been implemented yet and even if it
->	makes it for the InfiniteReality release, 2.0 will not be able
->	to use it. 


I'll just add a bit more general info here.
Performer 2.0 does run well on InfiniteReality but did not expose
new any extensions that were not usable on any currently shipping machine.
We will have an InfiniteReality-specific release based on 2.0 that will make use of the
new features of IR.  However, even folks with Performer2.0
will be able to run on InfiniteReality (which btw already has some IR specific
checks and hooks in it) and will, as always, be able to make
direct calls to OpenGL through Performer to use additional features that 
Performer 2.0 does not cover.

src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@



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From: aschaffe (Allan Schaffer)
Message-Id: <9602151741.ZM8153@holodeck.asd.sgi.com>
Date: Thu, 15 Feb 1996 17:40:59 -0800
In-Reply-To: Elke Hendon <elke@tyrann.atlas.de>
        "pffasttimo" (Feb 15,  2:09pm)
References: <Pine.ULT.3.91.960215140527.2239G-100000@tyrann>
X-Mailer: Z-Mail-SGI (3.2S.1 10apr95 MediaMail)
To: Elke Hendon <elke@tyrann.atlas.de>, Performer <info-performer@sgi.sgi.com>
Subject: Re: pffasttimo
Mime-Version: 1.0
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On Feb 15,  2:09pm, Elke Hendon wrote:
> 
> I have noticed that Performer evidently spawns a pffasttimo and a
> pfslowtimo.  What are these?  I noticed the effect that these 2
> processes alternate at times.  Are they supposed to remain even after
> Performer has ended?  Do they have an effect on the CPU-timing?  AT
> times there was quite a latency in the window manager.
> 
> Please let me also know how and why these processes exist.

Despite the misleading nomenclature, pfslowtimo and pffasttimo are
not at all related to Performer; they are network daemons.

According to my cue cards they are:

	"Primarily used for running the round-trip time estimators,
	 timing TCP retransmissions, timing out closed connections,
	 polling for lost connections (if TCP keepalives have been
	 enabled on the socket), polling for lost interrupts in
	 drivers, etc.  The pffasttimo runs every 200ms and
	 pfslowtimo every 500ms. Related is also if_slowtimo for the
	 network interface watchdog timers.   There aren't any
	 configurable parameters for these daemons."

Allan

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


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From: Berthold Kirsch <Berthold.Kirsch@gmd.de>
Message-Id: <199602160810.AA16765@sol.gmd.de>
Subject: Re: stereo with performer 2.0
To: info-performer@sgi.sgi.com
Date: Fri, 16 Feb 1996 09:10:26 +0100 (MET)
Cc: nouvel@irisa.fr
In-Reply-To: <4fvqs0$59b@news.irisa.fr> from "Johan Nouvel" at Feb 15, 96 05:34:56 pm
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> 
> Hi performers,
> 
> I want to realize a stereo application with performer, but there is
> none the less example of such application in the documentation :-(.

I mixed perfly for Performer 2.0 and sfly (Performer 1.2, ftp from sgigate)
The program runs on RE with Crystal Eyes but needs fine tuning and tests.
For the next month I do not have time to work on it. You can make anonymous
ftp to viswiz.gmd.de /pub/outgoing/sterfly.tar. I would be happy
soon to find the fully working version at sgigate or to get corrections.

Berthold
> Johan.
>               _   _              mmm             \\|//    
>              (.) (.)           ( O O )          ( o o )   
> ---------oO00--(_)--00Oo----oOO--(_)--OOo----oOO--(_)--OOo------------- 

-- 
Berthold Kirsch, Berthold.Kirsch@gmd.de, Phone:+49-2241-14-2706, Fax:-2040
GMD - Forschungszentrum Informationstechnik GmbH, IMK.VMSD      /////
D-53754 Sankt Augustin                http://viswiz.gmd.de       @ @
-------------------------------------------------------------oOO-(_)-OOo--
Wir machen keine Fehler, nur manchmal schlaicht sich einer ein. /|||\  


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subscribe



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To: info-performer@sgi.sgi.com
Subject: Unions and Performer 2.0 structs
Date: Fri, 16 Feb 96 11:25:58 EST
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Would someone please tell me why the Performer C++ API's basic structs 
(pfVec3, pfCoord, etc.) are not capable of being part of a union.  What 
advantage would have been lost if that capability were retained?


Dave 



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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9602161147.ZM28459@eagle.cae.ca>
Date: Fri, 16 Feb 1996 11:46:59 -0500
In-Reply-To: dheskamp@ldsa.com
        "Unions and Performer 2.0 structs" (Feb 16, 11:25am)
References: <9602161625.3A2F50@pc1197.ldsa>
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On Feb 16, 11:25am, dheskamp@ldsa.com wrote:

> Would someone please tell me why the Performer C++ API's basic structs
> (pfVec3, pfCoord, etc.) are not capable of being part of a union.  What
> advantage would have been lost if that capability were retained?

Dave,

According to the C++ Programming Language, second edition from Bjarne
Stroustrup, page 549, r.9.5

	"An object of a class with a constructor or a destructor or a
	 user-defined assigment operator (...) cannot be a member of
	 a union."

Take a look at the C++ man page for pfVec3, you'll see there's a constructor
and a operator= defined for it.

Since your task is to port a C program to C++, I suggest you use a mixed model
as mentionned in the programmer's guide, page 488, chap. 14, Porting from C API
to C++ API.

Add

	#define PF_C_API 1

in your C++ module to use the C api.

But carefully read the above mentionned chapter, there are specific mention of
pfVec3 stuff.

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


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Date: Fri, 16 Feb 1996 12:04:02 -0500
From: nicolas@cae.ca (Nicolas Gauvin)
Message-Id: <199602161704.MAA02644@osprey.cae.ca>
To: info-performer@sgi.sgi.com
Subject: Re: Unions and Performer 2.0 structs
Status: O


dheskamp@ldsa.com was saying:

>Would someone please tell me why the Performer C++ API's basic structs
>(pfVec3, pfCoord, etc.) are not capable of being part of a union.  What
>advantage would have been lost if that capability were retained?

Because those structs are now more than simple C structs with only datas
associated to them. In C++ a struct is a class with all members public
by default. 

The reference book 'C++ programming language' written by Bjarne Stroustrup
inventor of the language says the following on constructors (p571 second ed):

"An object of a class with a contrusctor cannot be a member of a union"

pfVec* are C++ structures and thus class having constructors. To me this
is a small to price to pay for the convenience that we get from having
constructors and methods associated to them.

     ___/     |       ___/ Nicolas Gauvin	   e-mail: nicolas@cae.ca
    /       / |      /     Software Developper	   voice: (514) 341-2000 x2275
   /       /  |     __/    CAE Electronics Ltd.    fax:   (514) 340-5496
  /       ___ |    /	   8585 Cote De Liesse, P.O. Box 1800
_____/  _/   _| _____/     Saint-Laurent, Quebec, Canada, H4L-4X4


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From: "Harald Kaul" <harald@harald.munich.sgi.com>
Message-Id: <9602161726.ZM27995@harald.munich.sgi.com>
Date: Fri, 16 Feb 1996 17:26:49 +0100
In-Reply-To: dwight@ht.com (Dwight Meglan)
        "serial communcations in a Performer world..." (Feb 15,  2:55pm)
References: <v02130505ad492fc6b800@[206.40.192.25]>
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To: dwight@ht.com (Dwight Meglan), info-performer@sgi.sgi.com
Subject: Re: serial communcations in a Performer world...
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Status: O

I don't know exactly about the latencies of the serial ports, but it is
fact that the don't have very low latency. Exactly for that problem there
exists a rather new product,
HU-ASO  Audio / Serial Option for Onyx and Challenge Family Systems
which offers low latency, high speed serial interfaces for Challenge and
Onyx systems. There is also a special non-streams driver for that device,
which reduces latency caused by streams overhead.

Regards,
	Harald



On Feb 15,  2:55pm, Dwight Meglan wrote:
> Subject: serial communcations in a Performer world...
> This is a bit off of Performer and graphics but surely a number of
people
> on this list must have dealt with this issue in building immersive
> environments with Performer.
>
> We have a custom interface device (a arterial catheterization tracker to
be
> exact) which uses serial communications with our Performer-based
> catheterization simulation app (its a medical procedure training
> simulator). We have found there is a 30ms delay in sending commands out
the
> serial port and the same for getting info back in -- e.g., if we send
and
> receive data from port1 to port2 it takes 60ms.
>
> I know that we can run a separate thread with shared memory but if
possible
> we want to lessen the lag time by reducing the delays in talking to and
> reading from the serial ports.
>
> Would anyone be able to suggest how to go about setting up the ports for
> faster I/O ?
>
> Thanks,
>
> --dwight
>
>
>-- End of excerpt from Dwight Meglan




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Date: Fri, 16 Feb 96 10:24:39 CST
From: tpravata@rts.dseg.ti.com (Todd R Pravata)
Message-Id: <9602161624.AA02822@rts.dseg.ti.com>
To: info-performer@sgi.sgi.com
Subject: Coryphaeus EasyT doesn't import .dwb?
Reply-To: <todd.pravata@dseg.ti.com>
Status: O

I've been looking through the DWB and EasyT manuals but could not
find what we needed.  Is it possible to go from .dwb to .ter?  We need
to import a database into EasyT that we exported from perfly to do
some customizations of the terrain skin.  Thanks for any help.

Todd





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From: "Randall Barker" <barker@cs.nps.navy.mil>
Message-Id: <9602161316.ZM654@kahuna.cs.nps.navy.mil>
Date: Fri, 16 Feb 1996 13:16:21 -0800
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To: info-performer@sgi.sgi.com
Subject: pfLayers & Flickering in 2.0
Mime-Version: 1.0
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Status: O

Ok, I have read the previous posts about loading .flt files and flickering.  As
it turns out, we are having the same problem.  I could not tell from the
previous posts if it was a problem in 2.0 or the loader.  I have tried every
PFDECAL_* with pfdConverterMode_flt and none of them seem to do any thing.  I
even called pfdGetConverterMode_flt before loading the model to check that the
Mode was correct.  I tried to use pfdCombineLayers() after every thing was
loaded. Still nothing.  I have run on both an Indigo2 and an Onyx and both have
really bad flickering.  When I look at the database in perfly, it looks fine.
 The application is something we have just ported from 1.2 and there was no
flicker in the 1.2 version.  Are some additional settings that now need to be
made in 2.0?

Thanks
-Randall

-- 
Randall E. Barker                 Spanagel Hall, Room 525D
Naval Postgraduate School         e-mail: barker@cs.nps.navy.mil
Computer Science, Code CS/Barker  Phone:  408.656.2251
Monterey, California 93943        Fax:    408.656.2814
URL: http://www-npsnet.cs.nps.navy.mil/barker/


From guest  Fri Feb 16 15:13:08 1996
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From: "Marcus Barnes" <marcus@multigen.com>
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Date: Fri, 16 Feb 1996 15:00:52 -0800
In-Reply-To: "Randall Barker" <barker@cs.nps.navy.mil>
        "pfLayers & Flickering in 2.0" (Feb 16,  1:16pm)
References: <9602161316.ZM654@kahuna.cs.nps.navy.mil>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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To: info-performer@sgi.sgi.com
Subject: Re: pfLayers & Flickering in 2.0
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Status: O

On Feb 16,  1:16pm, Randall Barker wrote:
> Subject: pfLayers & Flickering in 2.0
> Ok, I have read the previous posts about loading .flt files and flickering.
 As
> it turns out, we are having the same problem.  I could not tell from the
> previous posts if it was a problem in 2.0 or the loader.

The loader mode PFFLT_LAYER does work correctly.  I just tested it using the
Performer 2.0MR /usr/sbin/perfly_igl and got correct values and the expected
results.

> I have tried every PFDECAL_* with pfdConverterMode_flt and none of them
> seem to do any thing.  I even called pfdGetConverterMode_flt before
> loading the model to check that the Mode was correct.  I tried to use
> pfdCombineLayers() after every thing was loaded. Still nothing.  I have
> run on both an Indigo2 and an Onyx and both have really bad flickering.
> When I look at the database in perfly, it looks fine.

I have tested both executables, /usr/sbin/perfly_igl and /usr/sbin/perfly_ogl,
on my Indigo2 XZ with 5.3 and patches 183, 258, 342, 358, 420, 450, 453, 526,
and 541 among others.  The IRIS GL version behaves very badly as you describe,
when using _FAST or _DISPLACE modes.  Quality varies greatly as a function of
the near/far clipping planse and also the position/orientation of the layer'd
geometry wrt the eyepoint.  Conversely, the OpenGL version behaves quite well
given the same circumstances.

>  The application is something we have just ported from 1.2 and there was no
> flicker in the 1.2 version.  Are some additional settings that now need to be
> made in 2.0?

Try using OpenGL and see if that makes a difference.  I get correct results
with IRIS GL and _STENCIL mode.  Both of these choices will reduce performance
on an ONYX RE2 ... unfortunately.

Regards.
--
    __  ___      ____  _ ______          Marcus Barnes, Member Tech. 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@multigen.com


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Date: Fri, 16 Feb 1996 18:37:04 -0500
From: nicolas@cae.ca (Nicolas Gauvin)
Message-Id: <199602162337.SAA03475@osprey.cae.ca>
To: info-performer@sgi.sgi.com
Subject: Converting non-indexed geosets to indexed geosets
Status: O


I need to write a function that converts non-indexed geosets to
indexed ones. I was wondering if any of you had already done that
in the past.

     ___/     |       ___/ Nicolas Gauvin	   e-mail: nicolas@cae.ca
    /       / |      /     Software Developper	   voice: (514) 341-2000 x2275
   /       /  |     __/    CAE Electronics Ltd.    fax:   (514) 340-5496
  /       ___ |    /	   8585 Cote De Liesse, P.O. Box 1800
_____/  _/   _| _____/     Saint-Laurent, Quebec, Canada, H4L-4X4


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subscribe info-Performer bruce@paradigmsim.com



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From: mdrp@swabiman.ernet.in
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Status: O

Hi,
Can some one tell me which of the following is the better solution?
1. Infinite Reality with 4 CPUs, 4 RM6s , 1 pipe
		or
2. Infinite reality with 4 CPUs, 2 RM6s , 2 Pipes

If I am correct, the price of both the alternatives is same.
My application needs 25-30 frames/sec performance and sterio view.
Also the application is more of MCAD nature than Image manipulations.

What is the MFLOP rating of MIPS R4400 and R10000 cpus.

Thanks in advance..
Prasad
-------------------------------------------------------------------------------
M.D.R.Prasad
E-mail: mdrp@ada.ernet.in
-------------------------------------------------------------------------------



From guest  Sat Feb 17 08:11:55 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9602171609.ZM7766@bitch.reading.sgi.com>
Date: Sat, 17 Feb 1996 16:09:33 +0100
In-Reply-To: mdrp@swabiman.ernet.in
        "" (Feb 17,  6:40pm)
References: <9602171310.AA22437@iisc.ernet.in>
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Status: O

This is an interesting question with no simple answer, here are a
couple of points to note.

1) With 2 pipes you will use more CPUs to draw & possibly cull so
if you have a heavy cull process (which can be true with mcad DBs)
then you could be host limited with just the 4 CPUs 6 would be a
better option with 2 pipes. If this is 2 pipe R4400  vs 1 pipe R10K
then worry about this, (you don't mention cpu type).

2) As for the # RMs, there won't be much in it if you keep the resolutions
the same so the fact that you have another pipe should give you a big
boost on the geometry side of things along with other advantages like
more video outputs so I expect this is very good for your databases. The
big question then is how you intend to do your stereo. You cannot use both
pipes to render stereo to a single video so with the two pipes you need
some device which will display stereo using two different video signals
for each eye. Depending on your intentions then two pipes may not be what
youre looking for. If you have the stereo from two video signals in hand
then I expect the two pipes will be much better for you if you get the
culling & database right.

For CPU performance youre better off using some other metric
like specfp95 or AIM. Better still try and benchmark your code.

Rgds,
Angus.

On Feb 17,  6:40pm, mdrp@swabiman.ernet.in wrote:
> Subject:
> Hi,
> Can some one tell me which of the following is the better solution?
> 1. Infinite Reality with 4 CPUs, 4 RM6s , 1 pipe
> 		or
> 2. Infinite reality with 4 CPUs, 2 RM6s , 2 Pipes
>
> If I am correct, the price of both the alternatives is same.
> My application needs 25-30 frames/sec performance and sterio view.
> Also the application is more of MCAD nature than Image manipulations.
>
> What is the MFLOP rating of MIPS R4400 and R10000 cpus.
>
> Thanks in advance..
> Prasad
> -------------------------------------------------------------------------------
> M.D.R.Prasad
> E-mail: mdrp@ada.ernet.in
> -------------------------------------------------------------------------------
>
>
>-- End of excerpt from mdrp@swabiman.ernet.in



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


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Date: Sat, 17 Feb 1996 08:45:17 -0800
From: mtj@babar (Michael Jones)
Message-Id: <199602171645.IAA24055@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com, mdrp@swabiman.ernet.in
Subject: RE: more pipes or more RM's
Status: O

I read Angus Dorbie's comments and agree exactly. I just want to add the
observation that for stereo viewing you could explore doing a single
cull to the union of the two frusta and share the result with two
draw processes to save one CPU. Not as easy as separate CPUs, and the
culling would not be as tight, but it would require less hardware.

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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From: "Ulrich J Lechner" <uli@vislab.iastate.edu>
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Date: Sat, 17 Feb 1996 11:25:46 -0600
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To: info-performer@sgi.sgi.com
Subject: Intersection
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Status: O

Hi Performers!

I would like to intersect my scene (on PFTRAV_IS_GEODE or PFTRAV_IS_GSET level)
with a simple cylinder or a box. What is the standard way to do this?
I tried to use a pfSegSet without any lines, a bounding cylinder and
a discriminator function (see pguide 186)
Result: My disc function is never called. I guess it is because of a missing
line segment. Did I do something wrong or is there another way to
test any object against a node. Do I have to use pfSphereContainsSphere
to test against every bounding volume for every node?


Uli


>	pfNodeTravMask(root, PFTRAV_ISECT, 1, PFTRAV_SELF, PF_SET);
	.....
>	pfSetVec3(cylinder.center, 0, 0, 0);
>	pfSetVec3(cylinder.axis, 0, 0, 1);
>	cylinder.halfLength=100;
>	cylinder.radius=100;

>	segset.activeMask = 1; (or 0)
>	segset.isectMask = 0xFFFF;
>	segset.discFunc =  disc;
>	segset.bound = &cylinder;
>	segset.mode = PFTRAV_IS_BCYL|PFTRAV_IS_GSET|PFTRAV_IS_GEODE;
	.....
>	isect = pfNodeIsectSegs(root, &segset, hits);

>	int disc(pfHit *hit)
>	{
>	    printf("Intersect\n");
>	    return(PFTRAV_CONT | PFTRAV_IS_CLIP_END);
>	}





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Date: Sun, 18 Feb 1996 01:34:12 -0800
From: Gerk Huisma <gerk@nob.nl>
Organization: NOB
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To: info-performer@sgi.sgi.com
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Subject: Performer with motif & alpha channels / Video texture mapping.
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Status: O

Performers,


Question: Does pfInit() call pfInitClock() ?

In the motif.c example the following construction for the widget
config data is used:

    Motif->vi = vi = pfChooseFBConfigData((void**)&(Motif->config), 
	dsp, -1, NULL, pfGetSharedArena());

When using IRISGL on a ONYX + Reality Engine this call does NOT configure the
alpha-channel (color buffer).
The strange thing is that SIRIUS outputs full white at the alpha channel.

The following configuration works fine:

static GLXconfig glxConfig [] = {
    { GLX_NORMAL, GLX_DOUBLE, TRUE },
    { GLX_NORMAL, GLX_RGB, TRUE },
    { GLX_NORMAL, GLX_ZSIZE, GLX_NOCONFIG },
    { GLX_NORMAL, GLX_MSSAMPLE, 8},
    { GLX_NORMAL, GLX_MSZSIZE, 24},
    { 0, 0, 0 }
};

#ifdef IRISGL
    Motif->config = (int *)GLXgetconfig(dsp, 0, glxConfig );
    glwidget = XtVaCreateManagedWidget( "glwidget",
	                                glxMDrawWidgetClass, _parent, 
                                        GlxNglxConfig, Motif->config, 
	                                XmNwidth,  winSizeX, 
                                        XmNheight, winSizeY,
	                                NULL );    


We are using Performer 2.0 for our Virtual-Studio application.
The application includes motion sampling (using the Ascension Flock Of Birds
system) for a virtual character.
Frequently we use live video texture mapping. We have 4 RM5 boards and SIRIUS.
Using the PFTEX_RGBA_8 format we are unable to use INTERLEAVED capturing.
Without it the frame-rate drops to 25fps. And we definitly need 50HZ for proper
broadcast quality graphics.
Using PFTEX_RGB5 the resulting texture has a very poor quality (Original video
levels are dropped completely).

We have written a database loader for Alias polygon files.
This is not sufficient, is there any code for reading the Alias .wire format ?

For Virtual studio we had to match the Performer (GL) viewing projection to the
real-camera view. We managed to compensate for camera zoom/focus
view-directional abberations. Is it possible to compensate for
pincussion/barrel distortions (geometric abberations) of a lens ??



//---------------------------//
// Gerk Huisma (gerk@nob.nl) //
// NOB Interactive           //
// Hilversum, HOLLAND        //
//---------------------------//


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Date: Mon, 19 Feb 1996 09:09:46 +1100 (EST)
From: Kathy Loynes <kathyl@wormald.COM.AU>
Sender: Kathy Loynes <kathyl@wormald.COM.AU>
Reply-To: Kathy Loynes <kathyl@wormald.COM.AU>
Subject: Re: pfLayers & Flickering in 2.0
To: Marcus Barnes <marcus@multigen.com>
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9602161500.ZM28591@royalflush.engr.multigen.com>
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Status: O


On Fri, 16 Feb 1996, Marcus Barnes wrote:

> The loader mode PFFLT_LAYER does work correctly.  I just tested it using the
> Performer 2.0MR /usr/sbin/perfly_igl and got correct values and the expected
> results.

OK, but why do the decals work perfectly when the a107 (pf2 beta) 
version of the loader is used ???  We are seeing the same flickering problem 
as others have described and (as others have described) changing the 
PFFLT_LAYER loader modes doesn't fix anything.... However, when no other 
change is made but to use the version of the loader dated November 2nd, 
the flickering disappears. Same database, same application. In fact the 
flickering is there both in the version shipped with Performer 2.0 
(dated December 2nd) and the MR version (dated January 6th).


> Try using OpenGL and see if that makes a difference.  I get correct results
> with IRIS GL and _STENCIL mode.  Both of these choices will reduce performance
> on an ONYX RE2 ... unfortunately.

OpenGL is not an option for us at present and the performance hit for 
using stenciling is not really going to be acceptable. At the moment 
(at least for the database we are using) the only solution seems to be to 
use an old version of the loader... Perhaps the loader could partially 
revert to its November 1995 incarnation :-)

rgds,
	Kathy

  -----------------------------------------------------------------------
    Kathy Loynes           | Wormald Technology               
    kathyl@wormald.com.au  | Advanced Systems Engineering    
    Ph: +61 2 9981 0611    | Sydney, Australia              
  -----------------------------------------------------------------------




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	id BAA10928; Mon, 19 Feb 1996 01:41:41 GMT
Message-Id: <v02130501ad4d72ee573d@[206.40.192.25]>
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Date: Sun, 18 Feb 1996 20:55:43 -0400
To: info-performer@sgi.sgi.com
From: dwight@ht.com (Dwight Meglan)
Subject: Many Textures/Slow Draw
Status: O

Have a small problem and I am not too sure what it is. We have an app which
loads
52 textures (totalling about 3.4 Mb) on a High Impact (with 4Mb of TRAMS). The
scenegraph was built in Designer's Workbench, and the app is built around
perfly.
The problem is this:
The draw phase has become very slow (70-100 msec) and we are down about
12 fps. Looking at the gfx stats, it *appears* that all 52 textures are being
continually reloaded (the loads line goes from 0 to ~1300 by 52's and the Mbytes
line increments accordingly).
Load statistics say that we are using about 85% of our 4Mb texture mem.
Then, if I go through the scenegraph and delete some of the textures,
performance
improves slightly. Finally, when I have deleted textures down to about 1.8Mbyte
(less that 50%) performance improves radically, and the multiple loads behavior
disappears.
So, what is going on, and how can we fix it? Is the behavior a function of
having
many different texture sizes? Since we have enough texture memory to load the
textures once and save them, why is it (apparently) reloading them
constantly? Only
some of the textures are not powers of two, but all of the numbers that I
have given
here are after the automatic texture expansion behavior. Oh, several of the
textures
are reused a number of times, but they are all small (either 32x32 or 128x128).
Any help would be appreciated.

                                Thanks,
                                                Dwight
                                                dwight@ht.com

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dwight Meglan, PhD             |  Developers of complete surgery simulation
Engineering Coordinator        |  training systems and surgery simulation
High Techsplanations, Inc.     |  creation software tools
6001 Montrose Rd., Suite 902   |
Rockville, MD 20852-4874       |  "Witty, yet erudite saying goes here..."
301 984 3706 x38               |
301 984 2104 : FAX             |
dwight@ht.com                  |   http://www.ht.com




From guest  Mon Feb 19 01:09:15 1996
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	 id JAA20754; Mon, 19 Feb 1996 09:07:57 GMT
From: "Angus Henderson" <angus@death.reading.sgi.com>
Message-Id: <9602190907.ZM20752@death.reading.sgi.com>
Date: Mon, 19 Feb 1996 09:07:56 +0000
In-Reply-To: "Harald Kaul" <harald@harald.munich.sgi.com>
        "Re: serial communcations in a Performer world..." (Feb 16,  5:26pm)
References: <v02130505ad492fc6b800@[206.40.192.25]> 
	<9602161726.ZM27995@harald.munich.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: dwight@ht.com (Dwight Meglan), info-performer@sgi.sgi.com
Subject: Re: serial communcations in a Performer world...
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

The best way I have found of using a serial port in any real time sense is to
use it uni-directionally. If you try and request and recieve data from a serial
device you are bound to get a lot of latency. You can get good performance out
of any old serial line by...

...make the peripheral send a stream of data as fast as it is capable.

...in the real time loop read all the latest data with no-wait read ( empty the
fifo each pass )

... extract the last complete data from the input stream.

ANgus


On Feb 16,  5:26pm, Harald Kaul wrote:
> Subject: Re: serial communcations in a Performer world...
> I don't know exactly about the latencies of the serial ports, but it is
> fact that the don't have very low latency. Exactly for that problem there
> exists a rather new product,
> HU-ASO  Audio / Serial Option for Onyx and Challenge Family Systems
> which offers low latency, high speed serial interfaces for Challenge and
> Onyx systems. There is also a special non-streams driver for that device,
> which reduces latency caused by streams overhead.
>
> Regards,
> 	Harald
>
>
>
> On Feb 15,  2:55pm, Dwight Meglan wrote:
> > Subject: serial communcations in a Performer world...
> > This is a bit off of Performer and graphics but surely a number of
> people
> > on this list must have dealt with this issue in building immersive
> > environments with Performer.
> >
> > We have a custom interface device (a arterial catheterization tracker to
> be
> > exact) which uses serial communications with our Performer-based
> > catheterization simulation app (its a medical procedure training
> > simulator). We have found there is a 30ms delay in sending commands out
> the
> > serial port and the same for getting info back in -- e.g., if we send
> and
> > receive data from port1 to port2 it takes 60ms.
> >
> > I know that we can run a separate thread with shared memory but if
> possible
> > we want to lessen the lag time by reducing the delays in talking to and
> > reading from the serial ports.
> >
> > Would anyone be able to suggest how to go about setting up the ports for
> > faster I/O ?
> >
> > Thanks,
> >
> > --dwight
> >
> >
> >-- End of excerpt from Dwight Meglan
>
>
>-- End of excerpt from Harald Kaul




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From: "Angus Henderson" <angus@death.reading.sgi.com>
Message-Id: <9602190931.ZM20851@death.reading.sgi.com>
Date: Mon, 19 Feb 1996 09:31:42 +0000
In-Reply-To: Kathy Loynes <kathyl@wormald.COM.AU>
        "Re: pfLayers & Flickering in 2.0" (Feb 19,  9:09am)
References: <Pine.3.89.9602190804.A6032-0100000@krusty>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: Marcus Barnes <marcus@multigen.com>
Subject: Re: pfLayers & Flickering in 2.0
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I looked at this for some time during my port to 2.0...

...and even though I am a Performer Evangelist, that port was a bitch....

	... I compared "perfly" and "complex" line by line to find why one
flickered and the other did not. Once I got an answer I slapped it in my code
and thought no more of it until Mr. Dorbie gave me a nudge just a minute ago.

After you've loaded all your models...

    pfdMakeShared((pfNode *)scene);
    pfdMakeSharedScene(scene);
    pfdCombineLayers((pfNode *)scene);

...seems to work, don't ask me why I don't understand pfd-this-and-that yet.

