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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9603010957.ZM24850@bitch.reading.sgi.com>
Date: Fri, 1 Mar 1996 09:57:05 +0100
In-Reply-To: "AnitaKishore" <kishore@electrogig.com>
        "texture matrix" (Feb 29,  6:00pm)
References: <9602291800.ZM18635@lee.electrogig.com>
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To: "AnitaKishore" <kishore@electrogig.com>, info-performer@sgi.sgi.com
Subject: Re: texture matrix
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Status: O

Use pushmatrix & popmatrix to save & restore the default texture matrix.

Rgds,
Angus.

On Feb 29,  6:00pm, AnitaKishore wrote:
> Subject: texture matrix
> 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.
>-- End of excerpt from AnitaKishore



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


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From: Luc Renambot <renambot@irisa.fr>
Newsgroups: irisa.listes.info-performer
Subject: Link Performer with a program
Date: Fri, 01 Mar 1996 11:36:55 +0100
Organization: IRISA, Campus de Beaulieu, 35042 Rennes Cedex, FRANCE
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Status: O

Hello,
For the moment, I use Performer like a visualization tool : I had
a radiosity program generating file with shaded triangle or quad
and I load it with perfly. It's interesting !

But now, I want to link my program with something like perfly
to see interactively the computation (the evolution of the shading for a
set of polygons) and to walk in the scene, perhaps with pipe, shared memory,
or something else ...

Does anyone had idea or pointer to an example (I don't find this
in Perfomer examples) ?

Thanks in advance.

Luc.

-- 
Renambot Luc        : renambot@irisa.fr
Irisa - Equipe CAPS : http://www.irisa.fr/caps
Tel: 99-84-72-21


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From: "Tomas Moller" <tompa@clarus.se>
Message-Id: <9603011002.ZM11815@claws08.prosolvia.se>
Date: Fri, 1 Mar 1996 10:02:13 +0100
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To: info-performer@sgi.sgi.com
Subject: Shadows in Performer 2.0
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Status: O

Hello!

I have managed to set up a scene lit by a pfLightSource that cast shadows and I
have a few questions.

1) My shadows are all black. Is it possible to generate shadows with
   transparency so that the object's color on which the shadow is cast will
   be seen through the shadow?

2) You could set the PFLS_SHADOW_DISPLACE_OFFSET and PFLS_SHADOW_DISPLACE_SCALE
   for the pfLightSource but I have not found any explanation on these.
   I guess the OFFSET is to be used to avoid self-shadowing. What is the SCALE-
   parameter to be used for and what exactly to these parameters do?

3) I also have a problem with transparency. My shadowed model includes a few
   surfaces that are transparent, but when I turn on the shadows the
   transparency disappears. Anyone had similar problems?

4)  The man page says that "shadows and projected textures are not clipped or
    properly computed behind a pfLightSource. Instead, geometry behind the
    pfLightSource will be textured randomly."
    Will surfaces that are outside the frustum of the pfLighSource but in front
    of the pfLightSource also be "randomly textured"? At least mine are.
    Is it possible to set for example PFTEX_CLAMP or anything to avoid this
    effect?

Thanks,
Tomas


-- 



From guest  Fri Mar  1 07:47:33 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9603011531.ZM25246@bitch.reading.sgi.com>
Date: Fri, 1 Mar 1996 15:31:14 +0100
In-Reply-To: "Tomas Moller" <tompa@clarus.se>
        "Shadows in Performer 2.0" (Mar  1, 10:02am)
References: <9603011002.ZM11815@claws08.prosolvia.se>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Tomas Moller" <tompa@clarus.se>, info-performer@sgi.sgi.com
Subject: Re: Shadows in Performer 2.0
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Mar 1, 10:02am, Tomas Moller wrote:
> Subject: Shadows in Performer 2.0
> Hello!
>
> I have managed to set up a scene lit by a pfLightSource that cast shadows and
I
> have a few questions.
>
> 1) My shadows are all black. Is it possible to generate shadows with
>    transparency so that the object's color on which the shadow is cast will
>    be seen through the shadow?
>
> 2) You could set the PFLS_SHADOW_DISPLACE_OFFSET and
PFLS_SHADOW_DISPLACE_SCALE
>    for the pfLightSource but I have not found any explanation on these.
>    I guess the OFFSET is to be used to avoid self-shadowing. What is the
SCALE-
>    parameter to be used for and what exactly to these parameters do?

Look at the manual entry for displacepolygon.

The OpenGL equivalent has two parameters so for info on these look
at the manual for glPolygonOffsetEXT it has bias & offset:
GL_POLYGON_OFFSET_FACTOR_EXT
GL_POLYGON_OFFSET_BIAS_EXT

>
> 3) I also have a problem with transparency. My shadowed model includes a few
>    surfaces that are transparent, but when I turn on the shadows the
>    transparency disappears. Anyone had similar problems?
>
> 4)  The man page says that "shadows and projected textures are not clipped or
>     properly computed behind a pfLightSource. Instead, geometry behind the
>     pfLightSource will be textured randomly."
>     Will surfaces that are outside the frustum of the pfLighSource but in
front
>     of the pfLightSource also be "randomly textured"? At least mine are.
>     Is it possible to set for example PFTEX_CLAMP or anything to avoid this
>     effect?

In IrisGL a TX_WRAP of TX_SELECT is used for this sort of thing,
give this a try.

>
> Thanks,
> Tomas
>
>
> --
>
>
>-- End of excerpt from Tomas Moller



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


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From: jrohlf@tubes (John Rohlf)
Message-Id: <199603011720.JAA22247@tubes.asd.sgi.com>
Subject: Re: Shadows in Performer 2.0
To: guest (Tomas Moller)
Date: Fri, 1 Mar 96 9:20:46 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9603011002.ZM11815@claws08.prosolvia.se>; from "Tomas Moller" at Mar 1, 96 10:02 am
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> Hello!
> 
> I have managed to set up a scene lit by a pfLightSource that cast shadows and I
> have a few questions.
> 
> 1) My shadows are all black. Is it possible to generate shadows with
>    transparency so that the object's color on which the shadow is cast will
>    be seen through the shadow?

	Set the PFMPASS_GLOBAL_AMBIENT bit in the PFTRAV_MULTIPASS mode
	set with pfChanTravMode. Then make sure you clear the background
	with an alpha equal to the transparency you want. 

> 2) You could set the PFLS_SHADOW_DISPLACE_OFFSET and PFLS_SHADOW_DISPLACE_SCALE
>    for the pfLightSource but I have not found any explanation on these.
>    I guess the OFFSET is to be used to avoid self-shadowing. What is the SCALE-
>    parameter to be used for and what exactly to these parameters do?

	See glPolygonOffsetEXT.

> 3) I also have a problem with transparency. My shadowed model includes a few
>    surfaces that are transparent, but when I turn on the shadows the
>    transparency disappears. Anyone had similar problems?

	This is a bug. The workaround is to call:

	pfGLOverride(PFGL_DECAL, PFGL_OFF);
	pfGLOverride(PFGL_TRANSPARENCY, PFGL_OFF);

	before you call pfDraw(). 

> 4)  The man page says that "shadows and projected textures are not clipped or
>     properly computed behind a pfLightSource. Instead, geometry behind the
>     pfLightSource will be textured randomly."
>     Will surfaces that are outside the frustum of the pfLighSource but in front
>     of the pfLightSource also be "randomly textured"? At least mine are.
>     Is it possible to set for example PFTEX_CLAMP or anything to avoid this
>     effect?
> 

	Use CLAMP.



From guest  Fri Mar  1 09:35:01 1996
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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9603010922.ZM19224@lee.electrogig.com>
Date: Fri, 1 Mar 1996 09:22:16 -0800
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: texture matrix" (Mar  1,  9:57am)
References: <9602291800.ZM18635@lee.electrogig.com> 
	<9603010957.ZM24850@bitch.reading.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>,
        "AnitaKishore" <kishore@electrogig.com>, info-performer@sgi.sgi.com
Subject: Re: texture matrix
Mime-Version: 1.0
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On Mar 1,  9:57am, Angus Dorbie wrote:
> Subject: Re: texture matrix
> Use pushmatrix & popmatrix to save & restore the default texture matrix.
>
> Rgds,
> Angus.
>
> On Feb 29,  6:00pm, AnitaKishore wrote:
> > Subject: texture matrix
> > 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.
> >-- End of excerpt from AnitaKishore
>
>
>
> --
> Angus Dorbie,
> Silicon Graphics Ltd, UK
> dorbie@reading.sgi.com
>-- End of excerpt from Angus Dorbie


I did so at first. I called pushmatrix before loadmatrix in pre-node trav
callback. Then restored it by popmatrix in the post-trav callback. It
didn't help. Also the gl man page says:

"pushmatrix operates on the single transformation stack when mmode is
     MSINGLE, and on the ModelView matrix stack when mmode is MVIEWING.  It
     should not be called when mmode is MPROJECTION or MTEXTURE."

Hence I changed it to loading id matrix to restore. But none of these
things work. Has anyone worked on texture matrix in Performer (2.0)?