ANGus


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Date: Mon, 19 Feb 1996 21:15:55 +1100 (EST)
From: Robert Webb <robertw@wormald.COM.AU>
Subject: Why is Performer crashing?
To: Performer mailing list <info-performer@sgi.sgi.com>
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Status: O

Hi guys,

My Performer 2.0 application is crashing, and I don't know why.  I have a
billboard with a number of geosets in it.  I am setting the position within
the billboard of each geoset explicitly (I know there are some problems with
2.0 if you do not).  It may well be something I am doing wrong, but I can't
see why Performer should ever die where it is dying.  Here is the stack
trace:

>  0 pfVec3::xformVec(const pfVec3&,const pfMatrix&)(0x0, 0x10000c60, 0x7fff5ac0, 0x8, 0x1853bb20) ["../../../lib/libpr/pfLinMath.C":725, 0x5d14138c]
   1 pfSprite::pr_transform(pfGeoSet*)(0x185e2d60, 0x10000c60, 0x7fff5ac0, 0x8, 0xbbeb9c1f) ["../../../lib/libpr/pfSprite.C":1219, 0x5d105f08]
   2 genDrawGSet(pfGeoSet*,char*,char*,char*,char*)(0x0, 0x185f38e0, 0x7fff5ac0, 0x185f8d90, 0x10000c6c) ["../gsdraw.C":4493, 0x5d1043ec]
   3 pfGeoSet::pr_draw(pfGeoState*,pfDispList*,pfStatsValGeom*)(0x185e2d60, 0x1853bb20, 0x7fff5ac0, 0x18112844, 0x18112884) ["../../../lib/libpr/pfGeoSet.C":1700, 0x5d112d24]
   4 pfBillboard::pf_draw(pfGeoState*,pfDispList*,pfStatsValGeom*,int,_pfCuller*,pfVec3*)(0x183e4be0, 0x1853bb20, 0x0, 0x0, 0x0) ["../../../lib/libpf/pfBillboard.C":525, 0x5d111a40]
   5 _pfCuller::nb_draw(int)(0x183e4be0, 0x0, 0x5e0e5510, 0x5e0e5250, 0x0) ["../../../lib/libpf/pfCuller.C":1424, 0x5d1195e8]
   6 beginDraw(int)(0x183e4be0, 0xe9472be2, 0x3e078a5e, 0x1, 0x10010b30) ["../../../lib/libpf/pfProcess.C":3847, 0x5d13bed0]
   7 pfDraw(0x183e4be0, 0x1, 0x0, 0x5e0e0388, 0x4) ["../../../lib/libpf/pfProcess.C":3873, 0x5d1423ec]
   8 DrawChannel(channel = 0x1809b500, data = 0x18205060) ["draw_func.c":308, 0x41d770]
   9 pfChannel::pf_callDrawFunc()(0x403d6f05, 0x8626cb1a, 0x5e0e9bb0, 0x0, 0x0) ["../../../lib/libpf/pfChannel.C":1805, 0x5d13cde0]
  10 doDraw(pfChannel*)(0x1807f4c0, 0x5d143280, 0x5e0e9bb0, 0x53ca34, 0x403d6f05) ["../../../lib/libpf/pfProcess.C":3768, 0x5d13ad9c]
  11 appCullDraw(int)(0x49e, 0x5d143280, 0x5e0e9bb0, 0x0, 0x403d6e71) ["../../../lib/libpf/pfProcess.C":2402, 0x5d1cbd98]
  12 pfFrame(0x1, 0x5d143280, 0x5e0e9bb0, 0x0, 0x7fffac60) ["../../../lib/libpf/pfProcess.C":2703, 0x5d1ccbac]
  13 main(argc = 16, argv = 0x7fffaec4) ["main.c":495, 0x438138]


Notice that pfVec3::xformVec() is being called with a NULL vector when the
billboard calculation is being done.  Can someone on the Performer team tell
me how I could be causing a NULL to make it down into this function?  I am
using PFBB_POINT_ROT_WORLD billboards.

Note also that this bug has only appeared since we started using a separate
DBASE process, although this billboard is created and modified only in the
APP.

Thanks,
Rob.

 ____________________________________________________________________________
|                                          ""--..__---....__                 |
|  _                                               "-._--,_ """"---...__     |
| |_) _ |_  _ ._ _|_  \    / _ |_ |_                   "-. """--.._     ""--.|
| | \(_)|_)(/_|   |_   \/\/ (/_|_)|_)o                    "-.--._  "-._      |
|                                                            "-. "-.   "-._  |
| robertw@wormald.com.au                                        ",  "-.    `.|
|                                                                 ',   "-_   |
|                                                                   ',    `. |
| "You don't have to put on clothes,                                  ',    `|
|  Nobody has to hide,                                                  ',   |
|  'coz everyone already knows" - Cat Stevens.                            \  |
|                                                                          \ |
|                                                                           \|
+----------------------------------------------------------------------------+



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Date: Mon, 19 Feb 1996 07:20:52 -0800
From: mtj@babar (Michael Jones)
Message-Id: <199602191520.HAA28462@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com
Subject: RE: pincussion/barrel distortion
Status: O

Gerk Huisma Writes:
:Is it possible to compensate for pincussion/barrel distortions
:(geometric abberations) of a lens ??

Yes. Here are some ways to do it:

 1. render the image a normal
 2. copy the image from frame buffer to texture ram
 3. render the distorted image:
    a) onto a grid with rectangular S&T but distorted geometry
    b) onto a grid with distorted S&T but rectangular geometry
    c) using projective texture onto curved geometry

The copy in step 2 is fast, and the second rendering pass of
step 3 is fast too.

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: Mon, 19 Feb 1996 07:29:02 -0800
From: mtj@babar (Michael Jones)
Message-Id: <199602191529.HAA28474@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com
Subject: RE: slow textures on High Impact
Status: O

Dwight Meglan wrote:
:We have an app which loads 52 textures (totalling about 3.4 Mb) on a
:High Impact (with 4Mb of TRAMS).

There was a version of the Impact software that reserved twice as
much texture memory as it should have. The problem you described 
could be caused by this -- I suggest that you check with SGI's
Global Customer Satisfaction group for the latest word on patches
or new software releases.

:Only some of the textures are not powers of two, but all of the
:numbers that I have given here are after the automatic texture 
:expansion behavior.

This may be a problem too. (I'm beginning to think that writing
the little "how much texture" printf in the pduDownloadTexList()
function was a mistake -- since it does not warn you in OpenGL
mode about the following problem). Here's the problem:

  Performer does not do the resize for you, GL does. IRIS GL that
  is. OpenGL does not do the texture resize and if you use non
  power-of-two textures for MIP-mapping, will fail in a number
  of interesting ways. My advice is to use "izoom" to fix all of
  your textures; make them all have sizes that are powers of two.

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: Mon, 19 Feb 1996 07:49:40 -0800
From: mtj@babar (Michael Jones)
Message-Id: <199602191549.HAA28493@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com
Subject: RE: Layers and Flickering
Status: O

Angus Henderson wrote:
:After you've loaded all your models...
:
: pfdMakeShared((pfNode *)scene);
: pfdMakeSharedScene(scene);
: pfdCombineLayers((pfNode *)scene);
:
:...seems to work, don't ask me why I don't understand 
:pfd-this-and-that yet.

Well, let's answer these questions, then Angus will know
everything!  ;-)

pfdMakeShared((pfNode *)scene);
  runs through the scene graph and compares all the geostate
  elements (pfFog, pfTexture, ...) for sameness. If any two
  different elements (pfMaterial for example) have the same
  settings, then both pfGeoStates will reference the first
  pfMaterial and the second will be discarded. By running 
  this traversal against the scene, you're assured that the
  level of attribute sharing will be as high as possible.
  This was inspired by a visit to a customer site where they
  had >1700 materials in a single scene! Sharing brought the
  number down to 100 or so and improved performance. Seems
  that the database loader was not sharing materials across
  multiple invocations (input files).

pfdMakeSharedScene(scene);
  One of the confusing things about pre-2.0 Performer was the
  idea of the "global geostate" or "global state". We always
  found it difficult to explain. In 2.0, this is made very
  clear in libpf by the addition of a geostate element to
  the pfScene node. Thus it's easy to say "this is the base
  context that subsequent geostates update" by setting the
  common things (like lights, fog, ...) in the special scene
  geostate. Now, what should that geostate be for optimal
  sharing? Well, it should be the most popular of each 
  state element in the scene, an obvious job for the new
  attribute-histogramming traversal, pfdMakeSharedScene().
  This function looks at all the elements, finds the most 
  popular, and sets those in te scene geostate. Then it goes
  back through the scene and for all the elements that are
  the same as the newly elected scene geostate elements, it
  marks them as INHERIT. this minimizes the cull time.

pfdCombineLayers((pfNode *)scene);
  Combines sibling layer nodes where possible and converts 
  them to the displace-style of operation. (note: all of this
  is on the man pages.)

Note: there are other utilities in libpfdu, such as the new
pfdCombineBillboards() traversal.  It pays to look through 
the documentation on these functions to understand where they
may increase your performance.

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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	id AA06578; Mon, 19 Feb 96 10:02:35 CST  
Date: Mon, 19 Feb 96 10:02:35 CST
From: tpravata@rts.dseg.ti.com (Todd R Pravata)
Message-Id: <9602191602.AA06578@rts.dseg.ti.com>
To: info-performer@sgi.sgi.com
In-Reply-To: <9602161500.ZM28591@royalflush.engr.multigen.com> (marcus@multigen.com)
Subject: pfLayers & Flickering in 2.0
Reply-To: <todd.pravata@dseg.ti.com>
Status: O


FYI ...

I've run into the same problems with the S1K Loader using DISPLACE and
FAST (same comments apply wrt near/far clip and orientation).  In
addition, I've found that the following from the pfLayer man page
(which specifically addresses orientation with respect to the
eyepoint) does not give any better results.  I have to go to STENCIL
to get good results for an IGL compile.  I have not tried the OGL
version.

	  PFDECAL_BASE_DISPLACE	| PFDECAL_LAYER_OFFSET
	       Use slope-based polygon displacement to slightly	displace the
	       depth values of decal geometry closer to	the eye	so they	have
	       visual priority.	 In addition, decal geometry is	offset a
	       constant	amount to eliminate anomalies caused by	geometry which
	       is nearly perpendicular to the view.  Each decal	is displaced
	       and offset more than its	predecessor to properly	resolve
	       priority	between	decals.	The maximum number of decals is	8.


> > I have tried every PFDECAL_* with pfdConverterMode_flt and none of them
> > seem to do any thing.  I even called pfdGetConverterMode_flt before
> > loading the model to check that the Mode was correct.  I tried to use
> > pfdCombineLayers() after every thing was loaded. Still nothing.  I have
> > run on both an Indigo2 and an Onyx and both have really bad flickering.
> > When I look at the database in perfly, it looks fine.
> 
> I have tested both executables, /usr/sbin/perfly_igl and /usr/sbin/perfly_ogl,
> on my Indigo2 XZ with 5.3 and patches 183, 258, 342, 358, 420, 450, 453, 526,
> and 541 among others.  The IRIS GL version behaves very badly as you describe,
> when using _FAST or _DISPLACE modes.  Quality varies greatly as a function of
> the near/far clipping planse and also the position/orientation of the layer'd
> geometry wrt the eyepoint.  Conversely, the OpenGL version behaves quite well
> given the same circumstances.

--
Todd Pravata		
todd.pravata@ti.com  214-575-6126
Visual Simulation Lab, Texas Instruments

	"It is not enough to be busy; so are the ants.
	 The question is: what are we busy about?"  -- Thoreau

** Views expressed are not necessarily those of Texas Instruments **





From guest  Mon Feb 19 08:45:45 1996
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From: "Tomas Moller" <tompa@clarus.se>
Message-Id: <9602191743.ZM1918@claws08.prosolvia.se>
Date: Mon, 19 Feb 1996 17:43:21 +0100
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Q: How to render two pfNodes into one framebuffer with different lightsources?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hello!
I have got the following problem:

Assume that you got two pfNodes containing different geometry and that you
would like to render these pfNodes into the same framebuffer but with different
lightsources. Anyone got a good idea of how to solve this problem?

Thanks.

/Tomas Moller, Sweden

-- 



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From: "Bill Storma" <BILL@p3.enzian.com>
To: info-performer@sgi.sgi.com
Date:          Mon, 19 Feb 1996 18:29:21 EDT
Subject:       Performer 1.2 conflict with arena memory
X-Mailer: Pegasus Mail v3.22
Message-Id: <FB48891353@P3.ENZIAN.COM>
Status: O

I have discovered what appears to be a problem when linking in libpf 
into a program that is also using arena memory.  I have written code 
that attaches to an arena, which works fine.  When I add the libpf in 
the link command, the program then gives the error "Device Busy".  I 
have not changed the code between the two links.  I am having to add 
the performer libraries for future expansion of this code.

What I am suspecting is that the performer multiprocessor scheduler 
has some form of its own arena routines, that may be conflicting with 
the sgi arena calls.  Is there some way to get around this problem ?  
Has this been identified and fixed in performer 2.0 ?  Can sgi arena 
calls be used in a program with performer ?

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
Bill Storma                     Phone:  407-282-1884
Enzian Technology               FAX:    407-282-3013
Orlando, Fl.  32822             e-mail: bill@p3.enzian.com


From guest  Mon Feb 19 16:16:12 1996
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	id AA07299; Mon, 19 Feb 96 18:15:41 CST  
Date: Mon, 19 Feb 96 18:15:41 CST
From: tpravata@rts.dseg.ti.com (Todd R Pravata)
Message-Id: <9602200015.AA07299@rts.dseg.ti.com>
To: info-performer@sgi.sgi.com
Subject: S1K Loader update
Reply-To: <todd.pravata@dseg.ti.com>
Status: O

Kevin Mueller of IST reported a problem with textures using the S1K
Loader under version 3.9.1 of the S1000 API.  I have created a new
release using version 3.8.1 and placed this in:

	sgi.com:~ftp/pub/libpfs1k.tar.Z

Request someone on the Performer team to move this to the Performer
directory on sgigate.

Thanks,

--
Todd Pravata		
todd.pravata@ti.com  214-575-6126
Visual Simulation Lab, Texas Instruments

	"It is not enough to be busy; so are the ants.
	 The question is: what are we busy about?"  -- Thoreau

** Views expressed are not necessarily those of Texas Instruments **





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Date: Mon, 19 Feb 1996 16:41:28 -0800
From: sakai@sgi600.msd.lmsc.lockheed.com (Ken Sakai)
Message-Id: <199602200041.QAA16233@sgi600.msd.lmsc.lockheed.com>
To: info-performer@sgi.sgi.com
Subject: pfBuffer anomaly
Status: O




Fellow info-performers,

I too am having troubles with pfBuffer/pfDBase.
I am successfully able to add a number of Inventor objects to my scene
using a pfDBase process taking the precautions mentioned previously in
info-performer.  My problem occurs when I use pfNode::setUserData() in the APP
process on a seemingly successfully merged pfNode that has been created in the 
DBASE process.  My program cores with the following dump:

>  0 pfMemory::getMemory(const void*)(0x10041bc0, 0x5be4088c, 0x65, 0x65) ["../../../lib/libpr/pfMemory.C":834, 0x5ae5889c]
   1 pfMemory::ref(void*)(0x10041bc0, 0x5be4088c, 0x65, 0x65) ["../../../lib/libpr/pfMemory.C":718, 0x5ae6f9c0]
   2 pfObject::setUserData(void*)(0x181d5e10, 0x10041bc0, 0x65, 0x65) ["../../../lib/libpr/pfObject.C":213, 0x5af4fcb0]
   3 pfUpdatable::pf_applyUpdate(const pfUpdatable*,int)(0x181d5e10, 0x181d7480, 0x65, 0x65) ["../../../lib/libpf/pfUpdatable.C":112, 0x5af13f28]
   4 pfNode::pf_applyUpdate(const pfUpdatable*,int)(0x10041bc0, 0x181d7480, 0x65, 0x70) ["../../../lib/libpf/pfNode.C":170, 0x5ae7ccfc]
   5 pfGeode::pf_applyUpdate(const pfUpdatable*,int)(0x181d5e10, 0x5be4088c, 0x65, 0x65) ["../../../lib/libpf/pfGeode.C":102, 0x5aec3c74]
   6 pfBuffer::pf_propagateUpdates(pfBuffer*,int)(0x18083800, 0x18076410, 0x0, 0x65) ["../../../lib/libpf/pfBuffer.C":229, 0x5ae68dc4]
   7 beginForkedCull(void)(0x10041bc0, 0x5be4088c, 0x65, 0x65) ["../../../lib/libpf/pfProcess.C":3473, 0x5ae74f80]
   8 mpCull(void)(0x10041bc0, 0x5be4088c, 0x65, 0x65) ["../../../lib/libpf/pfProcess.C":3551, 0x5ae7ad70]
   9 pfConfig(0x10041bc0, 0x180773a0, 0x0, 0x65) ["../../../lib/libpf/pfProcess.C":1630, 0x5aea9378]
   10 vdeApp::doit(int,char**)(this = 0x10007f28, argc = 2, argv = 0x7fffaf04) ["/lfs/smokey/uf1/sakai/vde075/src/app/app.cc":101, 0x40cfe0]
   11 main(argc = 2, argv = 0x7fffaf04) ["/lfs/smokey/uf1/sakai/vde075/src/vde.cc":18, 0x40c740]
   12 __start() ["crt1text.s":133, 0x40c4dc]

Other than the call to pfBuffer::merge() in my pfDBaseFunc, what else do I
have to do in order to modify the pfNode's data in my APP process?  Or is this
another one of pfBuffer's problems?  I have been fighting this thing for
a while.  Any help would be greatly appeciated.

Thanks,

Kenneth N. Sakai                        Email: sakai@lmsc.lockheed.com      
Research Specialist/Computer Graphics   Phone: (408) 756-0682
Lockheed Martin Missiles & Space    
Sunnyvale, CA  94088-3504


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Date: Mon, 19 Feb 1996 19:11:15 -0800
From: sakai@sgi600.msd.lmsc.lockheed.com (Ken Sakai)
Message-Id: <199602200311.TAA19639@sgi600.msd.lmsc.lockheed.com>
To: info-performer@sgi.sgi.com
Subject: pfObject userData
Status: O


Question:  Does the userData pointer have to point to a Performer
reference counted memory? Man page examples always show userData being of that
type.

Thanks

Kenneth N. Sakai                        Email: sakai@lmsc.lockheed.com      
Research Specialist/Computer Graphics   Phone: (408) 756-0682
Lockheed Martin Missiles & Space    
Sunnyvale, CA  94088-3504


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Date: Tue, 20 Feb 1996 16:05:32 +1100 (EST)
From: Robert Webb <robertw@wormald.COM.AU>
Subject: Why is Performer crashing? (cont)
To: Performer mailing list <info-performer@sgi.sgi.com>
Message-Id: <Pine.3.89.9602201522.A10238-0100000@krusty>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O

Hi guys, I'm back again,

This bug is driving me mad.  I wrote earlier:

> My Performer 2.0 application is crashing, and I don't know why.  I have a
> billboard with a number of geosets in it.  I am setting the position
> within the billboard of each geoset explicitly (I know there are some
> problems with 2.0 if you do not).  It may well be something I am doing
> wrong, but I can't see why Performer should ever die where it is dying.
>
> ...
>
> Note also that this bug has only appeared since we started using a separate
> DBASE process, although this billboard is created and modified only in the
> APP.

Here's some more info.  It turns out I can make my application crash in one
of two completely unrelated ways (I think), just by swapping two lines.  I
can't see why it should crash in either case, or why it should make a
difference.

Some history: At first my DBASE process just crashed immediately.  We
discovered that we MUST call pfFrame() BEFORE our main loop, and before
setting up our DBASE function in order for it not to crash.  Note that when
it did crash, it would run for two or three frames before doing so anyway.

So we thought, fine, we'll just call pfFrame() before setting up our DBASE
function.  We were happy for a while, but then we realised it crashes now
whenever we create one of a number of effects of ours which are based on
billboards.  If we take out the extra pfFrame() at the start, then this
doesn't crash (although then it crashes, as described above, whenever we use
a DBASE process).  With the extra pfFrame() in, it will crash when this
particular geometry is created, whether or not we are using a DBASE process.

So we can choose which of these forms of core dump we get now by swapping
these lines:

    pfFrame();
    node = pfNewScene();

Where 'node' is passed to the DBASE process as part of the data allocated
with pfAllocDBaseData().  The DBASE process then attaches paged-in terrain
to this node.

I have wasted a lot of time just discovering this much.  Someone must know
something about how this sort of bug could possibly happen.  It is bizarre
that calling pfFrame() an extra time at the start can cause a core dump some
time down the track when certain geometry is created.

PLEASE HELP!  Someone!  ANYONE!!..  :-/


Here are the stack traces:

With the lines in this order:

    pfFrame();
    node = pfNewScene();

the DBASE process is OK, but (some of) the billboard geometry causes a core
dump:

>  0 pfSprite::pr_transform(pfGeoSet*)(0x1856ba50, 0x0, 0x101888a8, 0x4, 0x3cb0b3da) ["../../../lib/libpr/pfSprite.C":1082, 0x5d1056e0]
   1 genDrawGSet(pfGeoSet*,char*,char*,char*,char*)(0x40447104, 0x1856b990, 0x101888a8, 0x186032c0, 0x1856b950) ["../gsdraw.C":4493, 0x5d1043ec]
   2 pfGeoSet::pr_draw(pfGeoState*,pfDispList*,pfStatsValGeom*)(0x1856ba50, 0x1856ab30, 0x101888a8, 0x3f315cad, 0x0) ["../../../lib/libpr/pfGeoSet.C":1700, 0x5d112d24]
   3 pfBillboard::pf_draw(pfGeoState*,pfDispList*,pfStatsValGeom*,int,_pfCuller*,pfVec3*)(0x18618ec0, 0x1856ab30, 0x0, 0x0, 0x0) ["../../../lib/libpf/pfBillboard.C":513, 0x5d11190c]
   4 _pfCuller::nb_draw(int)(0x18618ec0, 0x0, 0x5e0e5510, 0x5e0e5250, 0x0) ["../../../lib/libpf/pfCuller.C":1424, 0x5d1195e8]
   5 beginDraw(int)(0x18618ec0, 0x928bb352, 0x3d66f50c, 0x1, 0x100133e0) ["../../../lib/libpf/pfProcess.C":3847, 0x5d13bed0]
   6 pfDraw(0x18618ec0, 0x1, 0x0, 0x5e0e0388, 0x4) ["../../../lib/libpf/pfProcess.C":3873, 0x5d1423ec]
   7 DrawChannel(channel = 0x180e08f0, data = 0x181bfc00) ["draw_func.c":308, 0x41f8b0]
   8 pfChannel::pf_callDrawFunc()(0x40447103, 0xd3493db7, 0x5e0e9bb0, 0x0, 0x0) ["../../../lib/libpf/pfChannel.C":1805, 0x5d13cde0]
   9 doDraw(pfChannel*)(0x1807bf90, 0x5d143280, 0x5e0e9bb0, 0x53ca34, 0x40447103) ["../../../lib/libpf/pfProcess.C":3768, 0x5d13ad9c]
  10 appCullDraw(int)(0x80a, 0x5d143280, 0x5e0e9bb0, 0x0, 0x404470b0) ["../../../lib/libpf/pfProcess.C":2402, 0x5d1cbd98]
  11 pfFrame(0x1, 0x5d143280, 0x5e0e9bb0, 0x0, 0x7fffac60) ["../../../lib/libpf/pfProcess.C":2703, 0x5d1ccbac]
  12 main(argc = 16, argv = 0x7fffaec4) ["main.c":499, 0x43a27c]


With the lines in this order:

    node = pfNewScene();
    pfFrame();

the DBASE process dies after a few frames:

>  0 pfBuffer::pf_destroyMem(0x100312c0, 0x18590980, 0x5e0c8040, 0x0, 0x5e0e5690) ["../../../lib/libpf/pfBuffer.C":1377, 0x5d184648]
   1 pfDBase(0x100312c0, 0x18590980, 0x5e0c8040, 0x0, 0x404e0000) ["../../../lib/libpf/pfProcess.C":2994, 0x5d1cd658]
   2 pageDBase(data = 0x18522a10) ["ladbm.c":94, 0x4698d0]
   3 mpDBase()(0x18522a10, 0x18590980, 0x5e0c8040, 0x0, 0x1) ["../../../lib/libpf/pfProcess.C":3093, 0x5d1cda7c]
   4 pfConfig(0x18522a10, 0x18590980, 0x5e0c8040, 0x0, 0x7fffac60) ["../../../lib/libpf/pfProcess.C":1705, 0x5d15a9a0]
   5 main(argc = 16, argv = 0x7fffaec4) ["main.c":315, 0x439aa8]


Thanks to anyone who can shed any light on this,
Rob.
 ____________________________________________________________________________
|                                          ""--..__---....__                 |
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|                                                            "-. "-.   "-._  |
| robertw@wormald.com.au                                        ",  "-.    `.|
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+----------------------------------------------------------------------------+




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Date: Tue, 20 Feb 1996 02:21:23 -0400
To: info-performer@sgi.sgi.com
From: dwight@ht.com (Dwight Meglan)
Subject: Many Textures / Slow Draw
Status: O

This is an update on my previous post...
After taking the following actions:
        Reduced the amount of textures to about 1.5 Mbyte (according to the
output from
        pfuDownloadTexList() ).
        Resized all textures to powers of two.
        Reordered the textures so that 4 component textures, then 3, then 1
were loaded.

I got quicker response and an acceptable pfDraw rate.

However, the scene still appears to be reloading all of the textures, all
of the time. Am I reading the
Gfx stats wrong, or is that what those cycling numbers of "loads" means?
Anyway, got about 22 fps.

So, then I tried the very strange idea of eliminating the greyscale
textures and replacing them with RGB versions of the same. This took me up
to about 1.9 Mbytes of textures... and 30 fps. Quicker draw, same
strange behavior with texture loading, but much faster and far fewer.

This is starting to annoy me. The fact is, I do not know what is going on
with the internals of the textures
and the Performer manuals are a bit vague on the details. Would someone be
willing to explain, in gory details, how the processing of the textures
works? In addition, we would appreciate some sort of way to
solve this cyclic paging of textures. Has anyone else encountered it? These
textures should fit in texture
memory with plenty of room to spare. Why does it appear that they are not?

                                Dwight
                                dwight@ht.com

Oh... we have verified that the machine (a high impact for those who missed
the first scintillating post in
this series) does have 4Mb TRAM, and is running IRIX5.3 for all impacts
(someone suggested that older
versions of IRIX had some problems with automatically doubling textures.)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dwight Meglan, PhD             |  Developers of complete surgery simulation
Engineering Coordinator        |  training systems and surgery simulation
High Techsplanations, Inc.     |  creation software tools
6001 Montrose Rd., Suite 902   |
Rockville, MD 20852-4874       |  "Witty, yet erudite saying goes here..."
301 984 3706 x38               |
301 984 2104 : FAX             |
dwight@ht.com                  |   http://www.ht.com




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From: yuri@metacore.es (Juan Ramon Saenz-Diez)
Date: Tue, 20 Feb 96 10:53:24 -0100
Subject: CPU statistics
X-Mailer: BML [MS/DOS Beauty Mail v.1.31]
Status: O

Hi!

I'm comparing the performance of two very simple database programs, one in
Performer and one in OpenGL (High Impact, PF 2.0, IRIX 5.3). In both cases
I ask for a GL display list compilation, to make some 1800 textured
triangles.

The question is that I get the same frame rate, but gr_osview reports a much
higher load on the CPU in the case of Performer (+-50% vs +-10%). The pf
hierarchy is so simple that I believe I'm push-mult-popping the same number
of times per frame. I need the whole CPU for my next project in Performer,
as I would have if I chose OGL.

So, what could be a possible reason for this? -- OK, you don't have the code to
see, but trust me ;-), its a silly program -- How can I more deeply check
what is happening in the CPU and how much hw graphics cache am I occupying?

Many thanks for any suggestion.

Juan R."Yuri" Saenz-Diez, MetaCore Visual Computing, Madrid, Spain.
yuri@metacore.es



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From: "Gabriele Tedeschi" <gabriele@infobyte.it>
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Date: Tue, 20 Feb 1996 15:23:47 +0000
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Subject: Idle/Apply Texture problem
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--
--PART-BOUNDARY=.19602201523.ZM1802.infobyte.it
Content-Type: text/plain; charset=us-ascii

Hi everybody,

using Performer 2.0 we have a problem with texture paging in OpenGL on RE2 with
RM5. We wrote a simple program attached to this message that works fine
compiled in IrisGL and in a strange way in OpenGL.

As you can read from the source code this program creates two lists of 16
textures each 1MB large.

After the creation, in each frame one list is Idled and the other is Applyed
and
the return values of the 'pfIsTexLoaded' are printed for each texture.

As you can see when the program is compiled with IrisGL the results are as
follows:

				pfIsTexLoaded return values

Frame: 1, List: One (Applayed), 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
Frame: 1, List: Two    (Idled), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0

Frame: 2, List: One    (Idled), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
Frame: 2, List: Two (Applayed), 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1

Frame: 3, List: One (Applayed), 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
Frame: 3, List: Two    (Idled), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0

Frame: 4, List: One    (Idled), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
Frame: 4, List: Two (Applayed), 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1

Frame: 5, List: One (Applayed), 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
Frame: 5, List: Two    (Idled), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0

Frame: 6, List: One    (Idled), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
Frame: 6, List: Two (Applayed), 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1



While in OpenGL:

				pfIsTexLoaded return values

Frame: 1, List: One (Applayed), 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
Frame: 1, List: Two    (Idled), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0

Frame: 2, List: One    (Idled), 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1
Frame: 2, List: Two (Applayed), 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1

Frame: 3, List: One (Applayed), 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
Frame: 3, List: Two    (Idled), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0

Frame: 4, List: One    (Idled), 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1
Frame: 4, List: Two (Applayed), 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1

Frame: 5, List: One (Applayed), 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
Frame: 5, List: Two    (Idled), 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0

Frame: 6, List: One    (Idled), 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1
Frame: 6, List: Two (Applayed), 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1



Are we missing something?