Any help would be greatly appreciated.

thanks
-anita

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



From guest  Fri Mar  1 13:51:00 1996
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Date: 1 Mar 1996 16:33:30 -0500
From: "Shawn Soeder" <shawn_soeder@esplt14m-s.grumman.com>
Subject: near clip & FOV problem
To: "info-performer" <info-performer@sgi.com>
X-Mailer: Mail*Link SMTP/QM 3.0.0
Status: O

Performers,

Question 1:
I have an app that is based on perfly.  I modified the frustum via
pfMakePerspFrust() and everything is fine.  However, when moving the near
clipping plane via the gui (pfChanNearFar()), I find that the vertical FOV
changes.  This was verified by printing the results of pfGetFrustFOV() before
and after pfChanNearFar().  Note that changing the far clipping plane seems
to work correctly.  What am I doing wrong?

Question 2:
I'm trying to model an out-the-window scene for an aircraft flying at high
altitude (40,000 ft) on a relatively clear day.  Because I must be able to
see things far away (the horizon) and things close (my wing man), my near
clipping plane is small, and my far clipping plane is large.  It seems that
I'm out of luck trying to get Performer's fog model to give me a little haze
near the horizon.  (It works if the near clipping plane is relatively large).
 Is there a way to do this?


For the record: Performer 1.2, Crimson RE, Irix 5.3.

Thanks,
Shawn



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To: "AnitaKishore" <kishore@electrogig.com>
Cc: info-performer@sgi.sgi.com, shui@kid
Subject: Re: texture matrix 
In-Reply-To: Your message of "Fri, 01 Mar 96 09:22:16 PST."
             <9603010922.ZM19224@lee.electrogig.com> 
Date: Fri, 01 Mar 96 15:09:09 -0800
From: Simon Hui <shui@kid>
Status: O


Just a side note (not relevant to your problem): that restriction is gone
with OpenGL: you can push or pop any matrix, because they all have a stack.

Simon

> From:    "AnitaKishore" <kishore@electrogig.com>
> Subject: Re: texture matrix
>
> I did so at first. I called pushmatrix before loadmatrix in pre-node trav
> callback. Then restored it by popmatrix in the post-trav callback. It
> didn't help. Also the gl man page says:
>
> "pushmatrix operates on the single transformation stack when mmode is
>      MSINGLE, and on the ModelView matrix stack when mmode is MVIEWING.  It
>      should not be called when mmode is MPROJECTION or MTEXTURE."
>
> Hence I changed it to loading id matrix to restore. But none of these
> things work. Has anyone worked on texture matrix in Performer (2.0)?



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From: "Jenny Zhao" <zhz@dandan>
Message-Id: <9603011540.ZM13829@dandan.asd.sgi.com>
Date: Fri, 1 Mar 1996 15:40:44 -0800
In-Reply-To: "Shawn Soeder" <shawn_soeder@esplt14m-s.grumman.com>
        "near clip & FOV problem" (Mar  1,  4:33pm)
References: <n1386424338.51580@esplt14m-s.grumman.com>
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To: "Shawn Soeder" <shawn_soeder@esplt14m-s.grumman.com>,
        "info-performer" <info-performer@sgi.sgi.com>
Subject: Re: near clip & FOV problem
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Question 1:

are you making a off-axis frustum or a normal frustum?
we have fixed a bug in 2.0 that affected off-axis frustum.
if your frustum is a normal one, could you
send me a fragment of your code please?

thanks

jenny


Performers,

Question 1:
I have an app that is based on perfly.  I modified the frustum via
pfMakePerspFrust() and everything is fine.  However, when moving the near
clipping plane via the gui (pfChanNearFar()), I find that the vertical FOV
changes.  This was verified by printing the results of pfGetFrustFOV() before
and after pfChanNearFar().  Note that changing the far clipping plane seems
to work correctly.  What am I doing wrong?



From guest  Sat Mar  2 07:27:40 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9603021459.ZM26152@bitch.reading.sgi.com>
Date: Sat, 2 Mar 1996 14:59:04 +0100
In-Reply-To: "AnitaKishore" <kishore@electrogig.com>
        "Re: texture matrix" (Mar  1,  9:22am)
References: <9602291800.ZM18635@lee.electrogig.com> 
	<9603010957.ZM24850@bitch.reading.sgi.com> 
	<9603010922.ZM19224@lee.electrogig.com>
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To: "AnitaKishore" <kishore@electrogig.com>, info-performer@sgi.sgi.com
Subject: Re: texture matrix
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Status: O

Bummer! (I should have known better)

Here are some draw callbacks which worked with performer 1.2, I haven't
tried it with 2.0 but it should work. I think this is pretty much what you
described you were doing though.

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
};

static long Pre_texture_transform(pfTraverser *trav, void *data)
{
  short MAT_mode;
  MAT_mode = getmmode();
  mmode(MTEXTURE);
  loadmatrix(texture_matrix); /* do what you like here */
  mmode(MAT_mode);
}

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

Rgds,
Angus.

On Mar 1,  9:22am, AnitaKishore wrote:
>
> "pushmatrix operates on the single transformation stack when mmode is
>      MSINGLE, and on the ModelView matrix stack when mmode is MVIEWING.  It
>      should not be called when mmode is MPROJECTION or MTEXTURE."

>-- End of excerpt from AnitaKishore




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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9603021553.ZM26263@bitch.reading.sgi.com>
Date: Sat, 2 Mar 1996 15:53:54 +0100
In-Reply-To: "Shawn Soeder" <shawn_soeder@esplt14m-s.grumman.com>
        "near clip & FOV problem" (Mar  1,  4:33pm)
References: <n1386424338.51580@esplt14m-s.grumman.com>
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To: "Shawn Soeder" <shawn_soeder@esplt14m-s.grumman.com>,
        "info-performer" <info-performer@sgi.sgi.com>
Subject: Re: near clip & FOV problem
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On Mar 1,  4:33pm, Shawn Soeder wrote:
> Subject: near clip & FOV problem
> Performers,
> 
> Question 1:
> I have an app that is based on perfly.  I modified the frustum via
> pfMakePerspFrust() and everything is fine.  However, when moving the near
> clipping plane via the gui (pfChanNearFar()), I find that the vertical FOV
> changes.  This was verified by printing the results of pfGetFrustFOV() before
> and after pfChanNearFar().  Note that changing the far clipping plane seems
> to work correctly.  What am I doing wrong?

pfMakePerspFrust specifies the field of view by defining a window on the
near clip plane, if you move the near clip you'll change the angles the
window borders subtend with the viewing direction.
Perhaps you are seeing an associated side effect.
If you have a pfFrustum try using ratios & pfMakePerspFrust to correct the
angle.
If not then this may be a pfChannel bug due to the above, try respecifying
the FOV for the channel after you make the change to the near clip.

> 
> Question 2:
> I'm trying to model an out-the-window scene for an aircraft flying at high
> altitude (40,000 ft) on a relatively clear day.  Because I must be able to
> see things far away (the horizon) and things close (my wing man), my near
> clipping plane is small, and my far clipping plane is large.  It seems that
> I'm out of luck trying to get Performer's fog model to give me a little haze
> near the horizon.  (It works if the near clipping plane is relatively large).
>  Is there a way to do this?
> 

Try defining two overlapping pfChannels with different clip distances, one
for the immediate foreground and one for the world. Make sure the far
clip of the foreground extends beyond the near of the world, the overlap
should be big enough to accomodate transitioning objects & avoid having to
draw them to both channels in a single frame.
You could then use traversal masks and/or multiple scenes to move the
wingman between near & far scenes. You'd only need a very small
foreground frustum since pushing out your near clip by a little will
help your fog a lot.
Fog transition between channels shouldn't be a problem because you only
require it in the distance.
The major problem you will have is the zbuffer. You should draw your near
channel second and in its pre-draw function call pfClear(PFCL_DEPTH)
instead of pfClearChan(). Don't use the multisample tag clear because this
will destroy anti-aliasing between the foreground objects and the background
scene, I don't expect a z clear to cause the same problem but I haven't tried
this.

Good Luck,
Angus.

> 
> For the record: Performer 1.2, Crimson RE, Irix 5.3.
> 
> Thanks,
> Shawn
> 
> 
>-- End of excerpt from Shawn Soeder



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


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To: info-performer@sgi.com
Path: usenet
From: fbeaucha@irisa.fr (Frederic Beauchamp)
Newsgroups: irisa.listes.info-performer
Subject: Inventor's loader.
Date: 4 Mar 1996 15:09:47 GMT
Organization: IRISA, Campus de Beaulieu, 35042 Rennes Cedex, FRANCE
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Status: O


Hi Performers,

When I load a Inventor's file of this type :

#Inventor V2.1 ascii

Separator {
    Transform {
	scaleFactor	2 2 2
    }
    Separator {
	IndexedTriangleStripSet {...
        }
    }
    Separator {
	IndexedTriangleStripSet {...
        }
    }
}

scaleFactors aren't apply on the two IndexedTriangleStripSet.