-- 
Gabriele Tedeschi                                                   Infobyte Spa
VR R&D Software Engineer                                Via della Camilluccia 67
E-mail gabriele@infobyte.it                                   00135 Roma - Italy
Tel +39-6-35572211                                            Fax +39-6-35572300

--PART-BOUNDARY=.19602201523.ZM1802.infobyte.it
X-Zm-Content-Name: idletest.c
Content-Description: Text
Content-Type: text/plain ; name="idletest.c" ; charset=us-ascii

#include <Performer/pf.h>

typedef struct
{
    pfList  *one;
    pfList  *two;
} SharedData;

static SharedData *Shared = NULL;

void DrawConfigFunc(int pipe, uint stage);

void main(int argc, char *argv[])
{
    int		i;
    int		count;
    uint	*image;
    pfTexture	*tex;

    pfInit();

    Shared = (SharedData*)pfCalloc(1, sizeof(SharedData), pfGetSharedArena());

    pfConfig();

    Shared->one = pfNewList(sizeof(void*), 16, pfGetSharedArena());
    Shared->two = pfNewList(sizeof(void*), 16, pfGetSharedArena());

    for (i = 0; i < 16; i++) {
	image = (uint*)pfCalloc(1024 * 512, sizeof(uint), pfGetSharedArena());
	tex = pfNewTex(pfGetSharedArena());
	pfTexImage(tex, image, 4, 1024, 512, 1);
	pfTexFormat(tex, PFTEX_INTERNAL_FORMAT, PFTEX_RGBA_4);
	pfTexFilter(tex, PFTEX_MINFILTER, PFTEX_BILINEAR);
	pfTexFilter(tex, PFTEX_MAGFILTER, PFTEX_BILINEAR);
	pfAdd(Shared->one, tex);
    }

    for (i = 0; i < 16; i++) {
	image = (uint*)pfCalloc(1024 * 512, sizeof(uint), pfGetSharedArena());
	tex = pfNewTex(pfGetSharedArena());
	pfTexImage(tex, image, 4, 1024, 512, 1);
	pfTexFormat(tex, PFTEX_INTERNAL_FORMAT, PFTEX_RGBA_4);
	pfTexFilter(tex, PFTEX_MINFILTER, PFTEX_BILINEAR);
	pfTexFilter(tex, PFTEX_MAGFILTER, PFTEX_BILINEAR);
	pfAdd(Shared->two, tex);
    }

    pfFrame();

    pfStageConfigFunc(-1, PFPROC_DRAW, DrawConfigFunc);

    count = 8;
    while (count--) {
	pfSync();

	pfConfigStage(-1, PFPROC_DRAW);

	pfFrame();
    }

    pfExit();
}

void DrawConfigFunc(int pipe, uint stage)
{
    static int	first = TRUE;
    static int	flag = FALSE;
    int		i, n;

    pfPushState();
    pfEnable(PFEN_TEXTURE);

    if (flag) {
	flag = FALSE;
	n = pfGetNum(Shared->one);
	for (i = 0; i < n; i++) {
	    pfIdleTex((pfTexture*)pfGet(Shared->one, i));
	}
	n = pfGetNum(Shared->two);
	for (i = 0; i < n; i++) {
	    pfApplyTex((pfTexture*)pfGet(Shared->two, i));
	}
    } else {
	flag = TRUE;
	if (first) {
	    first = FALSE;
	} else {
	    n = pfGetNum(Shared->two);
	    for (i = 0; i < n; i++) {
		pfIdleTex((pfTexture*)pfGet(Shared->two, i));
	    }
	}
	n = pfGetNum(Shared->one);
	for (i = 0; i < n; i++) {
	    pfApplyTex((pfTexture*)pfGet(Shared->one, i));
	}
    }

    printf("\nFrame: %d, List: One %s", pfGetFrameCount(),
	flag ? "(Applayed)" : "   (Idled)");
    n = pfGetNum(Shared->one);
    for (i = 0; i < n; i++) {
	printf(", %d", pfIsTexLoaded((pfTexture*)pfGet(Shared->one, i)));
    }
    printf("\nFrame: %d, List: Two %s", pfGetFrameCount(),
	!flag ? "(Applayed)" : "   (Idled)");
    n = pfGetNum(Shared->two);
    for (i = 0; i < n; i++) {
	printf(", %d", pfIsTexLoaded((pfTexture*)pfGet(Shared->two, i)));
    }
    printf("\n");

    pfPopState();
}

--PART-BOUNDARY=.19602201523.ZM1802.infobyte.it
X-Zm-Content-Name: Makefile
Content-Description: Text
Content-Type: text/plain ; name="Makefile" ; charset=us-ascii

#!smake -J 1
#-------------------------------------------------------------------#
#-- Makefile for "idletest"                                       --#
#-------------------------------------------------------------------#

#--
#--	definitions
#--

#if !defined(PFSTYLE)
PFSTYLE = 32
#endif
#if $(PFSTYLE) == "64"
OBJECT_STYLE = 64
LIBBITSUF=64
PFRELEASE=N64
#endif
#if $(PFSTYLE) == "N32"
OBJECT_STYLE = N32_M3
LIBBITSUF=32
PFRELEASE=N32
#endif
#if $(PFSTYLE) == "32"
OBJECT_STYLE = 32
LIBBITSUF=
PFRELEASE=O32
#endif

include $(ROOT)/usr/include/make/commondefs

LIBIGL	= -ignore_unresolved -lgl -lfm
LIBOGL  = -ignore_unresolved -lGLU -lGL -lXext

SYSTEM_IRISGL = \
	-limage \
	${LIBIGL} \
	-lXmu \
	-lX11 \
	-lfpe \
	-lm \
	-lmalloc \
	-lC

SYSTEM_OPENGL = \
	-limage \
	${LIBOGL} \
	-lXmu \
	-lX11 \
	-lfpe \
	-lm \
	-lmalloc \
	-lC

#if $(PFSTYLE) == "64"
SYSTEM_OPENGL = \
	-limage \
	${LIBOGL} \
        -lXmu \
	-lX11 \
	-lm \
	-lC
#endif

#if $(PFSTYLE) == "N32"
SYSTEM_IRISGL = \
	-limage \
	${LIBIGL} \
	-lXmu \
	-lX11 \
	-lm \
	-lC

SYSTEM_OPENGL = \
	-limage \
	${LIBOGL} \
	-lXmu \
	-lX11 \
	-lm \
	-lC
#endif

IBROOT ?= $(ROOT)

DSOLINKS = \
	-L$(IBROOT)/usr/lib$(LIBBITSUF) \
	-L$(IBROOT)/usr/lib$(LIBBITSUF)/libpfdb \
	-L$(IBROOT)/lib$(LIBBITSUF)

DDSOLINKS = \
        -L$(IBROOT)/usr/lib$(LIBBITSUF)/Performer/Debug \
        -L$(IBROOT)/usr/lib$(LIBBITSUF)/Performer/Debug/libpfdb \
        -L$(IBROOT)/lib$(LIBBITSUF)

DBGLINKS = \
        -L$(IBROOT)/usr/lib$(LIBBITSUF)/Performer/DebugStatic \
        -L$(IBROOT)/usr/lib$(LIBBITSUF)/Performer/DebugStatic/libpfdb \
        -L$(IBROOT)/lib$(LIBBITSUF)

OPTLINKS = \
        -L$(IBROOT)/usr/lib$(LIBBITSUF)/Performer/Static \
        -L$(IBROOT)/usr/lib$(LIBBITSUF)/Performer/Static/libpfdb \
        -L$(IBROOT)/lib$(LIBBITSUF)

IGLLIB = -lpf_igl -lpfdu_igl -lpfutil_igl -lpfui
OGLLIB = -lpf_ogl -lpfdu_ogl -lpfutil_ogl -lpfui

#if defined(PFSTATIC_CONVERTERS)
IGLLIB += -all $(PFSTATIC_CONVERTERS) -none
OGLLIB += -all $(PFSTATIC_CONVERTERS) -none
#endif

#-- base name of program
TARGET = idletest

#-- object files from which target built
OBJECTS	= \
	idletest.o

#--
#--	generic targets
#--

#-- make optimized dso version of program by default
default: ogldso

#-- make all versions of program
all: igldbg iglopt igldso iglddso ogldbg oglopt ogldso oglddso

#-- clean up directories {remove junk}
clean:
	if test -d DBG.$(PFRELEASE).IRISGL; then cd DBG.$(PFRELEASE).IRISGL ; rm -f ${OBJECTS} core ; cd .. ; fi
	if test -d DBG.$(PFRELEASE).OPENGL; then cd DBG.$(PFRELEASE).OPENGL ; rm -f ${OBJECTS} core ; cd .. ; fi
	if test -d OPT.$(PFRELEASE).IRISGL ; then cd OPT.$(PFRELEASE).IRISGL ; rm -f ${OBJECTS} core ; cd .. ; fi
	if test -d OPT.$(PFRELEASE).OPENGL ; then cd OPT.$(PFRELEASE).OPENGL ; rm -f ${OBJECTS} core ; cd .. ; fi

#-- remove all machine-built files
clobber: clean
	if test -d OPT.$(PFRELEASE).IRISGL ; then rm -rf OPT.$(PFRELEASE).IRISGL ; fi
	if test -d OPT.$(PFRELEASE).OPENGL ; then rm -rf OPT.$(PFRELEASE).OPENGL ; fi
	if test -d DBG.$(PFRELEASE).IRISGL ; then rm -rf DBG.$(PFRELEASE).IRISGL ; fi
	if test -d DBG.$(PFRELEASE).OPENGL ; then rm -rf DBG.$(PFRELEASE).OPENGL ; fi
	rm -f ${TARGET}

#--
#--	library targets
#--

#-- make a debugging version of the program
igldbg: .MAKE
	@ echo "\nMaking IrisGL DBG version of ${TARGET}"
	@ if test ! -d DBG.$(PFRELEASE).IRISGL ; then mkdir -p DBG.$(PFRELEASE).IRISGL ; fi
	@ cd DBG.$(PFRELEASE).IRISGL ; \
	${MAKE} -f ../Makefile OPTIMIZER=-g \
	     "LCDEFS=-DIRISGL" "LCXXDEFS=-DIRISGL"  \
	     LIBRARIES='$(IGLLIB) -Wl,-none ${SYSTEM_IRISGL}' \
	     ${TARGET}.DBG
	@ rm -f ${TARGET}
	ln -s DBG.$(PFRELEASE).IRISGL/${TARGET}.DBG ${TARGET}

ogldbg: .MAKE
	@ echo "\nMaking OpenGL DBG version of ${TARGET}"
	@ if test ! -d DBG.$(PFRELEASE).OPENGL ; then mkdir -p DBG.$(PFRELEASE).OPENGL ; fi
	@ cd DBG.$(PFRELEASE).OPENGL ; \
	${MAKE} -f ../Makefile OPTIMIZER="-g"\
	     LIBRARIES='$(OGLLIB) -Wl,-none ${SYSTEM_OPENGL}' \
	     ${TARGET}.DBG
	@ rm -f ${TARGET}
	ln -s DBG.$(PFRELEASE).OPENGL/${TARGET}.DBG ${TARGET}

#-- make an optimized version of the program
iglopt: .MAKE
	@ echo "\nMaking IrisGL OPT version of ${TARGET}"
	@ if test ! -d OPT.$(PFRELEASE).IRISGL ; then mkdir -p OPT.$(PFRELEASE).IRISGL ; fi
	@ cd OPT.$(PFRELEASE).IRISGL ; ${MAKE} -f ../Makefile OPTIMIZER="-O -Olimit 2000" \
	     "LCDEFS=-DIRISGL" "LCXXDEFS=-DIRISGL"  \
	     LIBRARIES='$(IGLLIB) -Wl,-none ${SYSTEM_IRISGL}' \
	     ${TARGET}.OPT
	@ rm -f ${TARGET}
	ln -s OPT.$(PFRELEASE).IRISGL/${TARGET}.OPT ${TARGET}

oglopt: .MAKE
	@ echo "\nMaking OpenGL OPT version of ${TARGET}"
	@ if test ! -d OPT.$(PFRELEASE).OPENGL ; then mkdir -p OPT.$(PFRELEASE).OPENGL ; fi
	@ cd OPT.$(PFRELEASE).OPENGL ; ${MAKE} -f ../Makefile OPTIMIZER="-O " \
	     LIBRARIES='$(OGLLIB) -Wl,-none ${SYSTEM_OPENGL}' \
	     ${TARGET}.OPT
	@ rm -f ${TARGET}
	ln -s OPT.$(PFRELEASE).OPENGL/${TARGET}.OPT ${TARGET}

#-- make a debugging version of the program that uses DSOs
iglddso: .MAKE
	@ echo "\nMaking IrisGL DDSO version of ${TARGET}"
	@ if test ! -d DBG.$(PFRELEASE).IRISGL ; then mkdir -p DBG.$(PFRELEASE).IRISGL ; fi
	@ cd DBG.$(PFRELEASE).IRISGL ; ${MAKE} -f ../Makefile OPTIMIZER="-g" \
	     "LCDEFS=-DIRISGL" "LCXXDEFS=-DIRISGL"  \
	    LIBRARIES='$(IGLLIB) -Wl,-none ${SYSTEM_IRISGL}' \
	    ${TARGET}.DDSO
	@ rm -f ${TARGET}
	ln -s DBG.$(PFRELEASE).IRISGL/${TARGET}.DDSO ${TARGET}

oglddso: .MAKE
	@ echo "\nMaking OpenGL DDSO version of ${TARGET}"
	@ if test ! -d DBG.$(PFRELEASE).OPENGL ; then mkdir -p DBG.$(PFRELEASE).OPENGL ; fi
	@  cd DBG.$(PFRELEASE).OPENGL ; ${MAKE} -f ../Makefile OPTIMIZER="-g" \
	    LIBRARIES='$(OGLLIB) -Wl,-none ${SYSTEM_OPENGL}' \
	    ${TARGET}.DDSO
	@ rm -f ${TARGET}
	ln -s DBG.$(PFRELEASE).OPENGL/${TARGET}.DDSO ${TARGET}

#-- make an optimized version of the program that uses DSOs
igldso: .MAKE
	@ echo "\nMaking IrisGL DSO version of ${TARGET}"
	@ if test ! -d OPT.$(PFRELEASE).IRISGL ; then mkdir -p OPT.$(PFRELEASE).IRISGL ; fi
	@ cd OPT.$(PFRELEASE).IRISGL ; ${MAKE} -f ../Makefile OPTIMIZER="-O -Olimit 2000" \
	     "LCDEFS=-DIRISGL" "LCXXDEFS=-DIRISGL"  \
	    LIBRARIES='$(IGLLIB) -Wl,-none ${SYSTEM_IRISGL}' \
	    ${TARGET}.DSO
	@rm -f ${TARGET}
	ln -s OPT.$(PFRELEASE).IRISGL/${TARGET}.DSO ${TARGET}

ogldso: .MAKE
	@ echo "\nMaking OpenGL DSO version of ${TARGET}"
	@ if test ! -d OPT.$(PFRELEASE).OPENGL ; then mkdir -p OPT.$(PFRELEASE).OPENGL ; fi
	@ cd OPT.$(PFRELEASE).OPENGL ; ${MAKE} -f ../Makefile OPTIMIZER="-O " \
	    LIBRARIES='$(OGLLIB) -Wl,-none ${SYSTEM_OPENGL}' \
	    ${TARGET}.DSO
	@ rm -f ${TARGET}
	ln -s OPT.$(PFRELEASE).OPENGL/${TARGET}.DSO ${TARGET}

dbg:	ogldbg
opt:	oglopt
dso:	ogldso
ddso:   oglddso

#--
#--	internal targets
#--

${TARGET}.DBG: ${OBJECTS}
	${CC} ${CFLAGS} -o $@ ${OBJECTS} $(DBGLINKS) -all ${LIBRARIES}

${TARGET}.OPT: ${OBJECTS}
	${CC} ${CFLAGS} -o $@ ${OBJECTS} $(OPTLINKS) -all ${LIBRARIES}

${TARGET}.DSO: ${OBJECTS}
	${CC} ${CFLAGS} -o $@ ${OBJECTS} $(DSOLINKS) -all ${LIBRARIES}

${TARGET}.DDSO: ${OBJECTS}
	${CC} ${CFLAGS} -o $@ ${OBJECTS} $(DDSOLINKS) -all ${LIBRARIES}

#-- objects are built from either unique or common files
.PATH: ..

--PART-BOUNDARY=.19602201523.ZM1802.infobyte.it--



From guest  Tue Feb 20 06:40:05 1996
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From: Ion Barosan <I.Barosan@urc.tue.nl>
Message-Id: <199602201438.PAA06318@asterix.urc.tue.nl>
Subject: perfly
To: info-performer@sgi.sgi.com
Date: Tue, 20 Feb 1996 15:38:13 +0100 (MET)
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Content-Type: text
Status: O

Hi,
I am using perfly as template for a program .
But I have some problems. One is very "strange" .
I load some models(Inventor format) and I want to scale 
and translate them in the scene.
I use a pfDCS node, translate, rotate and scale the node but no result.
The models are loaded and placed in the origin .
How can I do some operations with the nodes ?


Thank you,
  - Ion


From guest  Tue Feb 20 07:00:20 1996
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From: Mark Visconti <visconti@cis.ohio-state.edu>
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Message-Id: <199602201453.JAA23349@boa.cis.ohio-state.edu>
Subject: pfBuffer problems
To: info-performer@sgi.sgi.com
Date: Tue, 20 Feb 1996 09:52:59 -0500 (EST)
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Status: O

   I'm trying to use the pfBuffer calls for dynamic database paging.
(All pfBuffer code is running in the DBASE process)

   Initially, I tried this using the OpenFlight 2.0 loader (R14.2 
dated 1995/12/02 11:37:02. in DSO form), and experienced the traditional 
nb_cleanup() crash.  I tried the node->getBound() suggestion as well as
calling pfBuffer::merge() every time bufferAddChild is called.  When 
this failed, I tried using one of our inhouse loaders.  With it, 
everything (so far) works fine.  I also tried the .obj format
successfully.
   I was able to get "non-crashing" code by calling pfBuffer::merge()
after every pfdLoadFile("*.flt") call. 

For flight files

This works

pfNode *node0 = pfdLoadFile("file.flt"); // AddChild never called on this
pfBuffer::merge();
pfNode *node1 = pfdLoadFile("file.flt");
scene->bufferAddChild(node1);
pfBuffer::merge();

but this sequence

pfNode *node0 = pfdLoadFile("file.flt"); // AddChild never called on this
pfNode *node1 = pfdLoadFile("file.flt");
scene->bufferAddChild(node1);
pfBuffer::merge(); // Crashes in nb_cleanup()

does not.

For .obj files (and our inhouse loader) either method is fine.  Is
there something I'm missing or is it necessary to call pfBuffer::merge()
after loading any geometry ?

Thanks,
Mark Visconti
AcuSoft




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From: Stevens Torrey <StevensT@MTVPO1.MTV.GTEGSC.COM>
To: Performer Mailing List <info-performer@sgi.sgi.com>
Subject: 0 Alpha Textures
Date: Tue, 20 Feb 96 06:27:00 PST
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Status: O


I have a face created in ModelGen with an intensity alpha  texture. When I 
attach it to a DCS in Performer 1.2 and view it the area which contains 0 
alpha is transparent but can still be identified  when passing over a 
colored face.
Do any you have any suggestions as to what this problem could be.

Thanks,
Torrey Stevens


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Date: Tue, 20 Feb 1996 07:59:45 -0800 (PST)
From: Tim Crane <stereo@well.com>
Subject: Re: stereo with performer 2.0
To: Johan Nouvel <nouvel@irisa.fr>
Cc: info-performer@sgi.sgi.com, tcrane@crystaleye.com
In-Reply-To: <4fvqs0$59b@news.irisa.fr>
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Status: O

I have examples of some simple code, I don't know if you can use them, 
but I will send them. There are at my other location and I will send them 
later on today.  

On 15 Feb 1996, Johan Nouvel wrote:

> Hi performers,
> 
> I want to realize a stereo application with performer, but there is
> none the less example of such application in the documentation :-(.
> Is there some ftp (or www) site to get some code ?
> Or could someone send me such a code ?
> 
> I'v found the "gl" examples on 
> /usr/people/4Dgifts/examples/devices/StereoView/
> and they work fine, but I need some performer examples.
> 
> Thanks in advance,
> 
> Johan.
>               _   _              mmm             \\|//    
>              (.) (.)           ( O O )          ( o o )   
> ---------oO00--(_)--00Oo----oOO--(_)--OOo----oOO--(_)--OOo------------- 
> |								      |
> |  Hey, Is there 	  La verite		 nouvel@irisa.fr      |
> |  anybody home ?	  est ailleurs		 (33) 99 84 74 23     |
> |								      |	
> -----------------------------------------------------------------------
> 
> 
> 
> 


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From: "Ken Sakai" <sakai@sgi600.msd.lmsc.lockheed.com>
Message-Id: <9602200832.ZM20828@sgi600.msd.lmsc.lockheed.com>
Date: Tue, 20 Feb 1996 08:32:39 -0800
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To: info-performer@sgi.sgi.com
Subject: pfBuffer/userData problems
Mime-Version: 1.0
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Status: O


On Feb 19,  4:41pm, Ken Sakai wrote:
> Subject: pfBuffer anomaly
>
>
>
> Fellow info-performers,
>
> I too am having troubles with pfBuffer/pfDBase.
> I am successfully able to add a number of Inventor objects to my scene
> using a pfDBase process taking the precautions mentioned previously in
> info-performer.  My problem occurs when I use pfNode::setUserData() in the
APP
> process on a seemingly successfully merged pfNode that has been created in
the
> DBASE process.  My program cores with the following dump:
>
> >  0 pfMemory::getMemory(const void*)(0x10041bc0, 0x5be4088c, 0x65, 0x65)
["../../../lib/libpr/pfMemory.C":834, 0x5ae5889c]
>    1 pfMemory::ref(void*)(0x10041bc0, 0x5be4088c, 0x65, 0x65)
["../../../lib/libpr/pfMemory.C":718, 0x5ae6f9c0]
>    2 pfObject::setUserData(void*)(0x181d5e10, 0x10041bc0, 0x65, 0x65)
["../../../lib/libpr/pfObject.C":213, 0x5af4fcb0]
>    3 pfUpdatable::pf_applyUpdate(const pfUpdatable*,int)(0x181d5e10,
0x181d7480, 0x65, 0x65) ["../../../lib/libpf/pfUpdatable.C":112, 0x5af13f28]
>    4 pfNode::pf_applyUpdate(const pfUpdatable*,int)(0x10041bc0, 0x181d7480,
0x65, 0x70) ["../../../lib/libpf/pfNode.C":170, 0x5ae7ccfc]
>    5 pfGeode::pf_applyUpdate(const pfUpdatable*,int)(0x181d5e10, 0x5be4088c,
0x65, 0x65) ["../../../lib/libpf/pfGeode.C":102, 0x5aec3c74]
>    6 pfBuffer::pf_propagateUpdates(pfBuffer*,int)(0x18083800, 0x18076410,
0x0, 0x65) ["../../../lib/libpf/pfBuffer.C":229, 0x5ae68dc4]
>    7 beginForkedCull(void)(0x10041bc0, 0x5be4088c, 0x65, 0x65)
["../../../lib/libpf/pfProcess.C":3473, 0x5ae74f80]
>    8 mpCull(void)(0x10041bc0, 0x5be4088c, 0x65, 0x65)
["../../../lib/libpf/pfProcess.C":3551, 0x5ae7ad70]
>    9 pfConfig(0x10041bc0, 0x180773a0, 0x0, 0x65)
["../../../lib/libpf/pfProcess.C":1630, 0x5aea9378]
>    10 vdeApp::doit(int,char**)(this = 0x10007f28, argc = 2, argv =
0x7fffaf04) ["/lfs/smokey/uf1/sakai/vde075/src/app/app.cc":101, 0x40cfe0]
>    11 main(argc = 2, argv = 0x7fffaf04)
["/lfs/smokey/uf1/sakai/vde075/src/vde.cc":18, 0x40c740]
>    12 __start() ["crt1text.s":133, 0x40c4dc]
>
> Other than the call to pfBuffer::merge() in my pfDBaseFunc, what else do I
> have to do in order to modify the pfNode's data in my APP process?  Or is
this
> another one of pfBuffer's problems?  I have been fighting this thing for
> a while.  Any help would be greatly appeciated.
>
> Thanks,
>
> Kenneth N. Sakai                        Email: sakai@lmsc.lockheed.com
> Research Specialist/Computer Graphics   Phone: (408) 756-0682
> Lockheed Martin Missiles & Space
> Sunnyvale, CA  94088-3504
>-- End of excerpt from Ken Sakai

On Feb 20, 11:32am, Morten Eriksen wrote:
> Subject: Re: pfObject userData
> > Question:  Does the userData pointer have to point to a Performer
> > reference counted memory? Man page examples always show userData being of
that
> > type.
>
> Ordinary application-allocated memory pointed to by userData will lead
> to immediate exit upon the first cull process if you're running on
> a multiprocessor machine.
>
> Morten
>-- End of excerpt from Morten Eriksen



On Feb 19,  8:56pm, Michael Jones wrote:
> Subject: user data
> does it work in the case where the user data is pfMalloc'ed?
>
> 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
>-- End of excerpt from Michael Jones


The user data that I was inserting was pointer to a non-pfMalloc'd C++
object.  I modified the C++ object's class by inserting operator new and
operator delete that pfMalloc'ed and pfFree'ed object memory.  My core
problem disappeared.  Is Morten Eriksen's above statement accurate?  Do
the pfObject man pages need a little clarification?  I guess that I was
just dodging these bullets in the past when I had done the same thing on
non-pfDBase loaded nodes and not had a core dumping problem.

Thanks



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From: jrohlf@tubes (John Rohlf)
Message-Id: <199602201730.JAA07360@tubes.asd.sgi.com>
Subject: Re: pfBuffer anomaly
To: guest (Ken Sakai)
Date: Tue, 20 Feb 96 9:30:39 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199602200041.QAA16233@sgi600.msd.lmsc.lockheed.com>; from "Ken Sakai" at Feb 19, 96 4:41 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> 
> 
> 
> Fellow info-performers,
> 
> I too am having troubles with pfBuffer/pfDBase.
> I am successfully able to add a number of Inventor objects to my scene
> using a pfDBase process taking the precautions mentioned previously in
> info-performer.  My problem occurs when I use pfNode::setUserData() in the APP
> process on a seemingly successfully merged pfNode that has been created in the 
> DBASE process.  My program cores with the following dump:
> 
> >  0 pfMemory::getMemory(const void*)(0x10041bc0, 0x5be4088c, 0x65, 0x65) ["../../../lib/libpr/pfMemory.C":834, 0x5ae5889c]
>    1 pfMemory::ref(void*)(0x10041bc0, 0x5be4088c, 0x65, 0x65) ["../../../lib/libpr/pfMemory.C":718, 0x5ae6f9c0]
>    2 pfObject::setUserData(void*)(0x181d5e10, 0x10041bc0, 0x65, 0x65) ["../../../lib/libpr/pfObject.C":213, 0x5af4fcb0]
>    3 pfUpdatable::pf_applyUpdate(const pfUpdatable*,int)(0x181d5e10, 0x181d7480, 0x65, 0x65) ["../../../lib/libpf/pfUpdatable.C":112, 0x5af13f28]
>    4 pfNode::pf_applyUpdate(const pfUpdatable*,int)(0x10041bc0, 0x181d7480, 0x65, 0x70) ["../../../lib/libpf/pfNode.C":170, 0x5ae7ccfc]
>    5 pfGeode::pf_applyUpdate(const pfUpdatable*,int)(0x181d5e10, 0x5be4088c, 0x65, 0x65) ["../../../lib/libpf/pfGeode.C":102, 0x5aec3c74]
>    6 pfBuffer::pf_propagateUpdates(pfBuffer*,int)(0x18083800, 0x18076410, 0x0, 0x65) ["../../../lib/libpf/pfBuffer.C":229, 0x5ae68dc4]
>    7 beginForkedCull(void)(0x10041bc0, 0x5be4088c, 0x65, 0x65) ["../../../lib/libpf/pfProcess.C":3473, 0x5ae74f80]
>    8 mpCull(void)(0x10041bc0, 0x5be4088c, 0x65, 0x65) ["../../../lib/libpf/pfProcess.C":3551, 0x5ae7ad70]
>    9 pfConfig(0x10041bc0, 0x180773a0, 0x0, 0x65) ["../../../lib/libpf/pfProcess.C":1630, 0x5aea9378]
>    10 vdeApp::doit(int,char**)(this = 0x10007f28, argc = 2, argv = 0x7fffaf04) ["/lfs/smokey/uf1/sakai/vde075/src/app/app.cc":101, 0x40cfe0]
>    11 main(argc = 2, argv = 0x7fffaf04) ["/lfs/smokey/uf1/sakai/vde075/src/vde.cc":18, 0x40c740]
>    12 __start() ["crt1text.s":133, 0x40c4dc]
> 
> Other than the call to pfBuffer::merge() in my pfDBaseFunc, what else do I
> have to do in order to modify the pfNode's data in my APP process?  Or is this
> another one of pfBuffer's problems?  I have been fighting this thing for
> a while.  Any help would be greatly appeciated.
> 

	Make sure that the user data you are attaching is
	pfMalloc'ed and not a node or other Performer object.



From guest  Tue Feb 20 09:32:58 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9602201727.ZM11026@bitch.reading.sgi.com>
Date: Tue, 20 Feb 1996 17:27:13 +0100
In-Reply-To: Stevens Torrey <StevensT@mtvpo1.mtv.gtegsc.com>
        "0 Alpha Textures" (Feb 20,  6:27am)
References: <3129E91E@MX.IIPO.GTEGSC.COM>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Stevens Torrey <StevensT@mtvpo1.mtv.gtegsc.com>,
        Performer Mailing List <info-performer@sgi.sgi.com>
Subject: Re: 0 Alpha Textures
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

You need to turn transparent sorting on in the cull traversal for the
channel, use multisample transparency (RE only) or use pfAlphaFunc
values to cull the transparent pixels. Take your pick.

Rgds,
Angus.