Any ideas ?

Thanks in advance.

Frederic.

Frederic Beauchamp --------------------------------
IRISA - projet SIAMES           QB 109 - bleu     -
Campus de Beaulieu              tel: 99 84 72 56  -
35042 Rennes Cedex                                -
FRANCE                          fbeaucha@irisa.fr -
---------------------------------------------------




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From: "Lionel Maiaux" <maiaux@silicium.corys.fr>
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Date: Mon, 4 Mar 1996 18:28:38 +0100
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To: info-performer@sgi.com
Subject: Bug in iv loader ?
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Status: O

To sgi performer team :

I find a bug in the iv loader with local lighting (1.2 and 2.0).

File pfdTMesher.c, line 1607, we can read :

"if (!PFALMOST_EQUAL_VEC4(t0, t1, SORTOF))"

I think this line should be :

"if (!PFALMOST_EQUAL_VEC3(t0, t1, SORTOF))"

???



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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9603040919.ZM21191@lee.electrogig.com>
Date: Mon, 4 Mar 1996 09:19:46 -0800
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: texture matrix" (Mar  2,  2:59pm)
References: <9602291800.ZM18635@lee.electrogig.com> 
	<9603010957.ZM24850@bitch.reading.sgi.com> 
	<9603010922.ZM19224@lee.electrogig.com> 
	<9603021459.ZM26152@bitch.reading.sgi.com>
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To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>,
        "AnitaKishore" <kishore@electrogig.com>, info-performer@sgi.sgi.com
Subject: Re: texture matrix
Mime-Version: 1.0
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Status: O

On Mar 2,  2:59pm, Angus Dorbie wrote:
> Subject: Re: texture matrix
> Bummer! (I should have known better)
>
> Here are some draw callbacks which worked with performer 1.2, I haven't
> tried it with 2.0 but it should work. I think this is pretty much what you
> described you were doing though.
>
> 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
> };
>
> static long Pre_texture_transform(pfTraverser *trav, void *data)
> {
>   short MAT_mode;
>   MAT_mode = getmmode();
>   mmode(MTEXTURE);
>   loadmatrix(texture_matrix); /* do what you like here */
>   mmode(MAT_mode);
> }
>
> static long Post_texture_transform(pfTraverser *trav, void *data)
> {
>   short MAT_mode;
>   MAT_mode = getmmode();
>   mmode(MTEXTURE);
>   loadmatrix(ident_matrix);
>   mmode(MAT_mode);
> }
>
> Rgds,
> Angus.
>


Yup, actually this method of resetting the matrix stack with the id matrix
is correct and works. My problem was occuring because the .iv file had
not been made properly. It had some static textures (same as the ones I
wanted to translate) in the nodes at the very top which was being inherited
as static textures and hence overdrawing the translation that I did.
Something to do with zbuffering I guess.

Though this file works perfectly with Inventor renderor and engines. So I
didn't think that the file could be incorrect.

Thanks for all your help.

-anita


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Date: Mon, 04 Mar 1996 20:23:18 +0100
From: Nuno Godinho <mgo@minerva.inesc.pt>
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Subject: Where is pfCoord in the man pages?
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Status: O

Why can't I find pfCoord in the man pages of Performer 2.0?
I'm using xman search and it just isn't there!

The printed manuals for 1.2 version of Performer just make references to
references of it. Don't actually say anything about it.

Where can I find information on it?

nuno


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From: "Michael Jones" <mtj@babar>
Message-Id: <9603041133.ZM15298@babar.asd.sgi.com>
Date: Mon, 4 Mar 1996 11:33:25 -0800
In-Reply-To: "Lionel Maiaux" <maiaux@silicium.corys.fr>
        "Bug in iv loader ?" (Mar  4,  6:28pm)
References: <9603041828.ZM29152@silicium>
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To: "Lionel Maiaux" <maiaux@silicium.corys.fr>, info-performer@sgi.sgi.com
Subject: Re: Bug in iv loader ?
Mime-Version: 1.0
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Status: O

Lionel reported a bug in the pfdTMesher in his previous email.
He's right, and in fact, the same bug is in there twice, on
lines #1607 and #1922 in the pfdTMesher.c file of Performer 2.0

change VEC4 to VEC3 in both cases when comparing normals.

Thanks!
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: "Angus Henderson" <angus@death.reading.sgi.com>
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Date: Mon, 4 Mar 1996 17:50:21 +0000
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To: info-performer@sgi.sgi.com
Subject: quaternians
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Status: O

I've got a nice quaternian based flight dynamics model - but I want the euler
angles for my instruments. What can I do about the nasty effects I am getting
when roll angle tends to zero and my acos gets very inaccurate  - I see a lot
of "noise" on roll angle.

ANgus



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From: Mike Macedonia <mmacedon@crcg.edu>
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To: Angus Henderson <angus@death.reading.sgi.com>
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Subject: Re: quaternians
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Angus,

See 

http://www-npsnet.cs.nps.navy.mil/npsnet/publications.html

for the copy of

Cooke, Joseph M., Zyda, Michael J., Pratt, David R. and McGhee, Robert B. 
"NPSNET: Flight Simulation Dynamic Modeling Using Quaternions," Presence, 
Vol. 1, No. 4, pp 404-420.


This might help.

- Mike

-----------------------------------------------------------------
| Michael R. Macedonia, Ph.D.  	| URL:   http://www.crcg.edu	|
| Vice President		| EMAIL: mmacedon@crcg.edu	|
| Fraunhofer CRCG 		|				|
| 167 Angell Street 		| PH :   (+1) 401 453-6363	|
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On Mon, 4 Mar 1996, Angus Henderson wrote:

> I've got a nice quaternian based flight dynamics model - but I want the euler
> angles for my instruments. What can I do about the nasty effects I am getting
> when roll angle tends to zero and my acos gets very inaccurate  - I see a lot
> of "noise" on roll angle.
> 
> ANgus
> 
> 
> 


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From: "Don Hatch" <hatch@hell>
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Date: Mon, 4 Mar 1996 15:23:00 -0800
In-Reply-To: "Angus Henderson" <angus@death.reading.sgi.com>
        "quaternians" (Mar  4,  5:50pm)
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To: "Angus Henderson" <angus@death.reading.sgi.com>
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Status: O

On Mar 4,  5:50pm, Angus Henderson wrote:
> Subject: quaternians
> I've got a nice quaternian based flight dynamics model - but I want the euler
> angles for my instruments. What can I do about the nasty effects I am getting
> when roll angle tends to zero and my acos gets very inaccurate  - I see a lot
> of "noise" on roll angle.
> 

If you are using pfMatrix::makeQuat() followed by pfMatrix::getOrthoCoord,
to get the Euler angles, note that the implementation of
pfMatrix::getOrthoCoord() in Performer 2.0 is more unstable than necessary
when pitch is near +-90 degrees,
and it's just plain wrong when pitch is exactly +-90 degrees
(i.e. it gives Euler angles which represent a completely different matrix).

You could try compiling in the corrected version (included below)
which will be in future versions of Performer...
it's also more stable and tolerant of small
fluctuations in the matrix,
and it guarantees that roll=0
in the ambiguous case that pitch is +-90 degrees.

However, I am doubtful that this will improve your situation
except when the pitch is near +-90 degrees (in which case
the roll and heading are still going to be extremely
sensitive to very minor changes in the quaternion
no matter what algorithm is used)...
Even with the existing algorithm, you shouldn't be seeing discontinuities
in the roll except in the case of extreme pitch.
If you are, would you try dumping a trace of the quaternions
and Euler angles and catch it when the roll "jumps" unexpectedly?
That should make it easy to tell whether it's a bug in your program
or in one of the Performer functions.

Thanks,
Don


#include <Performer/pr/pfLinMath.h>
//
// Convert coordinate matrix to heading, pitch, roll.
//
void
pfMatrix::getOrthoCoord(pfCoord *coord)
{
    float sh, ch, sp, cp, sr, cr;

    coord->xyz[0] = mat[3][0];
    coord->xyz[1] = mat[3][1];
    coord->xyz[2] = mat[3][2];

    if (mat[0][2] == 0) // (roll == 0 or 180) or (pitch == +-90)
    {
        if (mat[2][2] >= 0)
        {
            coord->hpr[2] = 0; // cr == 1, sr == 0
            ch = mat[0][0];
            sh = mat[0][1];
            cp = mat[2][2];
        }
        else
        {
            coord->hpr[2] = 180; // cr == -1, sr = 0
            ch = -mat[0][0];
            sh = -mat[0][1];
            cp = -mat[2][2];
        }
    }
    else
    {
        //
        // The following actually works fine
        // in all cases, but special-casing mat[0][2] == 0 above
        // often saves two trig functions and some arithmetic...
        //
        coord->hpr[2] = pfArcTan2(-mat[0][2], mat[2][2]); // returns 0 if both 0
        pfSinCos(coord->hpr[2], &sr, &cr);
        ch = cr*mat[0][0] + sr*mat[2][0];
        sh = cr*mat[0][1] + sr*mat[2][1];
        cp = cr*mat[2][2] - sr*mat[0][2]; // >= 0 so pitch is in [-90..90]
    }
    sp = mat[1][2];
    coord->hpr[0] = pfArcTan2(sh, ch);
    coord->hpr[1] = pfArcTan2(sp, cp);
}


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



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Subject: pfuPath
Date: Mon, 04 Mar 96 17:12:01 GMT
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Status: O

Hi Performers.