On Feb 20,  6:27am, Stevens Torrey wrote:
> Subject: 0 Alpha Textures
>
> I have a face created in ModelGen with an intensity alpha  texture. When I
> attach it to a DCS in Performer 1.2 and view it the area which contains 0
> alpha is transparent but can still be identified  when passing over a
> colored face.
> Do any you have any suggestions as to what this problem could be.
>
> Thanks,
> Torrey Stevens
>
>-- End of excerpt from Stevens Torrey



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


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From: jrohlf@tubes (John Rohlf)
Message-Id: <199602201816.KAA07432@tubes.asd.sgi.com>
Subject: Re: pfBuffer/userData problems
To: guest (Ken Sakai)
Date: Tue, 20 Feb 96 10:16:17 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9602200832.ZM20828@sgi600.msd.lmsc.lockheed.com>; from "Ken Sakai" at Feb 20, 96 8:32 am
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> 
> On Feb 19,  4:41pm, Ken Sakai wrote:
> > Subject: pfBuffer anomaly
> >
> >
> >
> > Fellow info-performers,
> >
> > I too am having troubles with pfBuffer/pfDBase.
> > I am successfully able to add a number of Inventor objects to my scene
> > using a pfDBase process taking the precautions mentioned previously in
> > info-performer.  My problem occurs when I use pfNode::setUserData() in the
> APP
> > process on a seemingly successfully merged pfNode that has been created in
> the
> > DBASE process.  My program cores with the following dump:
> >
> > >  0 pfMemory::getMemory(const void*)(0x10041bc0, 0x5be4088c, 0x65, 0x65)
> ["../../../lib/libpr/pfMemory.C":834, 0x5ae5889c]
> >    1 pfMemory::ref(void*)(0x10041bc0, 0x5be4088c, 0x65, 0x65)
> ["../../../lib/libpr/pfMemory.C":718, 0x5ae6f9c0]
> >    2 pfObject::setUserData(void*)(0x181d5e10, 0x10041bc0, 0x65, 0x65)
> ["../../../lib/libpr/pfObject.C":213, 0x5af4fcb0]
> >    3 pfUpdatable::pf_applyUpdate(const pfUpdatable*,int)(0x181d5e10,
> 0x181d7480, 0x65, 0x65) ["../../../lib/libpf/pfUpdatable.C":112, 0x5af13f28]
> >    4 pfNode::pf_applyUpdate(const pfUpdatable*,int)(0x10041bc0, 0x181d7480,
> 0x65, 0x70) ["../../../lib/libpf/pfNode.C":170, 0x5ae7ccfc]
> >    5 pfGeode::pf_applyUpdate(const pfUpdatable*,int)(0x181d5e10, 0x5be4088c,
> 0x65, 0x65) ["../../../lib/libpf/pfGeode.C":102, 0x5aec3c74]
> >    6 pfBuffer::pf_propagateUpdates(pfBuffer*,int)(0x18083800, 0x18076410,
> 0x0, 0x65) ["../../../lib/libpf/pfBuffer.C":229, 0x5ae68dc4]
> >    7 beginForkedCull(void)(0x10041bc0, 0x5be4088c, 0x65, 0x65)
> ["../../../lib/libpf/pfProcess.C":3473, 0x5ae74f80]
> >    8 mpCull(void)(0x10041bc0, 0x5be4088c, 0x65, 0x65)
> ["../../../lib/libpf/pfProcess.C":3551, 0x5ae7ad70]
> >    9 pfConfig(0x10041bc0, 0x180773a0, 0x0, 0x65)
> ["../../../lib/libpf/pfProcess.C":1630, 0x5aea9378]
> >    10 vdeApp::doit(int,char**)(this = 0x10007f28, argc = 2, argv =
> 0x7fffaf04) ["/lfs/smokey/uf1/sakai/vde075/src/app/app.cc":101, 0x40cfe0]
> >    11 main(argc = 2, argv = 0x7fffaf04)
> ["/lfs/smokey/uf1/sakai/vde075/src/vde.cc":18, 0x40c740]
> >    12 __start() ["crt1text.s":133, 0x40c4dc]
> >
> > Other than the call to pfBuffer::merge() in my pfDBaseFunc, what else do I
> > have to do in order to modify the pfNode's data in my APP process?  Or is
> this
> > another one of pfBuffer's problems?  I have been fighting this thing for
> > a while.  Any help would be greatly appeciated.
> >
> > Thanks,
> >
> > Kenneth N. Sakai                        Email: sakai@lmsc.lockheed.com
> > Research Specialist/Computer Graphics   Phone: (408) 756-0682
> > Lockheed Martin Missiles & Space
> > Sunnyvale, CA  94088-3504
> >-- End of excerpt from Ken Sakai
> 
> On Feb 20, 11:32am, Morten Eriksen wrote:
> > Subject: Re: pfObject userData
> > > Question:  Does the userData pointer have to point to a Performer
> > > reference counted memory? Man page examples always show userData being of
> that
> > > type.
> >
> > Ordinary application-allocated memory pointed to by userData will lead
> > to immediate exit upon the first cull process if you're running on
> > a multiprocessor machine.
> >
> > Morten
> >-- End of excerpt from Morten Eriksen
> 
> 
> 
> On Feb 19,  8:56pm, Michael Jones wrote:
> > Subject: user data
> > does it work in the case where the user data is pfMalloc'ed?
> >
> > 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
> >-- End of excerpt from Michael Jones
> 
> 
> The user data that I was inserting was pointer to a non-pfMalloc'd C++
> object.  I modified the C++ object's class by inserting operator new and
> operator delete that pfMalloc'ed and pfFree'ed object memory.  My core
> problem disappeared.  Is Morten Eriksen's above statement accurate?  Do
> the pfObject man pages need a little clarification?  I guess that I was
> just dodging these bullets in the past when I had done the same thing on
> non-pfDBase loaded nodes and not had a core dumping problem.


	User data, like geoset attribute arrays, is one of those fuzzy areas 
	where non-pfMalloc'ed data usually works. However, we've found that
	trying to support arbitrary data pointers is more trouble than 
	it's worth. Consequently, 2.0 has a formal policy that all 
	data supplied in the form of void*'s should be pfMalloc'ed. 
	Unfortunately, the pfObject man page was missed in the 
	documentation sweep.




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Date: Tue, 20 Feb 1996 15:40:30 -0500
From: nicolas@cae.ca (Nicolas Gauvin)
Message-Id: <199602202040.PAA01190@osprey.cae.ca>
To: info-performer@sgi.sgi.com
Subject:  Accumulation buffer in mixed X/IRISGL mode?
Status: O


Hi everyone,

I'm trying to use the accumulation buffer in a X window using IRIS GL (mixed
mode) on a RE2 with 4 RM5 ( Performer 2.0, IRIX5.3).

For some reasons I cannot manage to see the accumulation buffer working
when my pipeWindow is of TYPE_X after I do the following:

static int FBAttrs[] = {
    PFFB_USE_GL,
    PFFB_RGBA,
    PFFB_DOUBLEBUFFER,
    PFFB_DEPTH_SIZE, 24,
    PFFB_RED_SIZE, 8,
    PFFB_GREEN_SIZE, 8,
    PFFB_BLUE_SIZE, 8,
    PFFB_ALPHA_SIZE, 8,
    PFFB_ACCUM_RED_SIZE, 8,
    PFFB_ACCUM_GREEN_SIZE, 8,
    PFFB_ACCUM_BLUE_SIZE, 8,
    PFFB_ACCUM_ALPHA_SIZE, 8,
    PFFB_SAMPLES, 4,
    PFFB_STENCIL_SIZE, 1,
    NULL
};

 pw->setWinType( PFPWIN_TYPE_X );
 pw->setFBConfigAttrs( FBAttrs );
 pw->open();
 pfFrame();

I have tried different (low) values for the PFFB attributes but I never get
to see any accumulation buffer working.

On the other hand it works well in a PURE GL window where I simply use
acsize(12) and gconfig.

Is there something I'm missing when configuring the frame buffer of the X
window?

Any help would be appreciated.

     ___/     |       ___/ Nicolas Gauvin	   e-mail: nicolas@cae.ca
    /       / |      /     Software Developper	   voice: (514) 341-2000 x2275
   /       /  |     __/    CAE Electronics Ltd.    fax:   (514) 340-5496
  /       ___ |    /	   8585 Cote De Liesse, P.O. Box 1800
_____/  _/   _| _____/     Saint-Laurent, Quebec, Canada, H4L-4X4


From guest  Tue Feb 20 13:46:45 1996
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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9602201342.ZM9561@lee.electrogig.com>
Date: Tue, 20 Feb 1996 13:41:59 -0800
In-Reply-To: nicolas@cae.ca (Nicolas Gauvin)
        "Accumulation buffer in mixed X/IRISGL mode?" (Feb 20,  3:40pm)
References: <199602202040.PAA01190@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: Accumulation buffer in mixed X/IRISGL mode?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi Nicolas:

	I am attaching a reply mail from Sharon (SGI) related to your
problem which I faced a couple of months ago. It didn't solve my problem,
but maybe you could work something out. If you do, please let me also
know about it.

thanks
-anita

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

On Dec 20,  6:09am, Sharon Clay wrote:
> Subject: Re: acbuf problems in performer2.0
> +>---- On Dec 18,  2:54pm, Anita Kishore wrote:
> > Subject: acbuf problems in performer2.0
> ->From kishore@electrogig.com  Mon Dec 18 14:40:10 1995
> ->From: "Anita Kishore" <kishore@electrogig.com>
> ->Date: Mon, 18 Dec 1995 14:54:00 -0800
> ->X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
> ->To: grantham@rum, jimh@surreal, mtj@sgi.sgi.com, src
> ->Subject: acbuf problems in performer2.0
> ->Cc: kishore@electrogig.com, ian@electrogig.com
> ->
> ->Could somebody please explain the proper way to do the following
> ->in Performer2.0, a151.
> ->
> ->Problems:
> ->
> ->	1. Motion blur of a texture mapped moving sqaure in PFWIN_TYPE_X used
> ->to work fine in the earlier beta versions. Since I upgraded to a151, it
> ->has slowed down tremendously. Upon printing stats, the channel timings are:
> ->
> ->Frame rate - 0.8/30.0 Hz
> ->app = 0.3, cull = 0.5, draw = 1079.0 !!
>
> It sounds like you are not getting hw accumulation buffer but are
> instead getting a SW buffer. In IRIS GLX, you must use the
> attribute token list like in OpenGL to be assured of getting
> a hw buffer.
> For both OpenGL, try asking for 12 bits accumulation buffer
> and 4 samples multisample to make sure that you succeed on a 2RM system.
> For pure IRIS GL, you'll want to ask for 16 if you are multisampling and NOT
12 or
> you will get a SW buffer.
> You can use pfQueryWin to query the resulting number of accumulation buffer
> bits and sample after you open the window.
>
> Now the bad news:  it looks like we have a bug that also would have been in
a151
> and before for IRIS GLX in parsing the attribute array for the accumulation
buffer
> token.  So, for IRIS GLX, you will have to set the FBConfig explicitly for
> when you are using accumulation buffer.
> You'll need to call GLXgetconfig with an array of IRIS GL config tokens
> and then set the resulting structure on the pfWindow with
> Do this in the draw process.
>
> a151 was the last beta and we released Performer2.0 last week (with this
bug).
> If we had gotten this feedback sooner we could have fixed it for 2.0 but
> will probably be doing a patch release so please keep these reports comming!
>
> Keep me posted,
> Thanx!!!
> src.
>
> --
> -----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
> Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
> src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
> -----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
>-- End of excerpt from Sharon Clay


On Dec 20,  6:12am, Sharon Clay wrote:
> Subject: Re: acbuf problems in performer2.0 CONT
> Sorry - I didn't finish a really helpful sentence in that last
> email.  You use pfWinFBConfig() to set the output of GLXgetconfig()
> on the pfWindow.
>
> src.
>
> --
> -----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
> Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
> src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
> -----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
>-- End of excerpt from Sharon Clay




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Date: Tue, 20 Feb 1996 23:23:26 -0500 (EST)
From: Lamar Harrell <harrell@vsl.ist.ucf.edu>
To: info-performer@sgi.sgi.com
Subject: MultiGen templates, Perfly and pfBillboard
Message-Id: <Pine.SGI.3.91.960220230037.1970B-100000@osiris.vsl.ist.ucf.edu>
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Hello Performer Types,

I'd like to know how to create a pfBillboard in MultiGen which will 
rotate about a point in Perfly (Performer 1.2 or 2.0).

By turning on the template/axis flag in the polygon attribute pages 
in Multigen, vertical pfBillboards that rotate about the Z axis work 
fine in Perfly.  However, I cannot seem to get the template/point 
flag to work.

My goal is to make a couple words that always face the viewpoint in the 
virtual environment.  Words that lay flat on the terrain but rotate 
themselves about the Z axis with respect to the viewer would also be 
lovely.

Might there be a special code I can put on the Multigen polygon 
attribute page (so I don't have to alter perfly or the loader yet)?

Lamar
harrell@vsl.ist.ucf.edu
___________________________________________.



From guest  Wed Feb 21 00:38:07 1996
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From: "Don Hatch" <hatch@hell>
Message-Id: <9602210035.ZM18718@hell.asd.sgi.com>
Date: Wed, 21 Feb 1996 00:35:04 -0800
In-Reply-To: tpravata@rts.dseg.ti.com (Todd R Pravata)
        "S1K Loader update" (Feb 19,  6:15pm)
References: <9602200015.AA07299@rts.dseg.ti.com>
X-Face: /7QDEc=iPrsQG=j>iQo4F||T'ys-t--1bb9IJ9qo~4|i0nB|OG%gK}I3J2{/u*-q.I8=OSv/&K}V(pw:~5aIV!Y4:y+Vk#AAX)|i'B-jHf+r(?U'"B'9"D|<-(/1PD32tUN
X-Mailer: Z-Mail (3.2.3 18dec95 MediaMail)
To: <todd.pravata@dseg.ti.com>, info-performer@sgi.sgi.com
Subject: Re: S1K Loader update
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Feb 19,  6:15pm, Todd R Pravata wrote:
> Subject: S1K Loader update
> Kevin Mueller of IST reported a problem with textures using the S1K
> Loader under version 3.9.1 of the S1000 API.  I have created a new
> release using version 3.8.1 and placed this in:
> 
> 	sgi.com:~ftp/pub/libpfs1k.tar.Z
> 
> Request someone on the Performer team to move this to the Performer
> directory on sgigate.

I've put the new one in
    sgigate.sgi.com:~ftp/pub/Performer/src/pf2.0/libpfs1k-3.8.1.tar.Z
and moved the old one to libpfs1k-3.9.1.textureproblem.tar.Z
in the same directory.

Don

-- 
Don Hatch  hatch@sgi.com  (415) 933-5150  Silicon Graphics, Inc.



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Date: Wed, 21 Feb 1996 12:14:45 -0500 (EST)
From: Mike Goslin <goslin@cs.unc.edu>
To: info-performer@sgi.sgi.com
Subject: bicubic texture mode
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I'm getting some unusual results when using TX_BICUBIC mode for 
texturing.  This is really a GL problem, because I have the same problem 
in GL as I get in Performer.  Could someone refer me to the appropriate 
person on this (or pass this on to him/her)?

Here's the problem:  I'm using TX_BICUBIC mode to filter a texture map 
and I'm seeing artifacts that are texel-related.  The smoothness of the 
image falls somewhere between TX_POINT and TX_BILINEAR in quality.  The 
image itself is a texture map generated by sampling a bicubic lighting 
function for a particular surface, so it is really an intensity 
gradient.  The image is 32x32, and I'm using 4 components with 16 bits 
per component (TX_INTERNAL_FORMAT is TX_RGBA_12).  

TX_BICUBIC seems to work okay for smaller textures (4x4), but I figured 
this might be related to the kernel size for the bicubic filter because 
it doesn't need to be shifted to filter the entire image.

Thanks,

Mike
-----------------------------------------------------------------------------

    Mike Goslin      				        (goslin@cs.unc.edu)
    The University of North Carolina at Chapel Hill 
    Department of Computer Science		  	office: (919)962-1719
    CB# 3175 Sitterson Hall				fax:    (919)962-1799
    Chapel Hill, North Carolina 27599			home:	(919)942-0043

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



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From: "Ian Reid" <ian@electrogig.com>
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Date: Wed, 21 Feb 1996 10:50:15 -0800
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Subject: Overloading the new array operator.
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/*
Has anyone ever successfully overloaded the new [] operator ?

The following code illustrates the problem ( I hope ) :

*/
#include <stdio.h>
#include <malloc.h>

#include <string.h>

#define CLASSNEW

class class1 {
public:
 class1 ();
 ~class1();
 void setp ( void * addr ) { p = addr; };
 void setName ( char * s ) { strcpy ( name, s ); };
 const char * getName () { return name; };
#ifdef CLASSNEW
 void * operator new ( size_t);
 void * operator new ( size_t sz, unsigned int n );
#endif
private :
static char name [ 64 ];
static void *p;
 int i [ 4 ];
};

char class1 :: name [] = "abc";


#ifdef CLASSNEW

void *
class1 :: operator new ( size_t sz )
{
 fprintf ( stderr, "c1 new : sz = %d\n", sz );
 return malloc ( sz );
}

void *
class1 :: operator new ( size_t sz, unsigned int n )
{
 fprintf ( stderr, "c1 new : sz = %d n %d\n", sz, n );
 return :: malloc ( sz * n );
}
#endif

class1 :: class1 ()
{
 fprintf ( stderr, "class1::class1\n");
}

void * operator new ( size_t sz, void * p )
{
 fprintf ( stderr, "newsz %d %x\n", sz, p );
 return malloc ( sz );
}

main()
{
 class class1 * c1, * c2, * c3;
 const char * s;
 fprintf ( stderr, "c1\n");
 c1 = new ( NULL ) class1 [ 8 ];
 fprintf ( stderr, "c2\n");
 c2 = new class1 [ 4 ];
 fprintf ( stderr, "c3\n");
 c3 = new class1;
 printf ( "%s\n", c1 -> getName () );
 s = c1 -> getName ();
 if ( s )
  printf ( "%s\n", s );
}

/*
  The first call to new calls the globally overloaded new, and calls the
  constructor as desired. However, I want this behaviour within my class.
  The second call to new calls the standard new operator.
  The third call to new calls the class-overloaded new.
  Again, in an attempt to make it abundantly clear, I want the second
  call to new to call the class-specific new, NOT the global new.
  Who can help me ?
  As long as I can allocate and construct an array of classes, I'll be
  satisfied.
*/

-- 
Ian Reid
Tel 	: 415-288-9852
Email	: ian@electrogig.com


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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9602211214.ZM3141@royalflush.engr.multigen.com>
Date: Wed, 21 Feb 1996 12:14:27 -0800
In-Reply-To: Lamar Harrell <harrell@vsl.ist.ucf.edu>
        "MultiGen templates, Perfly and pfBillboard" (Feb 20, 11:23pm)
References: <Pine.SGI.3.91.960220230037.1970B-100000@osiris.vsl.ist.ucf.edu>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: MultiGen templates, Perfly and pfBillboard
Mime-Version: 1.0
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On Feb 20, 11:23pm, Lamar Harrell wrote:
> Subject: MultiGen templates, Perfly and pfBillboard
>
> Hello Performer Types,
>
> I'd like to know how to create a pfBillboard in MultiGen which will
> rotate about a point in Perfly (Performer 1.2 or 2.0).
>
> By turning on the template/axis flag in the polygon attribute pages
> in Multigen, vertical pfBillboards that rotate about the Z axis work
> fine in Perfly.  However, I cannot seem to get the template/point
> flag to work.

The "template point" flag is not supported by the loader.  A complete feature
list is in its documentation file:

    /usr/share/Performer/src/lib/libpfdb/libpfflt/README.FLT.R14_2

This is because OpenFlight has only one "point" type and I've yet to get a
concensus on which kind of Performer point billboard should be created:
PFBB_POINT_ROT_EYE or PFBB_POINT_ROT_WORLD.  My feeling is to support
PFBB_POINT_ROT_WORLD since I believe this is the more common usage.  Email
response to me on this feature is welcome :)

... and expect the next version of OpenFlight to support both point types :)

> My goal is to make a couple words that always face the viewpoint in the
> virtual environment.  Words that lay flat on the terrain but rotate
> themselves about the Z axis with respect to the viewer would also be
> lovely.
>
> Might there be a special code I can put on the Multigen polygon
> attribute page (so I don't have to alter perfly or the loader yet)?

Partly, yes.  Model your point billboard polygons as "template axis" under a
unique object.  In the object comments, specify the kind of rotation, axis, etc
that you want.  In your application enable the loader's callback function
(PFFLT_REGISTER_NODE) and when you encounter a CB_OBJECT case with your
comments simply make calls to the associated pfBillboard node to change it from
axis to point according to the information you parse from those object
comments.

> Lamar
> harrell@vsl.ist.ucf.edu
> ___________________________________________.
>
>-- End of excerpt from Lamar Harrell

Regards.
--
    __  ___      ____  _ ______          Marcus Barnes, Member Tech. 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@multigen.com


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From: mbaldwin@nvl.army.mil (Michael Baldwin)
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subscribe

-- 
Michael Baldwin                         |
Night Vision & Electronic Sensors       | George Washington University
mbaldwin@nvl.army.mil                   | mbaldwin@seas.gwu.edu
(703) 704-1093                          | (703) 764-8975


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From: "Michael Jones" <mtj@babar>
Message-Id: <9602211258.ZM3461@babar.asd.sgi.com>
Date: Wed, 21 Feb 1996 12:58:52 -0800
In-Reply-To: "Marcus Barnes" <marcus@multigen.com>
        "Re: MultiGen templates, Perfly and pfBillboard" (Feb 21, 12:14pm)
References: <Pine.SGI.3.91.960220230037.1970B-100000@osiris.vsl.ist.ucf.edu> 
	<9602211214.ZM3141@royalflush.engr.multigen.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Marcus Barnes" <marcus@multigen.com>, info-performer@sgi.sgi.com
Subject: Re: MultiGen templates, Perfly and pfBillboard
Mime-Version: 1.0
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On Feb 21, 12:14pm, Marcus Barnes wrote:
> Subject: Re: MultiGen templates, Perfly and pfBillboard

  [...deleted...]

:This is because OpenFlight has only one "point" type and I've yet to get a
:concensus on which kind of Performer point billboard should be created:
:PFBB_POINT_ROT_EYE or PFBB_POINT_ROT_WORLD.  My feeling is to support
:PFBB_POINT_ROT_WORLD since I believe this is the more common usage.  Email
:response to me on this feature is welcome :)
:
:... and expect the next version of OpenFlight to support both point types :)

Will the next OpenFlight revision support both types and both modes
of point rotation?  Also, will there be a MultiGen that supports
these via a GUI dialog that's just a check box for the three modes?

Michael

-- 

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  Wed Feb 21 15:17:42 1996
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To: "Ian Reid" <ian@electrogig.com>
Cc: info-performer@sgi.sgi.com
Subject: Re: Overloading the new array operator. 
In-Reply-To: Your message of "Wed, 21 Feb 96 10:50:15 PST."
             <9602211050.ZM3416@tracey.electrogig.com> 
Date: Wed, 21 Feb 96 15:13:39 -0800
From: Jim Helman <jimh@surreal>
Status: O

>   Again, in an attempt to make it abundantly clear, I want the second
>   call to new to call the class-specific new, NOT the global new.
>   Who can help me ?

Bjarne.  You'll need to get him to change the language......

  "The global operator new() and operator delete() are used for 
  arrays of class objects (5.5.3, 5.3.4)"   
		- Annotated C++ Reference Manual (12.5, p. 283)

Note that even where you can do this (for the global new
operator), you probably don't want to.

Overloading the global new operator for array allocation is
baaaaaaad, since you cannot safely use delete[] on such an
array.  When using a new with additional arguments, the
allocation cannot include the hidden array element count used
by delete[].  The reason the count is not maintained is that
the extra argument to the overloaded new could be for
placement, e.g. malloc(n*sizeof(class)), which bypasses the
usual sizeT argument.  No extra storage, no place to put the
count.  BUT delete[] doesn't know the array doesn't have a
valid element count, and so it can do very bad things like
invoking the destructor many times beyond the limits of the
array.

Just another tragic case of broken language design.

rgds,

-jim helman

jimh@surreal.asd.sgi.com
IRIS Performer/Cosmo3D Java Library
415/933-1151




From guest  Wed Feb 21 20:06:30 1996
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From: Jason Buksh <JASON@vrsolns.co.uk>
To: info-performer@sgi.sgi.com
Date: Wed, 21 Feb 1996 10:52:47 +0000
Subject: Removing FLT files properly
X-Mailer: Pegasus Mail for Windows (v2.23)
Message-Id: <824899252.11867.0@vrsolns.demon.co.uk>
Status: O

In the name of efficiency,

Hi,
 I'm loading a FLT file into performer (1.2) 
and attaching it to a pfNode. After I have finished 
using it I pfRemove and then successfully pfDelete
 the object from the hierarchy (TRUE is returned). 
Although the object has been removed I'm not 
actually certain that the memory has been deallocated
properly (gr_osview -a doesn't change). My question 
is simple :- Does it de-allocate all memory associated
with the FLT file (Including all textures and materials)
 and if not is it possible ?

J.BUKSH
VR SOLUTIONS
University of Salford
Manchester
M5 4PP


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Subject: Re: Overloading the new array operator.
To: ian@electrogig.com (Ian Reid)
Date: Thu, 22 Feb 1996 10:17:22 +0000 (IST)
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9602211050.ZM3416@tracey.electrogig.com> from "Ian Reid" at Feb 21, 96 10:50:15 am
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From: "Svend Tang-Petersen" <svend@rex.copen.sgi.com>
Message-Id: <9602220900.ZM23294@rex.copen.sgi.com>
Date: Thu, 22 Feb 1996 09:00:45 +0100
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To: info-performer@sgi.sgi.com
Subject: Multigen 14.2 question.
Mime-Version: 1.0
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Status: O


Hi,

I'm sorry but this is not the fully correct forum to ask this question, but
some of you may know how.

I just unlocked MultiGen_Flt and all the packages like Road, Texture, Sound ...
Now my problem is that the icons and the menu bar extend beyond the right
hand side of the desktop. I looked, without success, for a resource file to
change icon-size/font/desktop layout. Has anyone had s similar problem and
how did you solve the issue ?

Thanks


-- 

Regards Svend


*********************************************************************
* Svend Tang-Petersen,MSc            	Email: svend@copen.sgi.com  *
* Silicon Graphics Denmark		Fax:   (+45) 43438606       *
* Stationsparken 25			Phone: (+45) 43438600       *
* 2600 Glostrup		                Voice mail: 5-7507          *
* DENMARK                               http://www.sgi.com	    *
*********************************************************************


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Date: Thu, 22 Feb 96 09:20:07 GMT
From: rmorris@tswl.co.uk (Roger Morris)
Message-Id: <9602220920.AA12393@tswl.co.uk>
To: info-performer@sgi.sgi.com, svend@rex.copen.sgi.com
Subject: Re: Multigen 14.2 question.
Status: O



-> From guest@holodeck.asd.sgi.com Thu Feb 22 08:25:46 1996
-> From: Svend Tang-Petersen <svend@rex.copen.sgi.com>
-> Date: Thu, 22 Feb 1996 09:00:45 +0100
-> X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
-> To: info-performer@sgi.sgi.com
-> Subject: Multigen 14.2 question.
-> Mime-Version: 1.0
-> Content-Type-> : -> text/plain-> ; -> charset=us-ascii-> 
-> Content-Length: 922
-> 
-> 
-> Hi,
-> 
-> I'm sorry but this is not the fully correct forum to ask this question, but
-> some of you may know how.
-> 
-> I just unlocked MultiGen_Flt and all the packages like Road, Texture, Sound ...
-> Now my problem is that the icons and the menu bar extend beyond the right
-> hand side of the desktop. I looked, without success, for a resource file to
-> change icon-size/font/desktop layout. Has anyone had s similar problem and
-> how did you solve the issue ?
-> 
-> Thanks
-> 
-> 
-> -- 
-> 
-> Regards Svend
-> 
-> 
-> *********************************************************************
-> * Svend Tang-Petersen,MSc            	Email: svend@copen.sgi.com  *
-> * Silicon Graphics Denmark		Fax:   (+45) 43438606       *
-> * Stationsparken 25			Phone: (+45) 43438600       *
-> * 2600 Glostrup		                Voice mail: 5-7507          *
-> * DENMARK                               http://www.sgi.com	    *
-> *********************************************************************
-> 
-> 
This is a known problem at MultiGen, and will disappear when the next
release appears, with its re-designed (and improved) X-Motif interface.
It's only those few people, like SGI, who need to unlock all, or almost
all options, that suffer.

Edit the files in the MultiGen Resources directory that have a .menu extension.
The first lines in these files, or the first line after each blank line, give the
titles for the menus.  If you abbreviate some of these, you will solve your problem.

Change "Graphics" to "GFX", "Instruments" to "Inst", etc.  Watch out for "Texture" and
"Text"!

BTW, You could also edit these files to translate all the menus into Danish! (or any
other language).

Roger Morris
Transformation Software


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Date: Thu, 22 Feb 1996 17:43:38 +0800
From: fair@iss.nus.sg (Kim Michael Fairchild)
Message-Id: <9602220943.AA00675@whitehead.iss.nus.sg>
To: info-performer@sgi.sgi.com
Subject: VRST Conference Announcement
Status: O


Hi,

This is the conference call for papers for VRST.

Love to see some of your systems there. If you want to do something
live, give me some warning and I will see if our old friends at SGI
can help us out with a machine.

thanks, Kim.




                     Call for Participation - VRST'96

       ACM Symposium on Virtual Reality Software and Technology 1996

            University of Hong Kong, Hong Kong - July 1-4, 1996

                  Sponsored by: ACM SIGCHI and SIGGRAPH


                         PAPERS DUE MARCH 1, 1996


NEW!
Short Papers:  Got a new idea?  Have a result that's too short for  a  full
paper?  Why not consider submitting a short paper to VRST'96.  Short papers
are printed in the proceedings and presented at the  conference.   A  short
paper  is  at  most  2  pages  in the conference proceedings (two columned,
single spaced, 10 point type), and are reviewed using the same  process  as
full  papers.   Send 5 copies of your short paper to one of the program co-
chairs by March 1 1996.


     The ACM Symposium on Virtual Reality Software and Technology (VRST) is
a  major international conference on the technical aspects of virtual real-
ity.  This is the third VRST conference, with previous conferences held  in
Singapore  and  Japan.   VRST's  technical program includes papers, panels,
tutorials and demonstrations of the latest VR technology and  applications.
It attracts a wide range of international attendees, providing an excellent
opportunity to sample state of the art research from many international  VR
research  centers,  and  interact  with  researchers from around the world.
Papers from previous VRST conferences have been published in  ACM  Transac-
tions on Human-Computer Interaction (vol. 2, no. 3), and the May 1996 issue
of the Communications of the ACM.  In addition, VRST'96 provides an  excel-
lent opportunity to visit Hong Kong and other parts of Asia.

Call for Papers

     VRST offers a high quality technical program, with papers reviewed  by
an  international  program  committee.  The proceedings for VRST'96 will be
published by ACM, and will be available internationally after  the  confer-
ence  through  ACM  and  its agents.  Papers are solicited on all technical
aspects of virtual reality and related  technologies,  including,  but  not
limited to, the following topics:

     Input Devices                      Haptic Feedback
     Geometrical Modeling               Animation
     Distributed Environments           Simulation
     Time Critical Rendering            3D Interaction Techniques
     VR Software                        Environment Design
     Collision Detection                Games and Entertainment
     Applications of VR                 Output devices


     Five copies of technical papers must be sent to  one  of  the  program
co-chairs by March 1, 1996.  Authors of accepted papers will be notified in
April, and final camera ready copy will be required by the middle  of  May.
All  papers must have a cover letter containing the name and address of the
contact author, along with email address,  office  phone  and  FAX  number.
Papers must be sent by regular mail or courier, papers sent by FAX or elec-
tronically won't  be  accepted.   Send  papers  to  one  of  the  following
addresses:

Michael Zyda                              Kim Fairchild
Naval Postgraduate School                 Institute of System's Science
Code CS/Zk, Dept. of Computer Science     National University of Singapore
Spanagel Hall 516                         Heng Mui Keng Terrace, Kent Ridge
Monterey, California 93943-5118           Singapore 0511
zyda@siggraph.org                         fair@iss.nus.sg

Call for Tutorials

     The first day of VRST is devoted to full and half day tutorials.  Pro-
posals  for  tutorials on topics related to virtual reality and interactive
3D computer graphics should be sent to the General  Chair  at  the  address
listed  below  by March 1, 1996.  Proposals should include the title of the
tutorial, a short description of the tutorial suitable for  publication  in
the  final program, a list of topics covered, AV and computer requirements,
and a list of presenters with short biographical sketches. The cover letter
submitted with the tutorial proposal must contain complete contact informa-
tion for the tutorial organizer.

Call for Demonstrations

     Facilities are available at Hong  Kong  University  for  demonstrating
innovative  virtual  reality applications and tools.  If you are interested
in demonstrating the results of your research contact the General Chair  at
the  address below by March 15, 1996.  A special demonstration session will
be scheduled if enough interest is shown.

General Conference Information

     The conference's technical program will be held at Hong  Kong  Univer-
sity, and special arrangements will be made at a hotel in Hong Kong's down-
town area for attendee accommodation.  The hotel location is close  to  the
major  tourist  sites,  cultural centers, and night life, making this is an
ideal opportunity for a family vacation.  Hong Kong's excellent air connec-
tions  makes this the ideal starting point for an Asian vacation, or a tour
of the major VR research laboratories in this part of the world.

     Further information on VRST'96 can be obtained from the general  chair
at the following address:

        Dr. Mark Green
        Department of Computing Science
        University of Alberta
        Edmonton, Alberta, T6G 2H1, Canada
        mark@cs.ualberta.ca
        (403) 492-4584
        (403) 492-1071 (FAX)

Information can also be obtained from the VRST'96 WEB page at:

   URL http://web.cs.ualberta.ca/~mark/vrst96.html




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Sender: gerk@frontdoor.nob.nl
Message-Id: <312C1322.41C6@nob.nl>
Date: Wed, 21 Feb 1996 22:54:26 -0800
From: Gerk Huisma <gerk@nob.nl>
Organization: NOB
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Mime-Version: 1.0
To: info-performer@sgi.sgi.com
Subject: Performer with motif & alpha channels / Video texture mapping.
Content-Type: text/plain; charset=us-ascii
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Status: O

Performers,


Question: Does pfInit() call pfInitClock() ?

In the motif.c example the following construction for the widget
config data is used:

    Motif->vi = vi = pfChooseFBConfigData((void**)&(Motif->config),
        dsp, -1, NULL, pfGetSharedArena());

When using IRISGL on a ONYX + Reality Engine this call does NOT
configure the
alpha-channel (color buffer).
The strange thing is that SIRIUS outputs full white at the alpha
channel.

The following configuration works fine:

static GLXconfig glxConfig [] = {
    { GLX_NORMAL, GLX_DOUBLE, TRUE },
    { GLX_NORMAL, GLX_RGB, TRUE },
    { GLX_NORMAL, GLX_ZSIZE, GLX_NOCONFIG },
    { GLX_NORMAL, GLX_MSSAMPLE, 8},
    { GLX_NORMAL, GLX_MSZSIZE, 24},
    { 0, 0, 0 }
};

#ifdef IRISGL
    Motif->config = (int *)GLXgetconfig(dsp, 0, glxConfig );
    glwidget = XtVaCreateManagedWidget( "glwidget",
                                        glxMDrawWidgetClass, _parent,
                                        GlxNglxConfig, Motif->config,
                                        XmNwidth,  winSizeX,
                                        XmNheight, winSizeY,
                                        NULL );


We are using Performer 2.0 for our Virtual-Studio application.
The application includes motion sampling (using the Ascension Flock Of
Birds
system) for a virtual character.
Frequently we use live video texture mapping. We have 4 RM5 boards and
SIRIUS.
Using the PFTEX_RGBA_8 format we are unable to use INTERLEAVED
capturing.
Without it the frame-rate drops to 25fps. And we definitly need 50HZ for
proper
broadcast quality graphics.
Using PFTEX_RGB5 the resulting texture has a very poor quality (Original
video
levels are dropped completely).

We have written a database loader for Alias polygon files.
This is not sufficient, is there any code for reading the Alias .wire
format ?

For Virtual studio we had to match the Performer (GL) viewing projection
to the
real-camera view. We managed to compensate for camera zoom/focus
view-directional abberations. Is it possible to compensate for
pincussion/barrel distortions (geometric abberations) of a lens ??



//---------------------------//
// Gerk Huisma (gerk@nob.nl) //
// NOB Interactive           //
// Hilversum, HOLLAND        //
//---------------------------//


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Date: Thu, 22 Feb 96 16:28 MET
From: matomira@lig.di.epfl.ch (Fernando D. Mato Mira)
To: info-performer@sgi.sgi.com
Subject: pfHit::copy() problems / pfNodeGState RFE
Reply-To: matomira@epfl.ch
Status: O


Hello,

  pfHit::copy() does not seem to work. The program crashes
when invoking it.

  On an unrelated note, how about being able to set up
geostates in any kind of node (push the state before the
pre DRAW callbacks and pop it after the post DRAW callbacks).
  While not as efficient as setting up geostates in the geosets
themselves, it must be better than doing it by yourself in callbacks
when you need such a thing.
  BTW, what about the ability to register multiple callbacks of
the same type? (like in Xt)

Regards,

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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Date: Thu, 22 Feb 1996 07:51:56 -0800
From: mtj@babar (Michael Jones)
Message-Id: <199602221551.HAA05064@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com, JASON@vrsolns.co.uk
Subject: RE: Removing FLT files properly
Status: O

: I'm loading a FLT file into performer (1.2) and attaching it to a
: pfNode. After I have finished using it I pfRemove and then successfully
: pfDelete the object from the hierarchy (TRUE is returned). Although the
: object has been removed I'm not actually certain that the memory has
: been deallocated properly (gr_osview -a doesn't change). My question is
: simple :- Does it de-allocate all memory associated with the FLT file
: (Including all textures and materials) and if not is it possible ?

The memory allocator in IRIX (and all other environments I know of) does
not reduce the size of the dynamic allocation arena as memory is freed.
This is because it's expecting that you'll soon be allocating more data
and it should therefore keep it's cache of abandoned allocations ready
for service.

This implies that the memory allocated to your application represents 
the high-water mark of dynamic allocation requests. This is not so bad,
though, as virtual memory operation means that any large unused memory
areas will be paged out if the physical RAM becomes needed later.

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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From: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>
Message-Id: <9602221741.ZM9374@lig.di.epfl.ch>
Date: Thu, 22 Feb 1996 17:41:13 +0100
In-Reply-To: "Nicolas Gauvin" <nicolas@cae.ca>
        "Re: Arrays of pointers to dcs" (Feb 15,  1:25pm)
References: <9602151325.ZM2947@osprey.cae.ca>
X-Face: +(HrN.)~49u8-TQ;yV?v]-KFW;TEu3C_S,.lR,i&33X*C#G/`fPOnfi=W}(Y8CZ]7uV7W_Y
              z~F2isE!U%t1rR.\Jc{VO&Of.i;p%BD/X~^5+M5"_:xM\x@Wjced&{)\`IwrTAPLGSz:N}UDE`)6oR
              ~FgQP}#==%Jva9'}x1EjeONjHN&:ML3ad'`JI<i=4
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Status: O


You can use the C API in C++ programs by compiling with -DPF_C_API=1



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From: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>
Message-Id: <9602221808.ZM9644@lig.di.epfl.ch>
Date: Thu, 22 Feb 1996 18:08:30 +0100
In-Reply-To: tpravata@rts.dseg.ti.com (Todd R Pravata)
        "pfLayers & Flickering in 2.0" (Feb 19, 10:02am)
References: <9602191602.AA06578@rts.dseg.ti.com>
X-Face: +(HrN.)~49u8-TQ;yV?v]-KFW;TEu3C_S,.lR,i&33X*C#G/`fPOnfi=W}(Y8CZ]7uV7W_Y
              z~F2isE!U%t1rR.\Jc{VO&Of.i;p%BD/X~^5+M5"_:xM\x@Wjced&{)\`IwrTAPLGSz:N}UDE`)6oR
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Subject: Re: pfLayers & Flickering in 2.0
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Status: O


I also get horrible flickering when highlighting
a geoset (at least with with PFHL_LINESPAT2).



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From: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>
Message-Id: <9602221846.ZM10106@lig.di.epfl.ch>
Date: Thu, 22 Feb 1996 18:46:11 +0100
In-Reply-To: jrohlf@tubes.asd.sgi.com (John Rohlf)
        "Re: pfBuffer/userData problems" (Feb 20, 10:16am)
References: <199602201816.KAA07432@tubes.asd.sgi.com>
X-Face: +(HrN.)~49u8-TQ;yV?v]-KFW;TEu3C_S,.lR,i&33X*C#G/`fPOnfi=W}(Y8CZ]7uV7W_Y
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Status: O

On Feb 20, 10:16am, John Rohlf wrote:

> 	where non-pfMalloc'ed data usually works. However, we've found that
> 	trying to support arbitrary data pointers is more trouble than
> 	it's worth. Consequently, 2.0 has a formal policy that all
> 	data supplied in the form of void*'s should be pfMalloc'ed.

Beign able to set up pfDeleteFunc, pfCopyFunc, pfPrintFunc, etc. on
a per-object basis does not seem like a lot of work (but you probably
want to store such pointers in a dynamically allocated `pfvtable', to
minimize overhead if you don't use such feature).



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Date: Thu, 22 Feb 96 18:34 MET
From: matomira@lig.di.epfl.ch (Fernando D. Mato Mira)
To: info-performer@sgi.sgi.com
Subject:  finalizations RFE
Reply-To: matomira@epfl.ch
Status: O


How about being able to register a finalization function
that gets called from the pfObject destructor (eg: to
manage user data memory) ?

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
                                           


From guest  Thu Feb 22 13:26:13 1996
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From: "Andy Walker" <andy@multigen.com>
Message-Id: <9602221324.ZM2412@repo.engr.multigen.com>
Date: Thu, 22 Feb 1996 13:24:51 -0800
In-Reply-To: "Svend Tang-Petersen" <svend@rex.copen.sgi.com>
        "Multigen 14.2 question." (Feb 22,  9:00am)
References: <9602220900.ZM23294@rex.copen.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Svend Tang-Petersen" <svend@rex.copen.sgi.com>
Subject: Re: Multigen 14.2 question.
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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Status: O

Svend,

You edit your *.menu files in the mg directory and shorten the names of the
menu titles.  If you icons are going off of the page I can't help you but
someone at MultiGen can.  Try one of these addresses.

bdickens@multigen.com  - Manager of Support Services
shansted@multigen.com  - Sales Engineer
ccole@multigen.com     - Sales Engineer

Andy Walker


-- 
Andrew R. Walker			awalker@multigen.com
Member of Technical Staff		( 408 ) - 556 - 2627 DIRECT
MultiGen Inc.				( 408 ) - 261 - 4100 MAIN
550 S. Winchester Blvd. Suite 500	( 408 ) - 261 - 4101 FAX
San Jose, CA 95128                      http://www.multigen.com/


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To: matomira@epfl.ch
Cc: info-performer
Subject: Re: finalizations RFE 
In-Reply-To: Your message of "Thu, 22 Feb 96 18:34:00 +0700."
             <m0tpeuY-0002kWC@ligsg1.epfl.ch> 
Date: Thu, 22 Feb 96 14:07:34 -0800
From: Jim Helman <jimh@surreal>
Status: O

> How about being able to register a finalization function
> that gets called from the pfObject destructor (eg: to
> manage user data memory) ?

pfDeleteFunc() registers such a function globally.

Per-class notification could be added without much
expense via a virtual function.  Per-instance
notification would require an extra pointer (word) per
instantiated pfObject, which would be somewhat expensive
compared to its utility, at least if delete notification
were all it was used for.

A future version of Performer will have notification on a
per-instance basis available for destruction, as well as
other changes to an object.

Keep the RFEs coming.  Now is a particularly good time to
bring up any limitations you've found, especially if
solutions might affect fundamental elements of Performer,
such as its memory, object, traversal or graphics
architecture.

rgds,

-jim helman

jimh@surreal.asd.sgi.com
IRIS Performer/Cosmo3D Java Library
415/933-1151





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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9602221730.ZM802@royalflush.engr.multigen.com>
Date: Thu, 22 Feb 1996 17:30:12 -0800
In-Reply-To: Jason Buksh <JASON@vrsolns.co.uk>
        "Removing FLT files properly" (Feb 21, 10:52am)
References: <824899252.11867.0@vrsolns.demon.co.uk>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer
Subject: Re: Removing FLT files properly
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Feb 21, 10:52am, Jason Buksh wrote:
> Subject: Removing FLT files properly
> In the name of efficiency,
>
> Hi,
>  I'm loading a FLT file into performer (1.2)
> and attaching it to a pfNode. After I have finished
> using it I pfRemove and then successfully pfDelete
>  the object from the hierarchy (TRUE is returned).
> Although the object has been removed I'm not
> actually certain that the memory has been deallocated
> properly (gr_osview -a doesn't change). My question
> is simple :- Does it de-allocate all memory associated
> with the FLT file (Including all textures and materials)
>  and if not is it possible ?
>
> J.BUKSH
> VR SOLUTIONS
> University of Salford
> Manchester
> M5 4PP
>-- End of excerpt from Jason Buksh

The short answer is "NO".

The OpenFlight loader (for one) has historically called pfRef() on all
prObject's that it creates.  This insures that state resource sharing between
files won't dump core; i.e. the loader owns the shared resources.  So things
like pfTexture's and pfGeoState's won't be deleted unless you also pfUnref()
those objects.  But then the loader will have pointers to free memory in its
material palette etc. etc. ...

With the advent of Performer 2.0 database paging, this policy may have to
change in the future.  Does the application always want pfObject's deleted when
a piece of scenegraph goes away?  That would make it impossible for a
builder/loader to share state resources between files.  Is an "unref-delete"
traversal needed? i.e. you'd like to be able to call pfUnrefDelete( node ) and
get equivalent traversal semantics as pfDelete().

BTW: In 2.0 pfdBuilder doesn't call pfRef() on its objects but pfdShare() does.

Also, in Performer 1.2, there are many forms of memory leaks such that pfDelete
on a pfNode fails to completely free up memory anyways, regardless of the
reference count.

Regards.
--
    __  ___      ____  _ ______          Marcus Barnes, Member Tech. 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@multigen.com


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Date: Fri, 23 Feb 1996 13:18:25 +0900
From: HyukKee Yun (kornet) <sbs01316@soback.kornet.nm.kr>
Message-Id: <199602230418.NAA15630@soback.kornet.nm.kr>
To: info-performer@sgi.sgi.com
Subject: Q:Alpha plane update for blend live video with Sirius
Content-Length: 295
Status: O

I'm programming Performer with Onyx RE2 having Sirius.
I'm trying a blending gfx with live video, but I'cant because alpha bit plane
is always 0xff. I can't change it.
With IRIS-gl I have no problem. I want to know the reason.

Please Mail me.

sbs01316@soback.hana.nm.kr
An Seongjun
SBS, Korea


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From: "Angus Henderson" <angus@death.reading.sgi.com>
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Date: Fri, 23 Feb 1996 09:05:45 +0000
In-Reply-To: "Michael Jones" <mtj@babar.asd.sgi.com>
        "Re: MultiGen templates, Perfly and pfBillboard" (Feb 21, 12:58pm)
References: <Pine.SGI.3.91.960220230037.1970B-100000@osiris.vsl.ist.ucf.edu> 
	<9602211214.ZM3141@royalflush.engr.multigen.com> 
	<9602211258.ZM3461@babar.asd.sgi.com>
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To: "Michael Jones" <mtj@babar>, "Marcus Barnes" <marcus@multigen.com>,
        info-performer@sgi.sgi.com
Subject: Re: MultiGen templates, Perfly and pfBillboard
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Status: O

How about a default of PFBB_POINT_ROT_WORLD and an option in the loader mode
flags.

ANGUs


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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9602230858.ZM7318@barney.reading.sgi.com>
Date: Fri, 23 Feb 1996 08:58:51 +0000
In-Reply-To: HyukKee Yun (kornet) <sbs01316@soback.kornet.nm.kr>
        "Q:Alpha plane update for blend live video with Sirius" (Feb 23,  1:18pm)
References: <199602230418.NAA15630@soback.kornet.nm.kr>
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To: HyukKee Yun (kornet) <sbs01316@soback.kornet.nm.kr>,
        info-performer@sgi.sgi.com
Subject: Re: Q:Alpha plane update for blend live video with Sirius
Mime-Version: 1.0
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Status: O

On Feb 23,  1:18pm, HyukKee Yun (kornet) wrote:
> Subject: Q:Alpha plane update for blend live video with Sirius
> I'm programming Performer with Onyx RE2 having Sirius.
> I'm trying a blending gfx with live video, but I'cant because alpha bit plane
> is always 0xff. I can't change it.
> With IRIS-gl I have no problem. I want to know the reason.
>
> Please Mail me.
>
> sbs01316@soback.hana.nm.kr
> An Seongjun
> SBS, Korea
>-- End of excerpt from HyukKee Yun (kornet)

I'm not sure from you description if it's the same thing but I had a customer
recently who was blending live video/gfx using Sirius. He was using a modified
version of /usr/people/4Dgifts/examples/dmedia/video/sirius/gfxvidtovid to
blend gfx with incoming video based on the alpha channel of the gfx - any pixel
of
the gfx with alpha > 0 shows over the video input, on the resultant ( blended )
video output.

The problem was if you asked for 8 bits of multisample the blend failed and you
just got the gfx, if you went to 4 bits ms the blend succeeded and you got
video 'background' with the gfx over.

The was because on his 2RM4 system, when he asked for 8 multisamples the
gconfig
dropped the framebuffer from 12 bits/colour component RGBA to 8 bits/colour
comp RGB - so no alpha channel.

Like I say, this may not be what you're doing, but if you're using alpha to
'key' - have a look at the frame buffer config you ask for and put some
getgconfig calls in to see what you actually got.

Cheers
Rob

PS this table ( from Allan Schaffer ) is useful to have around:
Only at less-than-full screen resolution.  You can not perform
antialiasing while running at 1280x1024 resolution with only 1 RM
board.  At lower resolutions, though, antialiasing is available;
960x680_60, 640x512_60 and so on.

One RM is enough for:

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

Two RMs are enough for:

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

Four RMs are enough for:

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

-- 
________________________________________________________________
Rob Jenkins, Software Support Group, Silicon Graphics UK Ltd.       
Forum 1, Station Road, Theale, Reading, UK, RG7 4SB. 
tel 01734 257736, fax 01734 257553, email robj@reading.sgi.com,



From guest  Fri Feb 23 11:44:17 1996
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From: Mark Visconti <visconti@cis.ohio-state.edu>
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Message-Id: <199602231941.OAA02401@boa.cis.ohio-state.edu>
Subject: pfBuffer questions
To: info-performer@sgi.sgi.com
Date: Fri, 23 Feb 1996 14:40:58 -0500 (EST)
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Status: O

   I am running an executable that uses pfBuffers for dynamics paging.
The original was written for Performer 2.0 Alpha.  The version compiled
under release Performer 2.0 has been changed to call pfMergeBuffer()
after each pfBufferAddChild() to avoid the nb_cleanup() coredump.
   The performance between the two programs is very different.  The
2.0 alpha version runs significantly faster than the 2.0 release version.
Is there anything that can be done to minimize the impact of calling
pfBufferMerge() after each pfBufferAddChild() ?  pfFlatten'ing made
no apparent difference.  The only other changes that were made was
to cleanup a few calls to the pfPipeWindows routines.


Ideas/Comments/Suggestions would be appreciated.

Thanks,
Mark Visconti
AcuSoft


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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9602231125.ZM1702@royalflush.engr.multigen.com>
Date: Fri, 23 Feb 1996 11:25:46 -0800
In-Reply-To: "Angus Henderson" <angus@death.reading.sgi.com>
        "Re: MultiGen templates, Perfly and pfBillboard" (Feb 23,  9:05am)
References: <Pine.SGI.3.91.960220230037.1970B-100000@osiris.vsl.ist.ucf.edu> 
	<9602211214.ZM3141@royalflush.engr.multigen.com> 
	<9602211258.ZM3461@babar.asd.sgi.com> 
	<9602230905.ZM13472@death.reading.sgi.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: MultiGen templates, Perfly and pfBillboard
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Feb 23,  9:05am, Angus Henderson wrote:
> Subject: Re: MultiGen templates, Perfly and pfBillboard
> How about a default of PFBB_POINT_ROT_WORLD and an option in the loader mode
> flags.
>
> ANGUs
>-- End of excerpt from Angus Henderson

I've thought about that but felt that the granularity of such a loader mode
isn't good enough.  Loader modes are generally set "per database".  This means
that all point billboards in a database would be the same unless extra logic
was coded into the application to provide finer grained toggling of such a
mode.  Once you get to this level of coding, the mode becomes redundant since
you're at the same level (i.e. loader callback) where the billboard could be
setup from object comments for instance.

Also, even if ROT_WORLD is implemented from the one existing template flag,
there's still no information to specify the axis of rotation.  Is there a
consensus on the predominate axis?  The default pfBboardAxis() is about "Z" ...
[0,0,1]

Regards.
--
    __  ___      ____  _ ______          Marcus Barnes, Member Tech. 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@multigen.com


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From: "Anita Kishore" <kishore@electrogig.com>
Message-Id: <9602231526.ZM24335@tracey.electrogig.com>
Date: Fri, 23 Feb 1996 15:26:41 -0800
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To: info-performer@sgi.sgi.com
Subject: pfiv loader
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Status: O

I am not able to prevent a particular pfSwitch node from being cleaned
up by the .iv loader. I have the pfiv.c++ that came with Performer2.0, a151.

In the routine "loadIv" of pfiv.c++, the following calls are made by the loader
towards the end:

    if (DoFlatten)
    {
        result = pfdFreezeTransforms(result, NULL);
        result->flatten(0);
    }

    if (DoClean)
        result = pfdCleanTree(result, NULL);

    if (result != NULL)
        result->setName(file);


The pfSwitch that I am interested in has 1 child. According to the man pages
of pfdCleanTree, the switch shouldn't be removed if it has atleast one child.
I have checked this by putting printfs after pfdFreezeTransforms, pfdCleanTree
and result->setName steps. The pfSwitch exists after pfdFreezeTransforms, and
pfdCleanTree. But is no longer there after result->setName. I used result->find
to check this. I have also tried by giving my own function to pfdCleanTree
which returns TRUE for all nodes except the one pfSwitch that I want. But I see
the same incorrect behaviour even then.  If I comment the step
"result->setName", then it is OK.

What is going on? Any one?

thanks for any input

-anita

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


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From: Stevens Torrey <StevensT@MTVPO1.MTV.GTEGSC.COM>
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Status: O


Has anyone heard of Performer classes in Phoenix, AZ.

Torrey Stevens


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From: "Anita Kishore" <kishore@electrogig.com>
Message-Id: <9602231549.ZM24609@tracey.electrogig.com>
Date: Fri, 23 Feb 1996 15:49:19 -0800
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To: info-performer@sgi.sgi.com
Subject: pfMergeBuffer() problem
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Status: O

Many users have reported problems regarding buffer merge. I am adding
my contribution to it.

I am still using Performer2.0, a151. I dont have the release verion yet.
But this shouldn't matter because looking at the complaints, beta seems
to have performed better than the release version.

I get the classic "nbclean" core dump from the DBASE process. I load various
.iv files through the DBASE process. I have noticed that it seems to be OK
for small iv files. But the moment I load large ones, it crashes in the
call to pfMergeBuffer(). I can load, merge, and display properly up to
two different iv files loaded one after another. But after that it always
crashes. Due to some constraints,  I can't call pfMergeBuffer after every
pfBufferAddChild  (this has anyway not solved the nbclean mystery).

I have already reported other problems with the order of pfBufferAddChild calls
not being maintained, in my previous mails. I do not know what steps have been
taken to correct this.

Anyway, I can work around my second problem. But the first one really needs
attention. The nice and extremely useful feature of being able to modify the
scene graph on the fly might as well be worthless if we can't use it without
crashing the program!

I hope that this problem is considered important enough and looked into.

-anita

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


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Sender: stiles@aic.lockheed.com
Message-Id: <312E882F.167E@aic.lockheed.com>
Date: Fri, 23 Feb 1996 19:38:23 -0800
From: Randy Stiles <stiles@aic.lockheed.com>
Organization: Lockheed Martin Advanced Technology Center
X-Mailer: Mozilla 2.0 (X11; I; IRIX 5.3 IP20)
Mime-Version: 1.0
To: Anita Kishore <kishore@electrogig.com>
Cc: info-performer@sgi.sgi.com
Subject: Re: pfiv loader
References: <9602231526.ZM24335@tracey.electrogig.com>
Content-Type: text/plain; charset=us-ascii
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Status: O

Hi Anita,

Its been my experience with the Inventor loader in Performer 2.1 that
if you DEF the nodes you want to keep, they are not removed.

i.e. 

DEF anitas_sw Switch {
...
}

This is pretty useful for more than just maintaining structure.
The name you assign in DEF becomes the pfNodeName for the pfSwitch
as well.

-Randy

Anita Kishore wrote:
> 
> I am not able to prevent a particular pfSwitch node from being cleaned
> up by the .iv loader. I have the pfiv.c++ that came with Performer2.0, a151.
> 
> In the routine "loadIv" of pfiv.c++, the following calls are made by the loader
> towards the end:
> 
>     if (DoFlatten)
>     {
>         result = pfdFreezeTransforms(result, NULL);
>         result->flatten(0);
>     }
> 
>     if (DoClean)
>         result = pfdCleanTree(result, NULL);
> 
>     if (result != NULL)
>         result->setName(file);
> 
> The pfSwitch that I am interested in has 1 child. According to the man pages
> of pfdCleanTree, the switch shouldn't be removed if it has atleast one child.
> I have checked this by putting printfs after pfdFreezeTransforms, pfdCleanTree
> and result->setName steps. The pfSwitch exists after pfdFreezeTransforms, and
> pfdCleanTree. But is no longer there after result->setName. I used result->find
> to check this. I have also tried by giving my own function to pfdCleanTree
> which returns TRUE for all nodes except the one pfSwitch that I want. But I see
> the same incorrect behaviour even then.  If I comment the step
> "result->setName", then it is OK.
> 
> What is going on? Any one?
> 
> thanks for any input
> 
> -anita
> 
> ------------------------------------------------------------------------
> Anita Kishore
> kishore@electrogig.com
> ------------------------------------------------------------------------

-- 
// Randy Stiles  stiles@aic.lockheed.com       Orgn 9620 Bldg 255
// 415.354.5256  fax: 415.354.5235             3251 Hanover Street 
// Lockheed Martin Advanced Technology Center  Palo Alto, CA 94304-1187
// http://vet.parl.com/~vet/people/stiles/


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Date: Sun, 25 Feb 1996 02:13:19 -0800
To: Performer Mailing List <info-performer@sgi.sgi.com>
From: mckenna@cgsd.com (Gene McKenna)
Subject: Attaching Text to a Node
Status: O

I remember in Performer class seeing an example of text both overlaid
on a scene, as well as attached to moving objects within a scene. The
latter is of more interest. I wish to label objects in my scene so that
I can track down errors more easily.

Anyone have an example of how this is done, or a reference for some
commands that might do it?

Much appreciated if anyone can help.