I have read the information on the on pfupaths from the anonymous ftp sit=
e 
under the selected topic directory.  I think I understand how to use them=
 in 
order to make an object move around the database.  However in the respons=
e from 
Michael Jones at SGI AGD, he said that man pfupath should be the first =
port of 
call.  Yet I don't seem to have a man page for it. Although all the man =
pages 
are installed. Why?

What I am really after is a explanation of the .path file and what all =
the 
numbers mean, and will it make an object roll in the turn from line to =
line?


Many Thanks
Sean A Bignell
Advanced Engineering Dept     -------|------- \/   Tel  : +44 (0)1935 702=
287
(Box 255)		           /^^^\______/\   Fax  : +44 (0)1935 703752
GKN Westland Helicopters Ltd       \___/	    Email:
Yeovil, Somerset, BA20 2YB, UK	    / \	    whl.adv.eng@dial.pipex.com







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--- Forwarded mail from Westlands <guest@holodeck.asd.sgi.com>

To: info-performer@sgi.com
From: Westlands <whl.adv.eng@dial.pipex.com>
Subject: pfuPath
Date: Mon, 04 Mar 96 17:12:01 GMT


[ plain text
  Encoded with "quoted-printable" ] :
Hi Performers.

I have read the information on the on pfupaths from the anonymous ftp site 
under the selected topic directory.  I think I understand how to use them in 
order to make an object move around the database.  However in the response from 
Michael Jones at SGI AGD, he said that man pfupath should be the first port of 
call.  Yet I don't seem to have a man page for it. Although all the man pages 
are installed. Why?

What I am really after is a explanation of the .path file and what all the 
numbers mean, and will it make an object roll in the turn from line to line?


Many Thanks
Sean A Bignell
Advanced Engineering Dept     -------|------- \/   Tel  : +44 (0)1935 702287
(Box 255)		           /^^^\______/\   Fax  : +44 (0)1935 703752
GKN Westland Helicopters Ltd       \___/	    Email:
Yeovil, Somerset, BA20 2YB, UK	    / \	    whl.adv.eng@dial.pipex.com








---End of forwarded mail from Westlands <guest@holodeck.asd.sgi.com>
Sean,

There is a man page, appended bewlow.
The path format is straightforward, but contains a few wrinkles.
1. To ensure a straight initial takeoff, in a closed loop path, you
need to have a straight final segment leading direct (parallel) into
the straight initial segment. Ie have start/end point of path in
the middle of a straihtline segment.
2. You can't "roll" through corners, just yaw. Ok for vehicles, not so
good for planes.
 
Example closed loop path: square circuit with rounded corners:

speed 4 1.0
line   -10 10 15   -20 0 15
fillet 5
line  -20  0 15      0 -20 15
fillet 5
line   0 -20 15      20 0 15
fillet 5
line   20 0 15       0 20 15
fillet 5
line   0 20 15       -10 10 15
close


The pfuPath code shows signs of being demo code from Performer Town (trucks
crusing around roads) dropped into Pf 2.0. I wouldn't expect too much
from it.

Man page ..

hunsbury% man pfupath

pfuPath(3pf)     IRIS Performer 2.0 libpfutil Reference Pages     pfuPath(3pf)

NAME
     pfuNewPath, pfuClosePath, pfuCopyPath, pfuSharePath, pfuPrintPath,
     pfuFollowPath, pfuAddArc, pfuAddDelay, pfuAddFile, pfuAddFillet,
     pfuAddPath, pfuAddSpeed - Simple path-following utility

FUNCTION SPECIFICATION
     #include <Performer/pfutil.h>

     pfuPath *   pfuNewPath(void);

     pfuPath *   pfuClosePath(pfuPath *path);

     pfuPath *   pfuCopyPath(pfuPath *copy);

     pfuPath *   pfuSharePath(pfuPath *share);

     int         pfuPrintPath(pfuPath *path);

     int         pfuFollowPath(pfuPath *path, float seconds, pfVec3 where,
                   pfVec3 orient);

     int         pfuAddArc(pfuPath *path, pfVec3 center, float radius,
                   pfVec2 angles);

     int         pfuAddDelay(pfuPath *path, float delay);

     int         pfuAddFile(pfuPath *path, char *name);

     int         pfuAddFillet(pfuPath *path, float radius);

     int         pfuAddPath(pfuPath *path, pfVec3 start, pfVec3 final);

     int         pfuAddSpeed(pfuPath *path, float desired, float rate);