GENE




From guest  Sat Feb 24 14:59:45 1996
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From: "Sharon Clay" <src@rose>
Message-Id: <9602241457.ZM4184@rose.asd.sgi.com>
Date: Sat, 24 Feb 1996 14:57:02 -0800
In-Reply-To: mckenna@cgsd.com (Gene McKenna)
        "Attaching Text to a Node" (Feb 25,  2:13am)
References: <v0213050aad55e62b318a@[192.9.200.107]>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: mckenna@cgsd.com (Gene McKenna),
        Performer Mailing List <info-performer@sgi.sgi.com>
Subject: Re: Attaching Text to a Node
Mime-Version: 1.0
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Status: O

+>---- On Feb 25,  2:13am, Gene McKenna wrote:
> Subject: Attaching Text to a Node
->From guest@holodeck  Sat Feb 24 14:35:40 1996
->Date: Sun, 25 Feb 1996 02:13:19 -0800
->To: Performer Mailing List <info-performer@sgi.sgi.com>
->From: mckenna@cgsd.com (Gene McKenna)
->Subject: Attaching Text to a Node
->
->I remember in Performer class seeing an example of text both overlaid
->on a scene, as well as attached to moving objects within a scene. The
->latter is of more interest. I wish to label objects in my scene so that
->I can track down errors more easily.
->
->Anyone have an example of how this is done, or a reference for some
->commands that might do it?

The text example is shipped in 
	1.2: /usr/src/Performer/src/pguide/libpf/progs/text.c
	2.0: /usr/share/Performer/src/pguide/libpf/{C,C++}/{text.c,text.C}

FYI, for 2.0 you should also check out the 3D text example using the
new pfFont 3D font support in Performer:
	/usr/share/Performer/src/pguide/libpf/{C,C++}/{text3D.c,text3D.C}


src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@



From guest  Sat Feb 24 15:42:29 1996
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Date: Sun, 25 Feb 1996 03:40:59 -0800
To: "Sharon Clay" <src@rose>,
        Performer Mailing List <info-performer@sgi.sgi.com>
From: mckenna@cgsd.com (Gene McKenna)
Subject: Re: Attaching Text to a Node
Status: O

Thanks Sharon,

You make my job so much easier!

GENE




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Subject: Setting Near Plane during DRAW
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Date: Sun, 25 Feb 1996 00:27:36 -0500 (EST)
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Status: O


I have been trying to change the near clipping plane (using pfGetChanView())
but within the current DRAW process and I wish it to take effect for the
current frame. The scenegraph is quite simple. Using the above
function and pfChanView() seems to have no effect until the next frame.
Is there any way to make the change occur for this frame? Bypassing
Performer and using straight gl is an option, but would make some other
things more difficult (since I wish the new near clipping plane to
be effective for all nodes in the scene graph).


Thanks,

-Daniel


-- 
 <XXXXXXXXXXXXXXX)      XXXXXXXXXXXXXXXXXX       "Real men write self 
          XXX         XXX     XXXXX               modifying code."
       XXXXXXXXXXXXXXXXXXX/ 
        XXXXXXXXXXXXXXXXXX\                                  Daniel G. Aliaga


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To: info-performer@sgi.sgi.com
From: juanj@ibm.net (Juan J. Gonzalez)
Subject: Continuos texture paging on High Impact
X-Mailer: <PC Eudora Version 1.4>
Status: O

Hello to everybody ...

I have a problem with an Indigo2 High Impact and Performer 2.0. Some
of our aplications and some demos (like performer town) run very slow because 
appears that textures are continually paged and reloaded. In Gfx statics
i can see that there are more textures than there are loaded and load
statics run continually, but i am using less than 70% of my texture memory.

System is an Indigo2 High Impact 250 Mhz with TRAM option, IRIX 5.3
for All Indigo2 IMPACT and Performer 2.0

Thank you,


-------------------------------------------------------
   Juan J. Gonzalez             -              juanj@ibm.net
   Division de Desarrollo.
   SAIS. (Oviedo / Spain).
-------------------------------------------------------



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Date: Sun, 25 Feb 1996 12:36:17 -0400
To: juanj@ibm.net (Juan J. Gonzalez), info-performer@sgi.sgi.com
From: dwight@ht.com (Dwight Meglan)
Subject: Re: Continuos texture paging on High Impact
Status: O

We have also had the same problem. Same setup. Problem appears as low as
50% of Texture Mem used. Does anyone know what is happening here. How
erxactly does performer manage textures?

        Dwight

>I have a problem with an Indigo2 High Impact and Performer 2.0. Some
>of our aplications and some demos (like performer town) run very slow because
>appears that textures are continually paged and reloaded. In Gfx statics
>i can see that there are more textures than there are loaded and load
>statics run continually, but i am using less than 70% of my texture memory.
>
>System is an Indigo2 High Impact 250 Mhz with TRAM option, IRIX 5.3
>for All Indigo2 IMPACT and Performer 2.0


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dwight Meglan, PhD             |  Developers of complete surgery simulation
Engineering Coordinator        |  training systems and surgery simulation
High Techsplanations, Inc.     |  creation software tools
6001 Montrose Rd., Suite 902   |
Rockville, MD 20852-4874       |  "Witty, yet erudite saying goes here..."
301 984 3706 x38               |
301 984 2104 : FAX             |
dwight@ht.com                  |   http://www.ht.com




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Date: Mon, 26 Feb 1996 01:51:46 GMT
From: vijay@serc.serc.iisc.ernet.in (Vijaykumar B)
Message-Id: <9602260151.AA21548@serc.serc.iisc.ernet.in>
To: info-performer@sgi.sgi.com
Status: O

Hai Performers,
	When i try to run my program, some error is showing.
-----------------------------------------------------------------------------
PF Warning/Usage:              No hardware support for VSYNC, frame sync may vary.Assuming 60Hz.
PF Notice:                     pfdLoadFile_iv: /sakala/sec/secvijay/demo/sofa-unit.iv
PF Warning/Usage:              pfGetVClock() not supported for this context.
--------------------------------------------------------------------------------
What is this error?
		Thankx
			Vijay
vijay@serc.iisc.ernet.in


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Date: Mon, 26 Feb 1996 01:52:20 GMT
From: vijay@serc.serc.iisc.ernet.in (Vijaykumar B)
Message-Id: <9602260152.AA21560@serc.serc.iisc.ernet.in>
To: info-performer@sgi.sgi.com
Status: O

Hai Performers,
	When i try to run my program, some error is showing.
-----------------------------------------------------------------------------
PF Warning/Usage:              No hardware support for VSYNC, frame sync may vary.Assuming 60Hz.
PF Notice:                     pfdLoadFile_iv: /sakala/sec/secvijay/demo/sofa-unit.iv
PF Warning/Usage:              pfGetVClock() not supported for this context.
--------------------------------------------------------------------------------
What is this error?
		Thankx
			Vijay
vijay@serc.iisc.ernet.in


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From: nicolas@cae.ca (Nicolas Gauvin)
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Daniel Aliaga <aliaga@cs.unc.edu> wrote:

> I have been trying to change the near clipping plane (using pfGetChanView())
> but within the current DRAW process and I wish it to take effect for the
> current frame. The scenegraph is quite simple. Using the above
> function and pfChanView() seems to have no effect until the next frame.
> Is there any way to make the change occur for this frame? Bypassing
> Performer and using straight gl is an option, but would make some other
> things more difficult (since I wish the new near clipping plane to
> be effective for all nodes in the scene graph).

I ran into this exact same problem a few weeks ago. Like you said, a solution 
is to use a GL function like 'perspective' that allows you to set a new near and
far planes. However I found this to be a bit inconvenient to use
so I used a pfFrustum instead to set temporarely a new near and far plane
in my draw process.  pfApplyFrustum will apply the changes immediatly to
the graphic card.  If you want the new near and far values to affect Performer
processing like culling as well then trying to change them in
the DRAW is somewhat too late. Changing them using regular channel functions in the APP would be a better place.

If you want your changes to affect all renderings (include Performer's)
I believe you could set the changes in a draw callback before calling pfDraw. 


     ___/     |       ___/ Nicolas Gauvin	   e-mail: nicolas@cae.ca
    /       / |      /     Software Developper	   voice: (514) 341-2000 x2275
   /       /  |     __/    CAE Electronics Ltd.    fax:   (514) 340-5496
  /       ___ |    /	   8585 Cote De Liesse, P.O. Box 1800
_____/  _/   _| _____/     Saint-Laurent, Quebec, Canada, H4L-4X4


From guest  Sun Feb 25 20:41:43 1996
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From: "C.E.Prakash"  <prakash@hamsadvani.serc.iisc.ernet.in>
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Subject: Performer 2.0 
Status: O


Sir
We will be getting Performer 2.0 in th enext couple of days.
Then your problem will be solved.
bye
ce prakash



From guest  Sun Feb 25 21:56:23 1996
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From: mehta@turing.rdd.lmsc.lockheed.com (Mihir Mehta)
Message-Id: <199602260609.WAA07474@turing.rdd.lmsc.lockheed.com>
Subject: [Q] Manipulating Objects in World Coordinate System.
To: info-performer@sgi.sgi.com
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Hi,

   I am thinking of doing object manipulation in world coordinate system
in the following manner.

 Lets say a path in scene graph looks like

   A -> B -> C -> D 

 Where A is root and D is the actual object we want to manipulate in WCS.

 Generate the transformation matrix 
  
 T1 =  [A->dcs][B->dcs][C->dcs]

 T2 = Inverse(T1)

 Now lets say that I want to apply Translate(x,y,z) in WCS
 andn Rotate(h,p,r).

 Generate Matrix T3 = Translate(x,y,z)*Rotate(h,p,r)*T1

 D->dcs = T2*T3


 This doesnot look efficient at all. But I am just beginning with Performer.
 I am sure Performer provides an easier way of doing this. So please innundate
 me with efficient ways of accomplishing this task.

Thanks,
-- 
Mihir Mehta                              Address : Orgn 96-10 Bldg 255
mehta@stc.lockheed.com                             3251 Hanover Street
Ph  415-424-3555                                   Palo Alto, CA 94304-1191
Fax 415-354-5235


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From: "Sharon Clay" <src@rose>
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Date: Mon, 26 Feb 1996 01:42:04 -0800
In-Reply-To: "Anita Kishore" <kishore@electrogig.com>
        "pfMergeBuffer() problem" (Feb 23,  3:49pm)
References: <9602231549.ZM24609@tracey.electrogig.com>
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+>---- On Feb 23,  3:49pm, Anita Kishore wrote:
> Subject: pfMergeBuffer() problem
->Many users have reported problems regarding buffer merge. I am adding
->my contribution to it.

[ .... ]

->
->I hope that this problem is considered important enough and looked into.

Absolutely.
We will be shipping the IRIS Performer DSOs with IRIX 6.2 that will include
these bug fixes and be binary compatible with 2.0.
Hopefully this will meet most people's needs.
We are also looking into the possiblity of a matching patch for a 
more general distribution that would also include the static libs.
In the meantime, send in those bug reports!

src.


-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@



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From: Nuno Godinho <mgo@minerva.inesc.pt>
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I can't load the sample .dxf file OFFICE.DXF in perfly. This file is the
sample .DXF which is included in 3d studio 4.


How can this be?

thanks
      Nuno


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Date: Mon, 26 Feb 1996 13:34:52 +0100
From: Nuno Godinho <mgo@minerva.inesc.pt>
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In the CullChannel function of the 'complex.c' sample file there is a
strange line which I don't seem to understand.

What is the purpose of (channel, data)?
This line was not present in the Performer 1.2 version of this file.
Why?

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

thanks
      Nuno


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From: "AnitaKishore" <kishore@electrogig.com>
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Date: Mon, 26 Feb 1996 11:28:59 -0800
In-Reply-To: Nuno Godinho <mgo@minerva.inesc.pt>
        "What is this?" (Feb 26,  1:34pm)
References: <3131A8EC.41C67EA6@minerva.inesc.pt>
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On Feb 26,  1:34pm, Nuno Godinho wrote:
> Subject: What is this?
> In the CullChannel function of the 'complex.c' sample file there is a
> strange line which I don't seem to understand.
>
> What is the purpose of (channel, data)?
> This line was not present in the Performer 1.2 version of this file.
> Why?
>
> static void
> CullChannel(pfChannel *channel, void *data)
> {
>
>     (channel, data);
>
>     pfCull();
> }
>
> thanks
>       Nuno
>-- End of excerpt from Nuno Godinho

 I guess that is to avoid compiler warning from giving a warning something
similar to : "warning : channel declared but not used"..... etc.

-anita


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Message-Id: <9602261605.ZM4328@grail.vsl.ist.ucf.edu>
Date: Mon, 26 Feb 1996 16:05:27 -0500
In-Reply-To: Nuno Godinho <mgo@minerva.inesc.pt>
        "What is this?" (Feb 26,  1:34pm)
References: <3131A8EC.41C67EA6@minerva.inesc.pt>
X-Face: GS1@^5kB"i$q<%Li4wMO3Pi#%MpaisQ+U"+@PC7*#(v9jnraY`3+fM7@+4iRV$:QflwXB^N/k7D?#x!T|:Owmj6H,L=lC_oC)'T%J@PC$]Oxr<"M`'o&[1_G|R=!8-pr^K\\_hZ.g>t,fb}z4^o!0NU@c+pJ2Kpe4,Ke\K&[W'$|B*7"|\(TQ%MKj0?`II)-N}a$-sd>a<gRpuC]P5HzDR6;Q7%M7&W{NQ;==20$|~i9"uqXw82dfl.1%S4.5]*<>oV=wnH'&q9t8U(&a
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On Feb 26,  1:34pm, Nuno Godinho wrote:
> Subject: What is this?
[munch]
> What is the purpose of (channel, data)?
[munch]
> static void
> CullChannel(pfChannel *channel, void *data)
> {
>
>     (channel, data);
>
>     pfCull();
> }
>-- End of excerpt from Nuno Godinho


It's put there to avoid a compiler warning.  The function should simply read:

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

or even take out the comments and look up the parameters later if you really
need them. They seem to be left in for users of Performer to more easily adapt
complex.c to their own needs.

-- 
______________________________________________________________________________
           /\    ______  /\____ ______ ______   E-mail: marrou@vsl.ist.ucf.edu
Visual    / /   / _   / / __  // ____// ____/               VSL: (407)658-5074
Systems  / /__ / /_/ / / / / // /___ / __/_  R. Marrou      Fax: (407)658-5059
Lab     /____//____/\\/_/ /_//_____//_____/ http://www.vsl.ist.ucf.edu/~marrou


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From: grantham@rum (Brad "Dances with Java" Grantham)
Message-Id: <199602262153.NAA18795@rum.asd.sgi.com>
Subject: Re: What is this?
To: info-performer@sgi.sgi.com
Date: Mon, 26 Feb 1996 13:53:25 -0800 (PST)
In-Reply-To: <9602261605.ZM4328@grail.vsl.ist.ucf.edu> from "Lance R. Marrou" at Feb 26, 96 04:05:27 pm
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Lance R. Marrou said:
> On Feb 26,  1:34pm, Nuno Godinho wrote:
> > What is the purpose of (channel, data)?
> [munch]
> > static void
> > CullChannel(pfChannel *channel, void *data)
> > {
> >     (channel, data);
> 
> It's put there to avoid a compiler warning.  The function should simply read:
> 
> static void
> CullChannel(pfChannel * /* channel */, void * /* data */ )

This works in C++ but not ordinary C.
According to the compiler on IRIX 5.3, prototypes require identifiers.
The definition

    void foo(int * /* a */, int * /* b */){}

yields

> cfe: Error: foo.c, line 1: identifier missing from parameter declaration
>  void foo(int *  , int *  )
>  ---------^
> Prototypes for function definitions require identifiers in parameter
> declarations.
> cfe: Error: foo.c, line 1: identifier missing from parameter declaration
>  void foo(int *  , int *  )
>  ------------------^
> Prototypes for function definitions require identifiers in parameter
> declarations.

		-Brad
-- 
Brad Grantham, grantham@asd.sgi.com, 415-933-4993, http://www.alt.net/~grantham



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Date: Mon, 26 Feb 1996 17:25:41 -0500
From: nicolas@cae.ca (Nicolas Gauvin)
Message-Id: <199602262225.RAA01026@osprey.cae.ca>
To: info-performer@sgi.sgi.com
Subject: fbsubtexload available on Infinite Reality?
Status: O


I would like to know if the Infinite Reality offers something
equivalent to the IRIS GL fbsubtexload and subtexload functions
that are available on Reality Engines.

     ___/     |       ___/ Nicolas Gauvin	   e-mail: nicolas@cae.ca
    /       / |      /     Software Developper	   voice: (514) 341-2000 x2275
   /       /  |     __/    CAE Electronics Ltd.    fax:   (514) 340-5496
  /       ___ |    /	   8585 Cote De Liesse, P.O. Box 1800
_____/  _/   _| _____/     Saint-Laurent, Quebec, Canada, H4L-4X4


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From: "Sharon Clay" <src@rose>
Message-Id: <9602261600.ZM22436@rose.asd.sgi.com>
Date: Mon, 26 Feb 1996 16:00:57 -0800
In-Reply-To: nicolas@cae.ca (Nicolas Gauvin)
        "fbsubtexload available on Infinite Reality?" (Feb 26,  5:25pm)
References: <199602262225.RAA01026@osprey.cae.ca>
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To: nicolas@cae.ca (Nicolas Gauvin), info-performer@sgi.sgi.com
Subject: Re: fbsubtexload available on Infinite Reality?
Mime-Version: 1.0
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+>---- On Feb 26,  5:25pm, Nicolas Gauvin wrote:
> Subject: fbsubtexload available on Infinite Reality?
->
->I would like to know if the Infinite Reality offers something
->equivalent to the IRIS GL fbsubtexload and subtexload functions
->that are available on Reality Engines.

Yes.  In OpenGL, this is the copy_texture OpenGL extension.
You can update all or part of a texture from the current GL_READ_BUFFER.
Sample routines are glCopyTexImage2DEXT() and glCopyTexSubImage2DEXT().
This is implemented on IMPACT as well.


src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@



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From: "Lionel Maiaux" <maiaux@silicium.corys.fr>
Message-Id: <9602270923.ZM9654@silicium>
Date: Tue, 27 Feb 1996 09:23:36 +0100
In-Reply-To: "Sharon Clay" <src@rose.asd.sgi.com>
        "Re: fbsubtexload available on Infinite Reality?" (Feb 26,  4:00pm)
References: <199602262225.RAA01026@osprey.cae.ca> 
	<9602261600.ZM22436@rose.asd.sgi.com>
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To: info-performer@sgi.sgi.com
Subject: fbsubtexload ?
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Status: O

On Feb 26,  4:00pm, Sharon Clay wrote:
> Subject: Re: fbsubtexload available on Infinite Reality?
>
> +>---- On Feb 26,  5:25pm, Nicolas Gauvin wrote:
> > Subject: fbsubtexload available on Infinite Reality?
> ->
> ->I would like to know if the Infinite Reality offers something
> ->equivalent to the IRIS GL fbsubtexload and subtexload functions
> ->that are available on Reality Engines.
>
> Yes.  In OpenGL, this is the copy_texture OpenGL extension.
> You can update all or part of a texture from the current GL_READ_BUFFER.
> Sample routines are glCopyTexImage2DEXT() and glCopyTexSubImage2DEXT().
> This is implemented on IMPACT as well.
>

I know that this OpenGL extension doesn't work very well on RE2 (it does not
subload other levels of a mipmap texture than 0), and I would like to know :
- if it's a system (5.3), an OpenGL implementation or an harware bug,
- if this bug will be corrected in the future on these machines,
- if this bug will be corrected on Infinite Reality (I hope so!).

If this extension works without bugs on Infinite Reality, it would be
interesting to know a little more about subload performances :
- what is the absolute cost (in ms) for the subload of a non-mipmapped and a
mip-mapped texture with a given size ?
- how does the texture size modify this cost ?
- what is the best place in the DRAW process to subload textures ?



From guest  Tue Feb 27 02:23:15 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9602271007.ZM19659@bitch.reading.sgi.com>
Date: Tue, 27 Feb 1996 10:07:11 +0100
In-Reply-To: nicolas@cae.ca (Nicolas Gauvin)
        "fbsubtexload available on Infinite Reality?" (Feb 26,  5:25pm)
References: <199602262225.RAA01026@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: fbsubtexload available on Infinite Reality?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

InfiniteReality will support the OpenGL extension:

glTexSubImage2DEXT()

There are also new copy framebuffer to texture memory extensions:

glCopyTexImage2DEXT()
glCopyTexSubImage2DEXT()

1D & 3D extensions are also supported.
The way to get functionality & performance from InfiniteReality is to
use OpenGL.

Rgds,
Angus.

On Feb 26,  5:25pm, Nicolas Gauvin wrote:
> Subject: fbsubtexload available on Infinite Reality?
>
> I would like to know if the Infinite Reality offers something
> equivalent to the IRIS GL fbsubtexload and subtexload functions
> that are available on Reality Engines.
>
>      ___/     |       ___/ Nicolas Gauvin	   e-mail: nicolas@cae.ca
>     /       / |      /     Software Developper	   voice: (514)
341-2000 x2275
>    /       /  |     __/    CAE Electronics Ltd.    fax:   (514) 340-5496
>   /       ___ |    /	   8585 Cote De Liesse, P.O. Box 1800
> _____/  _/   _| _____/     Saint-Laurent, Quebec, Canada, H4L-4X4
>
>-- End of excerpt from Nicolas Gauvin



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


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From: "Daniela Rainer" <zrgr0390@visin2.rus.uni-stuttgart.de>
Message-Id: <9602271625.ZM28546@visin2.rus.uni-stuttgart.de>
Date: Tue, 27 Feb 1996 16:25:13 +0100
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Hi,

is there anybody who knows how to create Stereo with OpenGL-Performer (2.0) . I
think I need the XSGISTEREO routines but I don't know to use them.

Thanks,

Daniela

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


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From: dcw@sarnoff.com (Daniel C. Williams X-2453)
Message-Id: <9602271526.AA12925@peanut.sarnoff.com>
Subject: Performer2.0 and Purify?
To: info-performer@sgi.sgi.com
Date: Tue, 27 Feb 1996 10:26:45 -0500 (EST)
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Status: O

Can anyone report on experiences using Purify and Performer 2.0?

I'm running Irix 5.3 and using IrisGL on a 3-pipe Onyx RE2.

I've created an executable that is mostly linked with DSOs; I was
forced to link statically with libpf_iv.a and call pfdLoadFile_iv
directly instead of going through the loader DSO lookup because that
gave me a runtime error that purify couldn't locate the purified
version of the DSO that Performer tried to load.

Anyway, here's the runtime error I now get:

ZPW: Zero page write:
  * This is occurring while in:
        _lmalloc       [amalloc.c:684]
        _amalloc       [amalloc.c:76]
        pfMemory::operator new(unsigned int,unsigned int,void*) [pfMemory.C:94]
        pfMemory::malloc(unsigned int,void*) [pfMemory.C:369]
        pfMalloc       [cMemory.C:31]
        pfdNewShare    [pfdShare.c:77]
        pfdConvertFrom_iv [pfiv.C:2199]
        loadIv(char*)  [pfiv.C:382]
        pfdLoadFile_iv [pfiv.C:171]
        pfGeometry::pfGeometry(RWCString&,const char*,const int) [pfGeometry.c++:31]
        DisplayWorker_i::createGeometry(const char*,const char*,CORBA_Environment&) [dwgeometry.c++:25]
        DisplayWorkerDisplayWorker_i::createGeometry(const char*,const char*,CORBA_Environment&) [DisplayWorker_i.h:97]
  * Writing 4 bytes to 0xc

Of course, this causes an immediate core dump.

It seems like more than just a coincidence that the problem is
occuring in the very library I had to treat specially to get it
to run in the first place.

It happens even when I force all stages into a single process.

I'd be grateful for any hints or clues.

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: "Tomas Moller" <tompa@clarus.se>
Message-Id: <9602271704.ZM3533@claws08.prosolvia.se>
Date: Tue, 27 Feb 1996 17:04:43 +0100
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Hello!

I am trying to get use a pfLightSource in the motif.C program in the Performer
2.0 distribution, but I have problems setting the correct parameters for the
framebuffer. I know that shadows require 32 bits zbuffer, non-multisampled.

I guess that these parameters should be set when opening the window.

This is what the code look like:

	// Create the Performer rendering widget with default visual
	Motif->vi = vi = pfChooseFBConfigData((void**)&(Motif->config),
		dsp, -1, NULL, pfGetSharedArena());

Has anyone a idea of how to change the parameters so I get 32 bits zbuffer etc?

Thanks,

Tomas

-- 



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From: Hilko Hoffmann <hilko@rsl.geogr.unizh.ch>
Message-Id: <9602271650.ZM4113@io>
Date: Tue, 27 Feb 1996 16:50:26 +0100
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Performers,

is there anybody who knows how to update ground fog height during simulation
loop? I tried:

pfESkyAttr(esky, PFES_GRND_FOG_TOP, newheight);

in the main loop but it failed. Ground fog is missing if I include the line
above...

I'm using Performer 1.2.

Thanks,
Hilko

-- 
Hilko Hoffmann                        hilko@rsl.geogr.unizh.ch

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


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Date: Tue, 27 Feb 1996 16:43:17 +0000
In-Reply-To: "Tomas Moller" <tompa@clarus.se>
        "" (Feb 27,  5:04pm)
References: <9602271704.ZM3533@claws08.prosolvia.se>
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/usr/share/Performer/src/pguide/libpr/C/winfbconfig.c
On Feb 27,  5:04pm, Tomas Moller wrote:
>
snip...
> Has anyone a idea of how to change the parameters so I get 32 bits zbuffer
etc?
snip...
>-- End of excerpt from Tomas Moller

Tomas

Have a look at /usr/share/Performer/src/pguide/libpr/C/winfbconfig.c

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins, Software Support Group, Silicon Graphics UK Ltd.       
Forum 1, Station Road, Theale, Reading, UK, RG7 4SB. 
tel 01734 257736, fax 01734 257553, email robj@reading.sgi.com,



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From: "Sharon Clay" <src@rose>
Message-Id: <9602270923.ZM512@rose.asd.sgi.com>
Date: Tue, 27 Feb 1996 09:23:54 -0800
In-Reply-To: "Lionel Maiaux" <maiaux@silicium.corys.fr>
        "fbsubtexload ?" (Feb 27,  9:23am)
References: <199602262225.RAA01026@osprey.cae.ca> 
	<9602261600.ZM22436@rose.asd.sgi.com> 
	<9602270923.ZM9654@silicium>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "Lionel Maiaux" <maiaux@silicium.corys.fr>, info-performer@sgi.sgi.com
Subject: Re: fbsubtexload ?
Mime-Version: 1.0
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+>---- On Feb 27,  9:23am, Lionel Maiaux wrote:
> Subject: fbsubtexload ?
->
->On Feb 26,  4:00pm, Sharon Clay wrote:
->> Subject: Re: fbsubtexload available on Infinite Reality?
->>
->> +>---- On Feb 26,  5:25pm, Nicolas Gauvin wrote:
->> > Subject: fbsubtexload available on Infinite Reality?
->> ->
->> ->I would like to know if the Infinite Reality offers something
->> ->equivalent to the IRIS GL fbsubtexload and subtexload functions
->> ->that are available on Reality Engines.
->>
->> Yes.  In OpenGL, this is the copy_texture OpenGL extension.
->> You can update all or part of a texture from the current GL_READ_BUFFER.
->> Sample routines are glCopyTexImage2DEXT() and glCopyTexSubImage2DEXT().
->> This is implemented on IMPACT as well.
->>
->
->I know that this OpenGL extension doesn't work very well on RE2 (it does not
->subload other levels of a mipmap texture than 0), and I would like to know :
->- if it's a system (5.3), an OpenGL implementation or an harware bug,

It is an RE implementation issue.  The IRIS GL implementation had these
limitations on RE and the OpenGL implementation for RE has the same
basic functionality.

->- if this bug will be corrected in the future on these machines,

Absolutely - IMPACT and InfiniteReality do not have these limitations.

->
->If this extension works without bugs on Infinite Reality, it would be
->interesting to know a little more about subload performances :
->- what is the absolute cost (in ms) for the subload of a non-mipmapped and a
->mip-mapped texture with a given size ?

IR texture downloads are several times faster than RE and IMPACT and is 
initially host limited.  You should initially see 160+++MBytes/sec, 
depending on CPU (R4K, R10K, ...).
With these kinds of rates, the real issue will be how fast you
can get the data off disk.

->- how does the texture size modify this cost ?

Bigger is always faster but I think you can do quite well wtih small 
loads < 32x32.

->- what is the best place in the DRAW process to subload textures ?

At the end of the frame, loading them for the next frame.
This is because the IR has parallelism in the pipe that lets you fill 
texture memory as you are doing rendering so you can overlap the 
fill-limited time at the end of the frame with setting off the texture 
downloads. Then, when you are ready to use the textures in the next frame
they will be ready.  Doing it at the start of the frame will delay your 
drawing and doing it on-demand wil cause interruptions
in the drawing stream.


src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@



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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9602271211.ZM15781@lee.electrogig.com>
Date: Tue, 27 Feb 1996 12:11:03 -0800
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: setting texture coordinates
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I am doing texture coordinate translation in the DRAW process by obtaining
the current coordinates, updating them as needed and setting it back again
on to its geoset. I want to know if there is a way to do this from the APP
process too. I have tried following the same procedure in the APP process,
but the new coordinates do not take effect. I thought it would be possible
because initially all geometry is created and assigned texture coordinates
from the APP process. So why can't I change it later on from within the same
process?

Any ideas/help would be appreciated.

thanks
-anita

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


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Message-Id: <31336535.6903@radiance.com>
Date: Tue, 27 Feb 1996 12:10:29 -0800
From: Srikanth Subramaniam <srikanth@radiance.com>
Organization: Radiance Software
X-Mailer: Mozilla 2.0b6a (Win95; I)
Mime-Version: 1.0
To: info-performer@sgi.sgi.com
Cc: ez3d@radiance.com
Subject: Ez3d web site ok
Content-Type: multipart/mixed; boundary="------------AF032BA6AA6"
Status: O

This is a multi-part message in MIME format.

--------------AF032BA6AA6
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit

Hi Performer users,

Radiance software had made an announcement earlier regarding Ez3d 
real-time 3D modeling system, but many interested people had problems 
with our Web site. Just wanted to let you know that the Web site is ok.

Do check out a demo version of Ez3d (which you can run either in 
full-feature/no-save or limited-feature/save modes). Attached is a 
feature list that may help you in your evaluation. Our price of under
** $2500 ** provides the most cost-effective (and a surprisingly 
powerful) solution for 3D real-time modeling for Performer applications, 
plus the added bonus of being able to publish VRML, and ray-trace.

-Srikanth
-- 
Radiance Software Intl              http://www.radiance.com/~radiance
Sales: (510) 848-7621               Fax: (510) 848-7613
Email: Ez3d@radiance.com            

-------

--------------AF032BA6AA6
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
Content-Disposition: inline; filename="Ez3d_features.html"

[Image]Ez3d 2.0 Features

   * Modeling
   * Real time
   * Scene Composition
   * VRML (Internet)
   * Colors, Materials and Textures
   * Photo-realism (raytracing)
   * Other

Modeling - Simple yet powerful modeling tools that are a pleasure to use.

Primitives
     Choose from basic high-level shapes such as cube, cylinder, etc. Create
     compact VRML files, and faster ray-traced images.
Potter
     Powerful, Intuitive sweep/extrude/bend tool lets you make complex
     NURBS-based 3D models easily. Manipulate sections, profile, axis and
     twist in a single interface and create holes and caps on objects.
Spline Surfing
     Tweak and bend surface control points.
Slice
     This unique tool lets you "slice" objects interactively and create caps
     on the sliced surface.
Face Builder
     Create polygons by directly creating vertices using "3D interactors".
     Stitch objects together into a single mesh of faces. Build outlines
     with any number of vertices - great for stage props.
Mold
     Unique feature allows you to push or pull an object's surface using "3D
     molding tools".
Lines
     Annotate using patterned lines of any thickness!
Mirror
     Create mirrored objects by interactively manipulating a real "mirror"
     in 3D.
3D Text
     Create "flying logos" in a wide variety of PostScript fonts. Change the
     bevel of the text using an intuitive curve editor.
2D Text
     Create 2D text for annotation and titling, in a wide variety of
     PostScript fonts.
Background Image
     Load an image in the background and use it to make your 3-D model
     creation process even easier.
3D Interactors
     Unique, intuitive "3D widgets" allow direct interaction of 3D objects.

Real-time modeling for virtual reality applications!

Level of Detail
     Create multiple representations and view ranges for the same object, to
     optimize browsing speed. Use complexity control and other modeling
     tools to edit "in place".
Automatic polygon reduction
     Mage-power feature! Reduce polygon complexity of any 3-D object. Create
     optimized VR objects from clip art or scanned data. Use polygon
     reduction for levels of detail.
Complexity control
     Automatic complexity control for all modeling tools.
Object Statistics
     Dynamically keeps track of the number of objects, polygon count and
     other useful scene information.
Optimized, compressed geometry and scene files
     Automatic geometry optimization (transform flattening, object fusing,
     etc), and file compression for VRML

Scene composition has never been easier!

Group/Ungroup
     Create object hierarchies by grouping selected objects together.
Hide/Show
     Hide objects or parts of objects for easier management of your scene.
Object List
     Select, rename, and manage objects using an intuitive list gizmo.
Transform editor
     Improved transform editor allows precise positioning for all tools
     (coarse objects, vertices, lights, and so on).
Snap Assembly
     Assemble objects with respect to each other by "snapping".
Import objects and scenes in a wide variety of 3-D formats including:

   * Iris Inventor (Inventor 1.x)
   * Open Inventor (Inventor 2.x)
   * Autodesk DXF
   * Wavefront obj
   * SOFTIMAGE
   * 3D Studio
   * IGES
   * Alias

Export objects and scenes in wide variety of 3-D formats including:

   * Iris Inventor
   * Open Inventor
   * Autodesk DXF
   * Wavefront obj
   * Rayshade
   * Renderman rib
   * VRML

VRML - Cruise the information super-highway!

WWW Anchor
     Allows creation of WWWlinks from 3-D objects in your scene to other
     resources (URLs) on the Internet.
WWW Inline
     Allows 3-D objects from any remote location on the Internet to be
     referenced and placed in your 3-D scene. "Auto inline" objects created
     in Ez3d.
Camera Viewpoints
     Create camera viewpoints that automatically appear in the 3D browser.
Preview
     Preview your virtual world or your Internet links using an Internet
     browser or a VR viewer from within Ez3d.
"Portable" VRML site creation
     Create relative links to local files automatically - inlines, anchors
     and textures - to create portable a VRML site that you can copy to your
     Web server as-is.
Automatic link verification
     Verify both local and remote links at the time of saving to VRML. Avoid
     dangling links!

Clothe your objects with color, materials and textures!

Display Style
     A wide variety of display style options including smooth/flat shading,
     wireframe / points, single/double sided lighing
Material Editor
     Make your objects shiny or transparent, set their specular and
     photo-real properties. Load from an elaborate palette of materials.
     Create or save your own materials. Set materials per face or vertex of
     an object to create high-performance "lighting" or "textured" effects.
Texture Editor
     Wrap your objects with RGB color/ bitmap images. Interactively scale,
     translate, rotate, or mirror texture maps. Texture Layering - Create
     upto 20 layers of intensity, bump or transparency maps, to create
     "bumpy skin" or "multiple decals."

Limelight - The (photo) real show begins... at the touch of a button!

Light Editor
     Create and edit different types of lights - Directional, Spot, Point ,
     Ambient and Headlight. Selectively shine light on objects.
Environment Editor
     Create stunning effects of fog, mist and other atmospheric effects.
Rayshade
     Produce professional quality ray-traced images. Create real shadows,
     reflections, multiple textures and bump maps, atmospheric effects,
     anti-aliasing, and so on - all using an intuitive graphical interface.
     Render images in a variety of image formats -- RGB, TIFF, PICT, GIF,
     PostScriptTM.
Background Rendering
     Render in the background and graphically monitor the progress of your
     renderings without going into a "shell"!
Remote Rendering
     Render on a remote system on your local network and graphically monitor
     the process of your renderings on the remote system!

Other features you'll love!

100% Graphical Interface - based on standard Motif (for Unix workstations)
or Windows MFC (for Windows NT) and OpenInventor 3D interface.
Undo/ Redo - Multiple levels of undo and redo for most operations.
3-D Clipboard - 3D copy/paste with other apps.
Quick Tutorial - no-nonsense half-hour tutorial to get you jump-started
Cue Cards - Context-sensitive on-line help.
On-line Manual - Hypertext (HTML) on-line help. Browse using Netscape or any
other HTML browser..
----------------------------------------------------------------------------

[Main] [Ez3d 2.0] [Features] [VRML] [Company] [Latest] [Download ]
[Feedback]
----------------------------------------------------------------------------
Radiance Software International

1726 Francisco Street, Berkeley, CA 94703
TEL:    (510) 848-7621    FAX: (510) 848-7613
E-MAIL: Ez3d@radiance.com
WWW:    http://www.radiance.com/~radiance

----------------------------------------------------------------------------
Last modified: February 13, 1996
----------------------------------------------------------------------------

--------------AF032BA6AA6--



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From: "Tom McReynolds" <tomcat@proxima>
Message-Id: <9602271244.ZM23970@proxima.asd.sgi.com>
Date: Tue, 27 Feb 1996 12:44:43 -0800
In-Reply-To: "AnitaKishore" <kishore@electrogig.com>
        "setting texture coordinates" (Feb 27, 12:11pm)
References: <9602271211.ZM15781@lee.electrogig.com>
X-Mailer: Z-Mail (3.2.3 18dec95 MediaMail)
To: "AnitaKishore" <kishore@electrogig.com>
Subject: Re: setting texture coordinates
Cc: info-performer@proxima
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Feb 27, 12:11pm, AnitaKishore wrote:
> Subject: setting texture coordinates
> I am doing texture coordinate translation in the DRAW process by obtaining
> the current coordinates, updating them as needed and setting it back again
> on to its geoset. I want to know if there is a way to do this from the APP
> process too. I have tried following the same procedure in the APP process,
> but the new coordinates do not take effect. I thought it would be possible
> because initially all geometry is created and assigned texture coordinates
> from the APP process. So why can't I change it later on from within the same
> process?

This should work. Are you sure you haven't ended up with separate copies of
the texture coordinate arrays or the geoset in the two processes? You may
be updating the APP copy of the geoset, and the DRAW copy isn't being
updated...

Can you supply a little more info?

		-Tom


>
> Any ideas/help would be appreciated.
>
> thanks
> -anita
>
> -------------------------------------------------------------------------
> Anita Kishore
> kishore@electrogig.com
> -------------------------------------------------------------------------
>
>-- End of excerpt from AnitaKishore




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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9602271343.ZM15989@lee.electrogig.com>
Date: Tue, 27 Feb 1996 13:43:51 -0800
In-Reply-To: "Tom McReynolds" <tomcat@proxima.asd.sgi.com>
        "Re: setting texture coordinates" (Feb 27, 12:44pm)
References: <9602271211.ZM15781@lee.electrogig.com> 
	<9602271244.ZM23970@proxima.asd.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Tom McReynolds" <tomcat@proxima>, "AnitaKishore" <kishore@electrogig.com>
Subject: Re: setting texture coordinates
Cc: info-performer@proxima
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

> > I am doing texture coordinate translation in the DRAW process by obtaining
> > the current coordinates, updating them as needed and setting it back again
> > on to its geoset. I want to know if there is a way to do this from the APP
> > process too. I have tried following the same procedure in the APP process,
> > but the new coordinates do not take effect. I thought it would be possible
> > because initially all geometry is created and assigned texture coordinates
> > from the APP process. So why can't I change it later on from within the
same
> > process?
>
> This should work. Are you sure you haven't ended up with separate copies of
> the texture coordinate arrays or the geoset in the two processes? You may
> be updating the APP copy of the geoset, and the DRAW copy isn't being
> updated...
>
> Can you supply a little more info?
>
> 		-Tom
>

I'ld be glad to...

	If I update texture coordinates from the DRAW process, it takes
effect. The updation is as follows:

DRAW callback:

	pfVec2 *texcoord = NULL;
	ushort *ilist    = NULL;

	pfClearChan(chan);
	pfDraw();

	// Now update tex coord.
	pfGetGSetAttrLists(*gset, PFGS_TEXCOORD2, (void **) &texcoord, &ilist);

	for (int i=0; i<4; i++)
	    texcoord[i][0] += 0.1f;  // translate along horizontal axis only

	pfGSetAttr(*gset, PFGS_TEXCOORD2, PFGS_PER_VERTEX, texcoord, ilist);


The above works fine if called from DRAW. But if I call the tex coord updation
part from the APP, then no change takes palce in the tex coordinates, ie: no
translation takes place.
"*gset" has been malloced in the pf shared arena and is a global var.

Hope this makes more sense.

thanks
-anita

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



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From: "Nicolas Gauvin" <nicolas@cae.ca>
Message-Id: <9602271712.ZM1716@osprey.cae.ca>
Date: Tue, 27 Feb 1996 17:12:28 -0500
In-Reply-To: "AnitaKishore" <kishore@electrogig.com>
        "Re: setting texture coordinates" (Feb 27,  1:43pm)
References: <9602271211.ZM15781@lee.electrogig.com> 
	<9602271244.ZM23970@proxima.asd.sgi.com> 
	<9602271343.ZM15989@lee.electrogig.com>
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To: kishore@electrogig.com
Subject: Re: setting texture coordinates
Cc: info-performer@sgi.sgi.com
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Content-Type: text/plain; charset=us-ascii
Status: O

On Feb 27,  1:43pm, AnitaKishore wrote:

> The above works fine if called from DRAW. But if I call the tex coord
updation
> part from the APP, then no change takes palce in the tex coordinates, ie: no
> translation takes place.
> "*gset" has been malloced in the pf shared arena and is a global var.
>
>-- End of excerpt from AnitaKishore

Using a pfCycleBuffer (from pf2.0) for the texture coordinates array would do
exactly what you want. The man pages of pfCycleBuffers provides
some simple examples. Your changes will also be frame accurate in a
multiprocess
environment.






-- 
     ___/     |       ___/ Nicolas Gauvin	   e-mail: nicolas@cae.ca
    /       / |      /     Software Developper	   voice: (514) 341-2000 x2275
   /       /  |     __/    CAE Electronics Ltd.    fax:   (514) 340-5496
  /       ___ |    /	   8585 Cote De Liesse, P.O. Box 1800
_____/  _/   _| _____/     Saint-Laurent, Quebec, Canada, H4L-4X4


From guest  Tue Feb 27 15:15:46 1996
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From: "Torsten Moeller" <tmoeller@cgrg.ohio-state.edu>
Message-Id: <9602271812.ZM708@stegosaur.cgrg.ohio-state.edu>
Date: Tue, 27 Feb 1996 18:12:31 -0500
In-Reply-To: Hilko Hoffmann <hilko@rsl.geogr.unizh.ch>
        "pfuCollideObj" (Feb 13, 11:30)
References: <9602131650.ZM11916@io>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Hilko Hoffmann <hilko@rsl.geogr.unizh.ch>
Subject: Re: pfuCollideObj
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

A few weeks back I also had a problem with the intersection pfu in
Performer 1.2 (Are you using 1.2?)

I discovered, that in the file
/usr/src/Performer/src/lib/libpfutil/isect.c
in the function pfuDiscFunc(pfHit *hit)
only the flag PFTRAV_CONT is returned.
That is the case since the discFunc defined in
/usr/src/Performer/src/lib/libpfutil/collide.c
is never called, since it is not passed as a parameter
in the function pfuSegsIsectNode.

Therefore an intersection test is still taking place,
but not necessarily the first (closest) intersection is
returned, but some randomly chosen one.

To get around this problem you need to change these functions either by
including discFunc as a parameter when you call pfuSegsIsectNode or you
need to change pfuDiscFunc so it returns the flags
(PFTRAV_CONT | PFTRAV_IS_CLIP_START)!

I hope this helps,

					Torsten.
--
Research Assistant   			ACCAD
tmoeller@cgrg.ohio-state.edu		Ohio State University



On Feb 13, 11:30, Hilko Hoffmann wrote:
> Subject: pfuCollideObj
> Performers,
>
> I want to use pfuCollideObj  to detect if the current position is under a
> simple polygon. The idea is to fired a ray upwards. See the follwing code
> fragment:
>
>
>
>     static void		*sharedArena	= NULL;
>     pfSeg		*upray;
>
>
>     if (sharedArena == NULL)
> 	sharedArena = pfGetSharedArena();
>
>     /* Set upray's specifications */
>     upray = (pfSeg*) pfMalloc(sizeof(pfSeg), sharedArena);
>     pfMakePolarSeg(upray, ViewState->viewCoord.xyz, 0.0, 90.0, 3000.0);
>
>     /*  Determine if intersection with polygons has occured */
>     if (pfuCollideObj(upray, regFog[0].fnode, hit, norm))
>         	printf("--%f %f %f\n", hit[0], hit[1], hit[2]);
>
>
>
>
> regFog[0].fnode contains polygon's node. I tested a version with
>
>      if (pfuCollideGrnd(&ViewState->viewCoord, regFog[0].fnode, hit))
>
> to be sure that regFog[0].fnode really contains the right node and it works!
>
> Does anybody know why pfuCollideObj  doesn't work?
>
> Regards,
>
> Hilko
>
> --
> Hilko Hoffmann                        hilko@rsl.geogr.unizh.ch
>
> Phone: +41 - 1 / 257 51 63            Remote Sensing Laboratories
> FAX:   +41 - 1 / 362 52 27            University of Zurich
>                                       Winterthurerstrasse 190
>                                       CH-8057 Zurich; Switzerland
>
>-- End of excerpt from Hilko Hoffmann




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Date: Wed, 28 Feb 1996 11:29:17 +0900
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Subject: pfiXformer?
Mime-Version: 1.0
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Status: O

I would like to provide our Performer applications with access to a new input
device (based on camera input) providing up to 6 degrees of freedom.

Ideally it should appear as an alternative to mouse with the standard
Trackball, Drive and Fly motion models supported. I would also like to
introduce other motion models.

What is the suggested way to extend the pfiXformer functionality? Where can I
find more info, details, guidelines, etc.

I am new to Performer and any suggestions would be greatly appreciated!


-- 
Kamen Kanev, PhD
Senior Researcher

Visual Science Laboratory
Awajicho MH Building
2021 Kanda Awajicho
Chiyoda-ku, Tokyo 101
JAPAN

Phone: +81-3-5256-7662
FAX:   +81-3-5256-1070

kamen@vsl.co.jp



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Date: Wed, 28 Feb 1996 16:59:33 +1100 (EST)
From: Robert Webb <robertw@wormald.COM.AU>
Subject: Re: setting texture coordinates
To: Performer mailing list <info-performer@sgi.sgi.com>
In-Reply-To: <Pine.OSF.3.91.960228164621.1767V-100000@murad>
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AnitaKishore <kishore@electrogig.com> wrote:

> I am doing texture coordinate translation in the DRAW process by obtaining
> the current coordinates, updating them as needed and setting it back again
> on to its geoset. I want to know if there is a way to do this from the APP
> process too. I have tried following the same procedure in the APP process,
> but the new coordinates do not take effect. I thought it would be possible
> because initially all geometry is created and assigned texture coordinates
> from the APP process. So why can't I change it later on from within the same
> process?

Ah, your array of texture coordinates must be allocated from the shared
arena with pfMalloc() before pfConfig().  After the processes are forked off
with pfConfig(), they then each have their own copy of all variables, so
arrays that are not in shared memory will be copied.  So in your APP you are
not changing the same array as the DRAW is using.  You must also be sure you
allocate the array before pfConfig() because if it is done after, only the
APPs local copy of the pointer to the array will be set top point at the
right place.

Was this the problem?

Rob.

 ____________________________________________________________________________
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Date: Wed, 28 Feb 1996 16:11:46 +0000
To: info-performer@sgi.sgi.com
From: arnaud@pobox.oleane.com (Space Magic Team)
Subject: Automatic landscape generation
X-Mailer: <Windows Eudora Version 1.4.2b16>
Status: O

I have to deal with a quite a big problem:
The aim is to generate a realistic landscape (in fact 3D database of the
landscape), from the altimetric data only.
I though this could be solved in 4 steps:
Rivers and lakes generation
Urban areas generation (position and size only for the moment)
roads and railways generation (linking villages and cities)
Vegetals generation (fields, grassland, forests ..)

We suppose we can rely on many parameters such as population density,
climate, lattitude ...

If anybody has heard about existing works on these topics, please help !!!!!!

 Best Regards
 ____________________________________________________________________
|             Julien Berta : arnaud@POBOX.oleane.com                 |
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|  o o  Thomson Training & Simulation                           o o  |
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|  o o  Thomson Training & Simulation                           o o  |
|  o o  Z.A. Les Boutries; 5, rue Leonardo da Vinci; B.P. 252   o o  |
|  o o  78703 Conflans Sainte Honorine Cedex    France          o o  |
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|____________________________________________________________________| 
  



From guest  Wed Feb 28 07:36:53 1996
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Date: Wed, 28 Feb 1996 07:34:40 -0800 (PST)
From: Tim Crane <stereo@well.com>
Subject: Re: OpenGL Performer and Stereo
To: rainer@rus.uni-stuttgart.de
Cc: info-performer@sgi.sgi.com, tcrane@crystaleye.com
In-Reply-To: <9602271625.ZM28546@visin2.rus.uni-stuttgart.de>
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I will email you some sample code when I get in to my office.

On Tue, 27 Feb 1996, Daniela Rainer wrote:

> Hi,
> 
> is there anybody who knows how to create Stereo with OpenGL-Performer (2.0) . I
> think I need the XSGISTEREO routines but I don't know to use them.
> 
> Thanks,
> 
> Daniela
> 
> -- 
> Daniela Rainer
> rainer@rus.uni-stuttgart.de
> 
> 


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From: Jason Buksh <JASON@vrsolns.co.uk>
To: info-performer@sgi.sgi.com
Date: Wed, 28 Feb 1996 12:11:44 +0000
Subject: Adding FLT file to Scene graphs
X-Mailer: Pegasus Mail for Windows (v2.23)
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Status: O

Dear all,
 I'm loading in a FLT file and adding it
 to my scene graph. As soon as the addition has
 been made the graph remains intact, but all 
geometry is culled as soon as the FLT object 
is out of sight. Can anyone cast any light on this 
problem?????


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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9602280839.ZM17096@lee.electrogig.com>
Date: Wed, 28 Feb 1996 08:39:02 -0800
In-Reply-To: Robert Webb <robertw@wormald.COM.AU>
        "Re: setting texture coordinates" (Feb 28,  4:59pm)
References: <Pine.3.89.9602281633.A19054-0100000@krusty>
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To: Robert Webb <robertw@wormald.COM.AU>,
        Performer mailing list <info-performer@sgi.sgi.com>
Subject: Re: setting texture coordinates
Mime-Version: 1.0
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Status: O

On Feb 28,  4:59pm, Robert Webb wrote:
> Subject: Re: setting texture coordinates
> AnitaKishore <kishore@electrogig.com> wrote:
>
> > I am doing texture coordinate translation in the DRAW process by obtaining
> > the current coordinates, updating them as needed and setting it back again
> > on to its geoset. I want to know if there is a way to do this from the APP
> > process too. I have tried following the same procedure in the APP process,
> > but the new coordinates do not take effect. I thought it would be possible
> > because initially all geometry is created and assigned texture coordinates
> > from the APP process. So why can't I change it later on from within the
same
> > process?
>
> Ah, your array of texture coordinates must be allocated from the shared
> arena with pfMalloc() before pfConfig().  After the processes are forked off
> with pfConfig(), they then each have their own copy of all variables, so
> arrays that are not in shared memory will be copied.  So in your APP you are
> not changing the same array as the DRAW is using.  You must also be sure you
> allocate the array before pfConfig() because if it is done after, only the
> APPs local copy of the pointer to the array will be set top point at the
> right place.
>
> Was this the problem?
>
> Rob.
>




Well, my simple question is:

	Is it possible to update texture coordinates of a particular
geoset from the APP process? If so, then how?

thanks

-anita


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


From guest  Wed Feb 28 08:55:12 1996
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Date: Wed, 28 Feb 1996 10:53:47 -0600 (CST)
From: Robert Stevenson <rstevens@eecs.uic.edu>
To: Performer Mailing List <info-performer@sgi.sgi.com>
Subject: pfiCollide documentation?
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Hi....I'm looking for some very basic collision detection to use with my
Perf2.0 program and stumbled upon the pfiCollide functions. 
Unfortunately, there isn't much documentation in the man pages and the
Perf. books. Does anyone have any documentation on these functions? 

Thanks for your help...

-Rob Stevenson
rstevens@eecs.uic.edu



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From: "Sharon Clay" <src@rose>
Message-Id: <9602280902.ZM15989@rose.asd.sgi.com>
Date: Wed, 28 Feb 1996 09:02:52 -0800
In-Reply-To: "AnitaKishore" <kishore@electrogig.com>
        "Re: setting texture coordinates" (Feb 28,  8:39am)
References: <Pine.3.89.9602281633.A19054-0100000@krusty> 
	<9602280839.ZM17096@lee.electrogig.com>
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To: "AnitaKishore" <kishore@electrogig.com>,
        Robert Webb <robertw@wormald.COM.AU>,
        Performer mailing list <info-performer@sgi.sgi.com>
Subject: Re: setting texture coordinates
Mime-Version: 1.0
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Status: O

+>---- On Feb 28,  8:39am, AnitaKishore wrote:
> Subject: Re: setting texture coordinates
->From guest@holodeck  Wed Feb 28 08:49:33 1996
->From: "AnitaKishore" <kishore@electrogig.com>
->Date: Wed, 28 Feb 1996 08:39:02 -0800
->In-Reply-To: Robert Webb <robertw@wormald.COM.AU>
->        "Re: setting texture coordinates" (Feb 28,  4:59pm)
->X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
->To: Robert Webb <robertw@wormald.COM.AU>,
->        Performer mailing list <info-performer@sgi.sgi.com>
->Subject: Re: setting texture coordinates
->
->On Feb 28,  4:59pm, Robert Webb wrote:
->> Subject: Re: setting texture coordinates
->> AnitaKishore <kishore@electrogig.com> wrote:
->>

->
->Well, my simple question is:
->
->	Is it possible to update texture coordinates of a particular
->geoset from the APP process? If so, then how?
->

Yes.

You need  the texture coordinates and the pfGeoSet are in shared
memory.  You also have to be careful that the variables you are using
to old the pointers to these shared locations are really initialized and valid
in both processes (or put them in your shared memory area as well -- like the 
perfly ViewState structure).  As Rob suggested, the base pointer to your shared
memory area must be initialized before pfConfig() so that your forked 
processes will have the pointer.
Performer will be simply pointing at your same shared 
pfGeoSet with your shared texture coordinate array in the draw process.
Our guess is that somehow you have gotten caught with a separate copy of
texture coordinates, or possibly a bogus pfGeoSet pointer, so that
when you change data in the APP, it is not really the same memory being looked at by the 
DRAW.  Can you verify that after you edit an array and pfGeoSet in the APP process
that you see the changed data in the draw process and that your draw process
pfGeoSet is really pointing at the correct array?


src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@



From guest  Wed Feb 28 09:14:56 1996
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Does anyone know the best way is to create multiple instances of a subset
of a scene graph. Namely, I have an object for which I wish to create
multiple instances and change the vertex values of each instance but
keep the same connectivity.


Any suggestions?

-Daniel Aliaga.


-- 
 <XXXXXXXXXXXXXXX)      XXXXXXXXXXXXXXXXXX       "Real men write self 
          XXX         XXX     XXXXX               modifying code."
       XXXXXXXXXXXXXXXXXXX/ 
        XXXXXXXXXXXXXXXXXX\                                  Daniel G. Aliaga


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From: "AnitaKishore" <kishore@electrogig.com>
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Date: Wed, 28 Feb 1996 09:17:04 -0800
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Yes!

	After mallocing tex coord and index in shared arena, it worked!
I see my mistake....

Thanks to all who responded.

-anita


From guest  Wed Feb 28 09:34:23 1996
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From: "Sharon Clay" <src@rose>
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Date: Wed, 28 Feb 1996 09:32:19 -0800
In-Reply-To: "AnitaKishore" <kishore@electrogig.com>
        "setting texture coord" (Feb 28,  9:17am)
References: <9602280917.ZM17245@lee.electrogig.com>
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+>---- On Feb 28,  9:17am, AnitaKishore wrote:
> Subject: setting texture coord
->From guest@holodeck  Wed Feb 28 09:29:16 1996
->From: "AnitaKishore" <kishore@electrogig.com>
->Date: Wed, 28 Feb 1996 09:17:04 -0800
->X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
->To: info-performer@sgi.sgi.com
->Subject: setting texture coord
->
->Yes!
->
->	After mallocing tex coord and index in shared arena, it worked!
->I see my mistake....
->

Congrats!
You, and those following along, have now graduated from the
IRIS Performer school of multiprocessing and shared memory!
src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@



From guest  Wed Feb 28 09:42:21 1996
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199602281734.JAA18888@tubes.asd.sgi.com>
Subject: Re: setting texture coordinates
To: guest (AnitaKishore)
Date: Wed, 28 Feb 96 9:34:20 PST
Cc: robertw@wormald.COM.AU, info-performer@sgi.sgi.com
In-Reply-To: <9602280839.ZM17096@lee.electrogig.com>; from "AnitaKishore" at Feb 28, 96 8:39 am
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Status: O

> 
> On Feb 28,  4:59pm, Robert Webb wrote:
> > Subject: Re: setting texture coordinates
> > AnitaKishore <kishore@electrogig.com> wrote:
> >
> > > I am doing texture coordinate translation in the DRAW process by obtaining
> > > the current coordinates, updating them as needed and setting it back again
> > > on to its geoset. I want to know if there is a way to do this from the APP
> > > process too. I have tried following the same procedure in the APP process,
> > > but the new coordinates do not take effect. I thought it would be possible
> > > because initially all geometry is created and assigned texture coordinates
> > > from the APP process. So why can't I change it later on from within the
> same
> > > process?
> >
> > Ah, your array of texture coordinates must be allocated from the shared
> > arena with pfMalloc() before pfConfig().  After the processes are forked off
> > with pfConfig(), they then each have their own copy of all variables, so
> > arrays that are not in shared memory will be copied.  So in your APP you are
> > not changing the same array as the DRAW is using.  You must also be sure you
> > allocate the array before pfConfig() because if it is done after, only the
> > APPs local copy of the pointer to the array will be set top point at the
> > right place.
> >
> > Was this the problem?
> >
> > Rob.
> >
> 
> 
> 
> 
> Well, my simple question is:
> 
> 	Is it possible to update texture coordinates of a particular
> geoset from the APP process? If so, then how?
> 

	You should use a pfCycleBuffer for the texture coordinate
array. /usr/share/Performer/src/pguide/libpf/C/morph.c uses a cyclebuffer
for a geoset's colors. One thing to remember is that you need to update 
all texture coordinates in the array before calling pfCBufferChanged().



From guest  Wed Feb 28 10:29:23 1996
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	 id SAA22695; Wed, 28 Feb 1996 18:20:40 +0100
From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9602281820.ZM22693@bitch.reading.sgi.com>
Date: Wed, 28 Feb 1996 18:20:40 +0100
In-Reply-To: "Sharon Clay" <src@rose.asd.sgi.com>
        "Re: setting texture coordinates" (Feb 28,  9:02am)
References: <Pine.3.89.9602281633.A19054-0100000@krusty> 
	<9602280839.ZM17096@lee.electrogig.com> 
	<9602280902.ZM15989@rose.asd.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "AnitaKishore" <kishore@electrogig.com>,
        Performer mailing list <info-performer@sgi.sgi.com>
Subject: Re: setting texture coordinates
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Status: O

Could it be that you've compiled your GeoSet to a display list?

pfGSetDrawMode(gset, PFGS_COMPILE_GL, PF_ON);

          Coherency
               If any attribute of the pfGeoSet changes then the burden is on
               the user to regenerate the GL display list through
               pfGSetDrawMode.

So updates to the data would not cause the display list to be recreated.

Rgds,
Angus.


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To: info-performer@sgi.sgi.com
Cc: jnemethy@harris.com
Subject: OpenGL NURBS curve vertices
Date: Wed, 28 Feb 1996 14:01:54 -0500
From: Joseph Nemethy <jnemethy@dw3f.ess.harris.com>
Status: O


Hi,  

   Is there a way to access the line segment vertices of an OpenGL
generated NURBS curve?  I have an application which can do it using
OpenInventor via the SoLineSegmentCB.  How can I do it using straight
OpenGL from a Performer 2.0 application?


Thanks,
-----------------------------------------------------------
Joe Nemethy                  |  Phone 407-984-5856 (Office)
Harris Corporation, ISD      |        407-984-6813 (Lab)
P.O. Box 98000               |  Fax   407-984-6323 
W3-3209                      |  email: jnemethy@harris.com
Melbourne, FL 32902          |
-----------------------------------------------------------
 



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Please 
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thanks!



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Date: Wed, 28 Feb 1996 23:48:42 +0100
To: info-performer@sgi.sgi.com
From: depinxi@pophost.eunet.be (Philippe Chiwy)
Subject: Problems in Irisgl-movietextures
Status: O

Hi performer guys...

We experience a problem with 'movie texturing'.

Thanks for any help, as this is an emergency problem.


We try to assign a sequence of images to a polygon by the following code.
It is inspired by the movietex.c (in the demos directory).

            
            {
            
            
            
            _itsTexture->setFormat(PFTEX_SUBLOAD_FORMAT, 1);
            _itsTexture->setFilter( PFTEX_MINFILTER, PFTEX_BILINEAR);
            
            _itsTexture->setFilter( PFTEX_MAGFILTER, PFTEX_BILINEAR);
            
            
            _itsTexture->setLoadMode(PFTEX_LOAD_LIST, PFTEX_LIST_AUTO_SUBLOAD);
            
             for (i = _startFrame; i <= _stopFrame; i++)
               {
               currTexName = (char *)pfCalloc(128,1);
               sprintf(currTexName,"%s%d",baseName,i);
            
            
               tex = new(arena) pfTexture;
               pfNotify(PFNFY_ALWAYS, PFNFY_PRINT,"\tLoading tex %s as
frame %d\n", currTexName, i);
               tex->loadFile(currTexName);
               tex->setFormat(PFTEX_SUBLOAD_FORMAT, 1);
               tex->setFilter(PFTEX_MINFILTER, PFTEX_BILINEAR);
               tex->setFilter(PFTEX_MAGFILTER, PFTEX_BILINEAR);
               aTexList->add(tex);
               }
            _itsTexture->setList(aTexList);
            
            
            
            }

// movie update is done by the following : 

            _itsTexture->setFrame(_currFrame);
            _itsTexture->apply();
            _currFrame++;
            if (_currFrame == _stopFrame)
              _currFrame = _startFrame;


If we compile it in openGL, it runs perfectly on a High Impact.
... but if we compile it with IRIS GL, it kills the windows manager
 on a Crimson RealityOne.... ONLY if we look at this polygon on certain
 angle ( +/- from backside).
 
 If we use the openGL version on the crimson, we get a core dump some-
 where in the texturing of that polygon :
 
           >  0 _bcopy(0x0, 0x1015f450, 0x400, 0x1015f450) ["bcopy.s":137,
0xfac0ae0]
      1 CreateLevel(0x1015f1d8, 0x0, 0x8041, 0x1015f450)        
["../VENICE/ven_texture.c":3148, 0xdb34150]
              2 __glvenlc_TexImage(0x2, 0xde1, 0x0, 0x8041)
["../VENICE/ven_texture.c":4536, 0xdb36ef8]
               3 __glvenlc_TexImage2D(0xde1, 0x0, 0x8041, 0x20)
["../VENICE/ven_texture.c":4566, 0xdb37104]
               4 pfTexture::pr_format(int,int)(0x18732790, 0x1015f450,
0x7ffd, 0xc) ["../../../lib/libpr/pfTexture.C":2669, 0x5c5f44ec]
               5 pfTexture::pr_subload(int,int,int,int,unsigned
int*,int,int,int,int,int,int,int)(0x18732790, 0x1, 0x801, 0x1)
["../../../lib/libpr/pfTexture.C":2761, 0x5c5f73b4]
               6 pfTexture::pr_apply(void)(0x18732790, 0x1015f450, 0x400,
0x1015f450) ["../../../lib/libpr/pfTexture.C":3407, 0x5c5b7c1c]
               7 pfTexture::apply(void)(0x0, 0x0, 0x5c5e21c4, 0x3)
["../../../lib/libpr/pfTexture.C":2061, 0x5c5c35d8]
               8 pfGeoState::pr_unwind(void)(0x18732700, 0x1015f450, 0x400,
0x1015f450) ["../../../lib/libpr/pfGeoState.C":1784, 0x5c5c2ad8]
               9 pfGeoState::pr_imApply(void)(0x18732700, 0x1015f450,
0x400, 0x1015f450) ["../../../lib/libpr/pfGeoState.C":1754, 0x5c5f8768]
               10
pfGeoSet::pr_draw(pfGeoState*,pfDispList*,pfStatsValGeom*)(0x187325b0,
0x18732700, 0x0, 0x1015f450) ["../../../lib/libpr/pfGeoSet.C":1698,
0x5c5c3104]
               11 _pfCuller::nb_draw(int)(0x187e6400, 0x0, 0x400,
0x1015f450) ["../../../lib/libpf/pfCuller.C":1419, 0x5c5c9404]
               12 beginDraw(int)(0x5d584910, 0x1015f450, 0x400, 0x1015f450)
["../../../lib/libpf/pfProcess.C":3847, 0x5c5eb0bc]
               13 pfDraw(0x0, 0x1015f450, 0x400, 0x1015f450)
["../../../lib/libpf/pfProcess.C":3873, 0x5c5f1700]
               14 DrawFunc(pfChannel*,void*)() ["../../common/main.C":242,
0x41a2e0]
            
             
 
 
 


de pinxi sa/nv
Av. Huart Hamoir 46
B-1030 Brussels
Phone : 32 2 245 75 01
Fax   : 32 2 215 72 06 




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From: "Uli Lechner" <uli@vislab.iastate.edu>
Message-Id: <9602281635.ZM1814@kahuna.me.iastate.edu>
Date: Wed, 28 Feb 1996 16:35:30 -0600
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To: info-performer@sgi.sgi.com
Subject: Moire-effect with flt database
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Status: O

Hi Performers!

I have a problem with my flt database:
I get a terrible moire effect on buildings with brick textures or other small
textures (my textures are of dimensions of powers of 2). I see the same effects
in 2.0 perfly with (or without) LOD and with differents levels of LOD while
using my database. The problems do  not appear when is use 1.2 perfly.

Is there any flag (filtering,texture mode) that I can set or
what can I do about it? Any ideas?

Uli


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Date: Wed, 28 Feb 1996 19:32:52 -0500 (EST)
From: "Eric A. Brittain" <ericb@immersive.lcs.mit.edu>
To: info-performer@sgi.sgi.com
Subject: Basic Performer 2.0 Question
Status: O

Hi Gang,

Really basic question...  If I write a Performer app, can someone run it
on an SGI that doesn't have the Performer Run-Time Environment?

In other words, is the Performer Run-Time Environment just the shared libraries
that are needed to run Performer apps?

Also, if I wanted to write a Performer App for a machine w/o Run-time
Environment, would I need to compile it using the static libraries?  If so,
how do you do that?

Am I really confused about how all this works? :^)

Eric




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From: "Andy Walker" <andy@multigen.com>
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Date: Wed, 28 Feb 1996 15:48:40 -0800
In-Reply-To: Jason Buksh <JASON@vrsolns.co.uk>
        "Adding FLT file to Scene graphs" (Feb 28, 12:11pm)
References: <825520861.25204.0@vrsolns.demon.co.uk>
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To: Jason Buksh <JASON@vrsolns.co.uk>
Subject: Re: Adding FLT file to Scene graphs
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Status: O

Jason

It sounds like culling is working correctly.  You don't want to waste time
sending polygons down the video pipe when you don't need to draw them anymore.
 They would no longer be part of the scene graph since they are not in view.
 Am I missing something here?

Andy

-- 
Andrew R. Walker			awalker@multigen.com
Member of Technical Staff		( 408 ) - 556 - 2627 DIRECT
MultiGen Inc.				( 408 ) - 261 - 4100 MAIN
550 S. Winchester Blvd. Suite 500	( 408 ) - 261 - 4101 FAX
San Jose, CA 95128                      http://www.multigen.com/


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To: info-performer@sgi.sgi.com
Subject: Q:Too many Ref Counts
Content-Length: 296
Status: O

When I read Wavefront "obj" file with pfdLoadFile, the Reference Counts
of the GeoSet and Texture objects are over 1. In my case referenec count fo
GeoSet is 2 and of Texture is 3. I'm wondering if I could replace the geoset
with New texture with pfGStateAttr func and remove old texture object.


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From: "Andy Walker" <andy@multigen.com>
Message-Id: <9602281618.ZM5262@repo.engr.multigen.com>
Date: Wed, 28 Feb 1996 16:18:23 -0800
In-Reply-To: "Uli Lechner" <uli@vislab.iastate.edu>
        "Moire-effect with flt database" (Feb 28,  4:35pm)
References: <9602281635.ZM1814@kahuna.me.iastate.edu>
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To: "Uli Lechner" <uli@vislab.iastate.edu>, info-performer@sgi.sgi.com
Subject: Re: Moire-effect with flt database
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Status: O

Uli:

It sounds like your Minification filters are set wrong in you patterns
attribute files.  With your version of MultiGen/ModelGen edit the texture
attribute files to be:

Min Filter = Trilinear
Mag Filter = Bilinear

Try playing with your filters until you get the results you desire.

Andy

-- 
Andrew R. Walker			awalker@multigen.com
Member of Technical Staff		( 408 ) - 556 - 2627 DIRECT
MultiGen Inc.				( 408 ) - 261 - 4100 MAIN
550 S. Winchester Blvd. Suite 500	( 408 ) - 261 - 4101 FAX
San Jose, CA 95128                      http://www.multigen.com/


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From: "Angus Henderson" <angus@death.reading.sgi.com>
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Date: Thu, 29 Feb 1996 09:02:18 +0000
In-Reply-To: "Lionel Maiaux" <maiaux@silicium.corys.fr>
        "fbsubtexload ?" (Feb 27,  9:23am)
References: <199602262225.RAA01026@osprey.cae.ca> 
	<9602261600.ZM22436@rose.asd.sgi.com> 
	<9602270923.ZM9654@silicium>
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To: info-performer@sgi.sgi.com
Subject: Re: fbsubtexload ?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I know it's odd a SIlicon Graphics person asking this question on a public Mail
list but one of you is bound to know more than I do today...

I use IRIS GL fbsubtexload in my distortion correction Performer 1.2 app.
I am keen to try it on an infinite reality but I have not yet found a machine
that responds sensibly to

man glCopyTexImage2DEXT or
man glCopyTexSubImage2DEXT...

I use fbsubtexload with the "special modifier" flag of 1, which although poorly
documented seems to allow transfer of packed 16 bit texels. If anyone can shed
light on the OPENGL equivalent that would be nice.

I have been cautiously told to expect around 80 M texels/s for framebuffer to
texture RAM copies. - thats fbsubtexloads not subtexloads.

distortion correction for twisted minds...

ANgus


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Date: Thu, 29 Feb 1996 09:12:25 +0000
In-Reply-To: "Kamen Kanev" <kamen@vsl.co.jp>
        "pfiXformer?" (Feb 28, 11:29am)
References: <9602281129.ZM4935@dacca>
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To: "Kamen Kanev" <kamen@vsl.co.jp>, info-performer@sgi.sgi.com
Subject: Re: pfiXformer?
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Status: O

To set an eyepoint in Performer is trivial - you don't need to extend
pfiXformer. Just put the coords & matrix or euler angles from your tracker into
pfChanView.

If you like the collisions in the xformers try using pfuCollide - it's much
easier to get into.

ANgus


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9602290937.ZM23272@bitch.reading.sgi.com>
Date: Thu, 29 Feb 1996 09:37:27 +0100
In-Reply-To: "Andy Walker" <andy@multigen.com>
        "Re: Moire-effect with flt database" (Feb 28,  4:18pm)
References: <9602281635.ZM1814@kahuna.me.iastate.edu> 
	<9602281618.ZM5262@repo.engr.multigen.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Andy Walker" <andy@multigen.com>, "Uli Lechner" <uli@vislab.iastate.edu>,
        info-performer@sgi.sgi.com
Subject: Re: Moire-effect with flt database
Mime-Version: 1.0
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Status: O

This is a nit pick but the minification filter should be TX_MIPMAP_TRILINEAR.
For some platforms you could deliberately select lower quality MIP mapping,
but the loader may handle this.

Rgds,
Angus.

On Feb 28,  4:18pm, Andy Walker wrote:
> Subject: Re: Moire-effect with flt database
> Uli:
>
> It sounds like your Minification filters are set wrong in you patterns
> attribute files.  With your version of MultiGen/ModelGen edit the texture
> attribute files to be:
>
> Min Filter = Trilinear
> Mag Filter = Bilinear
>
> Try playing with your filters until you get the results you desire.
>
> Andy
>
> --
> Andrew R. Walker			awalker@multigen.com
> Member of Technical Staff		( 408 ) - 556 - 2627 DIRECT
> MultiGen Inc.				( 408 ) - 261 - 4100 MAIN
> 550 S. Winchester Blvd. Suite 500	( 408 ) - 261 - 4101 FAX
> San Jose, CA 95128                      http://www.multigen.com/
>
>-- End of excerpt from Andy Walker



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


From guest  Thu Feb 29 01:43:46 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9602290941.ZM23278@bitch.reading.sgi.com>
Date: Thu, 29 Feb 1996 09:41:03 +0100
In-Reply-To: "Angus Henderson" <angus@death>
        "Re: fbsubtexload ?" (Feb 29,  9:02am)
References: <199602262225.RAA01026@osprey.cae.ca> 
	<9602261600.ZM22436@rose.asd.sgi.com> 
	<9602270923.ZM9654@silicium> 
	<9602290902.ZM21385@death.reading.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Angus Henderson" <angus@death.reading.sgi.com>,
        info-performer@sgi.sgi.com
Subject: Re: fbsubtexload ?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

So what was the question ? :)

Rgds,
Angus (the other one).

On Feb 29,  9:02am, Angus Henderson wrote:
> Subject: Re: fbsubtexload ?
> I know it's odd a SIlicon Graphics person asking this question on a public
Mail
> list but one of you is bound to know more than I do today...
>
> I use IRIS GL fbsubtexload in my distortion correction Performer 1.2 app.
> I am keen to try it on an infinite reality but I have not yet found a machine
> that responds sensibly to
>
> man glCopyTexImage2DEXT or
> man glCopyTexSubImage2DEXT...
>
> I use fbsubtexload with the "special modifier" flag of 1, which although
poorly
> documented seems to allow transfer of packed 16 bit texels. If anyone can
shed
> light on the OPENGL equivalent that would be nice.
>
> I have been cautiously told to expect around 80 M texels/s for framebuffer to
> texture RAM copies. - thats fbsubtexloads not subtexloads.
>
> distortion correction for twisted minds...
>
> ANgus
>
>-- End of excerpt from Angus Henderson




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Date: Thu, 29 Feb 1996 20:28:22 +1100 (EST)
From: Robert Webb <robertw@wormald.COM.AU>
Subject: Splint error?
To: Performer mailing list <info-performer@sgi.sgi.com>
Message-Id: <Pine.3.89.9602292005.A24835-0100000@krusty>
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What on Earth is a "Splint error"?  My Performer program just crashed in 
the DRAW process and said this:

Splint error
PF Notice:       Caught SIGCHLD. Exiting due to death of child with pid 2535.


No core file is left, so I'm at a loss as to what to do.
Anyone ever heard of this?

Thanks,
Rob.

 ____________________________________________________________________________
|                                          ""--..__---....__                 |
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| | \(_)|_)(/_|   |_   \/\/ (/_|_)|_)o                    "-.--._  "-._      |
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| robertw@wormald.com.au                                        ",  "-.    `.|
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|                                                                   ',    `. |
| "You don't have to put on clothes,                                  ',    `|
|  Nobody has to hide,                                                  ',   |
|  'coz everyone already knows" - Cat Stevens.                            \  |
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+----------------------------------------------------------------------------+



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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9602291019.ZM23365@bitch.reading.sgi.com>
Date: Thu, 29 Feb 1996 10:19:34 +0100
In-Reply-To: "Angus Dorbie" <dorbie>
        "Re: fbsubtexload ?" (Feb 29,  9:41am)
References: <199602262225.RAA01026@osprey.cae.ca> 
	<9602261600.ZM22436@rose.asd.sgi.com> 
	<9602270923.ZM9654@silicium> 
	<9602290902.ZM21385@death.reading.sgi.com> 
	<9602290941.ZM23278@bitch.reading.sgi.com>
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To: "Angus Henderson" <angus@death.reading.sgi.com>,
        info-performer@sgi.sgi.com
Subject: Re: fbsubtexload ?
Mime-Version: 1.0
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On Feb 29,  9:41am, Angus Dorbie wrote:
> Subject: Re: fbsubtexload ?
> So what was the question ? :)
>
> Rgds,
> Angus (the other one).
>
> On Feb 29,  9:02am, Angus Henderson wrote:
> > Subject: Re: fbsubtexload ?

> > I use fbsubtexload with the "special modifier" flag of 1, which although
> poorly
> > documented seems to allow transfer of packed 16 bit texels. If anyone can
> shed
> > light on the OPENGL equivalent that would be nice.

> >
> >-- End of excerpt from Angus Henderson
>
>
>
>-- End of excerpt from Angus Dorbie


Ahhh, I should have looked more closely. Have you tried this on an IMPACT?
If it's not there you could check the patch server for OpenGL functionality
on IMPACT.

Also, look in

http://cadillac.asd.sgi.com/palace/Specs/copy_texture.spec

for a man page on EXT_copy_texture.

For general IR porting info, ingluding OpenGL, look in

http://cadillac.asd.sgi.com/palace/

Rgds,
Angus.

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


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From: "Javier Castellar" <javier@sixty>
Message-Id: <9602290325.ZM3252@sixty.asd.sgi.com>
Date: Thu, 29 Feb 1996 03:25:17 -0800
In-Reply-To: "Angus Henderson" <angus@death.reading.sgi.com>
        "Re: fbsubtexload ?" (Feb 29,  9:02am)
References: <199602262225.RAA01026@osprey.cae.ca> 
	<9602261600.ZM22436@rose.asd.sgi.com> 
	<9602270923.ZM9654@silicium> 
	<9602290902.ZM21385@death.reading.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: TEXTURE PAGING, Q&A
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi all,

Questions and my Answers:

RealityEngine2, gl
------------------

Q: Paging from main memory to texture memory (subtexload).

A: For 16bit texels is from 59Mtexels/s (1k^2) to 22Mtexels/s (64^2)

Q: Paging from framebuffer to texture memory (fbsubtexload)

A: For Luminance texels (from one component) is from 25Mpixels/s (1kx1k) to 15M
A: For 16bit texels in general is about 9Mpixels/s to 5Mpixles/s

Q: This numbers are no so bad, doesn't it ?

A: Well, keep in mind that it blocks all the pipe while paging (trade off
between paging versus geometry and fill).
A: Well, but only page to Bilinear textures.


InfiniteReality, ogl
--------------------

Q: Paging from main memory to texture memory.

A: I have seen on preproduction machines 160 MB/s (this number could change to
better in the production machines)

Q: Paging from framebuffer to texture memory

A: I have seen on preproduction machines 250 MB/s (this number ... )


Q: This numbers are no so bad, doesn't it ?

A: This numbers are even better, since the IR is able to fill and page at the
same time, which means that the old trade off the paging versus time to render
is no longer a big issue)

I am not responsable of this numbers ... blah ... blah.... the final numbers
could be different ... blah ... blah ...

All the above numbers are a "sample" from some tests and demos that we have
made. As far as i know the marketing numbers are going to be around to the
actual final numbers on the machines that we will ship in March.

Order one IR now or you will have to wait !!!!!

And please, this time do not wait three years to use the advance features of
the machine. The RE2 numbers for texture paging have been working since 5.0.1.

If you think that some feature is not covered by your current version of
performer at one time, or if you think that you need a more custom use of this
capabilities,  please fell free to use Draw callbacks.

If you wish to make a difference in your products in relation with your
competitors, please, use the advance features.

-Javier
"1% G. limited, 9% F. limited, 90% B. limited"

-- 
*************************************************************************
* Javier Castellar Arribas     * Email:              javier@asd.sgi.com *                 
*                              * Vmail:            		 3-1589 *            
* Member of Technical Staff    * Phone: (415)-933-1589 | 933-2108 (lab) *
* Applied Engineering 	       * Fax:                    (415)-964-8671 *     
* Advanced Systems Division    * MailStop:                       8L-800 *
************************************************************************* 
* Silicon Graphics Inc.                                                 *
* 2011 N. Shoreline Boulevard,                                          *                        
* Mountain View, California 94043-1386, USA                             *
*************************************************************************
"Violence is the last refuge of the incompetant"
						Hari Seldon



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Date: Thu, 29 Feb 1996 15:30:40 -0500 (EST)
From: Mike Goslin <goslin@cs.unc.edu>
To: info-performer@sgi.sgi.com
Subject: bicubic texture mode 
Message-Id: <Pine.SUN.3.90.960229151526.24589A-100000@hydra>
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We've looked into the PFTEX_BICUBIC problem I asked for advice on a week 
or so ago.  It appears that the default bicubic filter is not correct for 
our texture maps.  When we replace the default filter with a notch filter
using TX_BICUBIC_FILTER, 1.5, -0.25 as part of the props argument to
texdef2d in GL, everything looks great and the artifacts are smoothed 
away.  Unfortunately, there is no clear way to set this filter value in 
Performer.  I've tried making a GL texdef2 call from my Performer app to 
try and initialize the filter, and this didn't seem to work.  Is there a 
better solution or will I need to define and apply all my textures using 
GL callbacks in order to use this bicubic filter mode?  I hope I've 
overlooked some easy solution to this.  

Thanks,

Mike
-----------------------------------------------------------------------------

    Mike Goslin      				        (goslin@cs.unc.edu)
    The University of North Carolina at Chapel Hill 
    Department of Computer Science		  	office: (919)962-1719
    CB# 3175 Sitterson Hall				fax:    (919)962-1799
    Chapel Hill, North Carolina 27599			home:	(919)942-0043

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


---------- Forwarded message ----------
Date: Wed, 21 Feb 1996 12:14:45 -0500 (EST)
From: Mike Goslin <goslin@cs.unc.edu>
To: info-performer@sgi.sgi.com
Subject: bicubic texture mode


I'm getting some unusual results when using TX_BICUBIC mode for 
texturing.  This is really a GL problem, because I have the same problem 
in GL as I get in Performer.  Could someone refer me to the appropriate 
person on this (or pass this on to him/her)?

Here's the problem:  I'm using TX_BICUBIC mode to filter a texture map 
and I'm seeing artifacts that are texel-related.  The smoothness of the 
image falls somewhere between TX_POINT and TX_BILINEAR in quality.  The 
image itself is a texture map generated by sampling a bicubic lighting 
function for a particular surface, so it is really an intensity 
gradient.  The image is 32x32, and I'm using 4 components with 16 bits 
per component (TX_INTERNAL_FORMAT is TX_RGBA_12).  

TX_BICUBIC seems to work okay for smaller textures (4x4), but I figured 
this might be related to the kernel size for the bicubic filter because 
it doesn't need to be shifted to filter the entire image.

Thanks,

Mike
-----------------------------------------------------------------------------

    Mike Goslin      				        (goslin@cs.unc.edu)
    The University of North Carolina at Chapel Hill 
    Department of Computer Science		  	office: (919)962-1719
    CB# 3175 Sitterson Hall				fax:    (919)962-1799
    Chapel Hill, North Carolina 27599			home:	(919)942-0043

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





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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9602291233.ZM18346@lee.electrogig.com>
Date: Thu, 29 Feb 1996 12:33:22 -0800
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: pfdCleanTree question
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I am trying to use my own function to decide if a node should ibe cleaned
up or not. This is in the pfiv loader - pfiv.C

So I do the following in pfiv.C:

if (DoClean)
        result = pfdCleanTree(result, cleanNode);


"cleanNode" is my function which will decide about node deletion and is
as follows:


int cleanNode(pfuTraverser *trav)
{
	pfGroup *currGrp = (pfGroup *) trav->node;

	if (currGrp == doNotDeleteNode)
	    return FALSE;
	else return TRUE;
}

The above function fails because "trav->node" is NULL. Why doesn't "trav"
have a proper node address?

Am I not using it properly? Do I need to declare a separate traverser
and call pfuInitTraverser on it in pfiv.C?

Please help....

-anita

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


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From: "Gary E Williams" <gewillia@afit.af.mil>
Message-Id: <9602291618.ZM10931@rembrandt.afit.af.mil>
Date: Thu, 29 Feb 1996 16:18:33 -0500
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Help: Textures not loading
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi Gang,

I'm having problems getting textures to load into an application.  The app uses
a great deal of texture memory for other textures which are already loading
correctly.  The other models are using flt format and therefore a different
loader.  I created the new model with DWB 3.0.2 and the loader I'm using is
version 2.2.  We're still using Performer 1.2 for the time being.  We load all
the textures during initialization with a call to pfuMakeTexList and I'm
watching them load with pfuDownloadTexList.  All the other textures show up,
but mine don't.  Does anyone know if there is a real problem or limitation with
the DWB loader or am I most likely doing something wrong?  I'm still pretty new
to Performer so I figure there's a fair chance it's my mistake.  We have an
Onyx RE^2 with 4MB texture memory.  Thanks in advance for any guidance you can
provide!

Gary

-- 
*************************************************************

GARY E. WILLIAMS, Capt, USAF
MS Student: Modeling & Simulation
Air Force Institute of Techonology (AFIT)

gewillia@afit.af.mil
http://www.afit.af.mil/ENGgraphics/people/gewillia/index.html



From guest  Thu Feb 29 15:24:49 1996
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Date: Thu, 29 Feb 1996 21:31:43 +1100 (EST)
From: Simon Bennett <simonb@wormald.com.au>
X-Sender: simonb@murad
To: Robert Webb <robertw@wormald.com.au>
Cc: Performer mailing list <info-performer@sgi.sgi.com>
Subject: Re: Splint error?
In-Reply-To: <Pine.3.89.9602292005.A24835-0100000@krusty>
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Status: O

On Thu, 29 Feb 1996, Robert Webb wrote:

> What on Earth is a "Splint error"?  My Performer program just crashed in 
> the DRAW process and said this:
> Splint error
> PF Notice:       Caught SIGCHLD. Exiting due to death of child with pid 2535.

Well... it lives in libgl.so ... and there's a gl_spint Proc....

Does that help anybody help us?

+----------------------------------------------------------------------------+
  Simon Bennett       simonb@wormald.com.au
  Wormald Technology  Advanced Systems Engineering Ph: +61 2 9981 0611 (x512)

          Meeting - an event where you take minutes and waste hours.



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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9602291800.ZM18635@lee.electrogig.com>
Date: Thu, 29 Feb 1996 18:00:41 -0800
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To: info-performer@sgi.sgi.com
Subject: texture matrix
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I am using gl commands to download texture matrix. I was not able to localize
the texture matrix effect to the textures I wanted. Once downloaded, it
effected
all geometry textures following the current node. I used node trav callback.
Every download, the texture matrix was first upodated for texture coord.
translation, then downloaded. This would translate all textures following
the one I wanted.

So I thoigh of using a post-trav callback as follows:

	myNode->setTravFuncs(PFTRAV_DRAW, downloadTexMatrix, restoreTexMatrix);

downloadTexMatrix :

	get texMat from userData
	long matMode = getmmode();
	mmode ( MTEXTURE );
	loadmatrix(texMat);
	mmode(matMode);

restoreTexMatrix :

	long matMode = getmmode();
	mmode ( MTEXTURE );
	loadmatrix(identityMatrix)
	mmode(matMode);

But now, this doesn't do any translation at all to any of the textures.
Any one knows why? and how to get the effect that I want?

Thanks for any help

-anita

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


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To: Robert Webb <robertw@wormald.COM.AU>
Cc: info-performer@sgi.sgi.com
Subject: Re: Splint error? 
In-Reply-To: Your message of "Thu, 29 Feb 96 20:28:22 +1100."
             <Pine.3.89.9602292005.A24835-0100000@krusty> 
Date: Thu, 29 Feb 96 18:07:36 -0800
From: Simon Hui <shui@kid>
Status: O


> From:    Robert Webb <robertw@wormald.COM.AU>
> To:      Performer mailing list <info-performer@sgi.sgi.com>
> Subject: Splint error?
>
> What on Earth is a "Splint error"?  My Performer program just crashed in 
> the DRAW process and said this:

There is apparently a bug in the gl's interpretation of your detail or
sharpen texture spline function; it looks like two of the control points
are coincident, which trips the bug in the gl.  What are the control points 
of the spline that you are using?  There is probably an easy workaround.

Simon
 