DESCRIPTION
     The pfuPath functions provide a simple way to move one or more simulated
     vehicles or eyepoints along a mathematically defined path.  The path is a
     general series of arcs and line segments.  Once a path is created, it can
     be followed each simulation frame to provide position and orientation
     information.

     pfuNewPath allocates and initializes a new pfuPath structure.  Once the
     path is opened, segments (both straight and curved) can be added using
     the pfuAddPath and pfuAddArc commands as described below.  The initial
     path speed is set at 1.0 database units per second.

     pfuClosePath connects the end point of the final segment of path path
     with the start point of the path's first segment.  This creates a closed
     (also known as looping) path that can be followed endlessly. Paths can be
     either open or closed, but they should only be closed once. The closed
     path is returned.

                                                                        Page 1

pfuPath(3pf)     IRIS Performer 2.0 libpfutil Reference Pages     pfuPath(3pf)

     pfuCopyPath creates and returns a new pfuPath structure that has path
     segments which are an exact copy of those in the path indicated by the
     path argument. This is a deep copy, and will create a new instance of
     each element in the original path definition.

     pfuSharePath creates a new pfuPath structure, but causes the linked list
     of path segments in the path structure path to be shared by both old and
     new path structures. This allows multiple simulated objects to follow the
     same path without the redundant allocation of path storage, and also
     allows changes to the path segment definition to effect all pfuPath
     structures that share it.

     pfuPrintPath prints the path following control information for path
     object path, and then prints the definition of each segment in the path
     itself. All printing is done using the IRIS Performer pfNotify mechanism
     with a severity level of PFNFY_DEBUG.

     pfuFollowPath performs the actual simulation of moving an object along
     the path indicated by path. The seconds argument specifies the simulated
     duration, and internal data in the pfuPath structure supplies the speed.
     From this time and speed information, the vehicle's simulated distance of
     travel is computed. Then, the vehicle is moved this distance along the
     path segments defined within the pfuPath object. The resulting simulated
     position is returned in the pfVec3 argument where and the orientation of
     the vehicle is returned in orient.

     pfuAddArc adds a circular arc path segment to the pfuPath structure path.
     The arc is defined by the center and radius values, and a pair of angles.
     The first angle, angle[0], is the start angle for the path, and is a
     point on the circle defined by center and radius with the indicated
     counterclockwise angle from the positive X axis.  The second angle,
     angle[1], represents the turn angle, the angle between the arc's start
     and end points as measured from the designated center point. Positive
     turn angles indicate counterclockwise turns, and negative angles
     represent clockwise turns. An arc from the +X axis to the +Y axis would
     be defined with a start angle of 0 degrees and a turn angle of 90
     degrees. The same arc in the opposite direction of travel is defined by a
     start angle of 90 degrees and a turn angle of -90 degrees.

     pfuAddDelay adds a zero-length segment to path that causes the simulated
     vehicle to stop for the delay seconds at that point in the path. Once
     this much simulated time elapses, the simulation will continue with the
     next segment in the path. Delay segments can be used to simulate motor
     vehicles paused waiting for traffic signals and similar latent delay
     sources along a path.

     pfuAddFile adds a series of path segments defined by a simple ASCII file
     format to the pfuPath structure path. This function provides an easy way
     to load user specified paths for vehicles into simulation applications,
     and is used in the popular Silicon Graphics "Performer Town"
     demonstration program to load the paths for the truck into the program.

                                                                        Page 2

pfuPath(3pf)     IRIS Performer 2.0 libpfutil Reference Pages     pfuPath(3pf)

     pfuAddFillet is used to create circular arcs that join two adjacent
     straight path segments. Fillet creation is a three step process.

          1.   A straight segment is added to a path using pfuAddPath. This is
               the segment that will lead into the fillet.

          2.   A fillet request is added using pfuAddFillet. The fillet's
               radius is defined in this call.

          3.   A second straight segment is added, again with pfuAddPath. This
               segment must start where the segment of step one ended.

     When the second segment is added in step three, a test is performed to
     see if the first point in the second segment has the same X, Y, and Z
     values as the last point in the previous segment. If so, and if there is
     a fillet request between the two segments, then a matching fillet of the
     specified radius is computed. In addition, the endpoints (and thus
     lengths) of the two straight segments are adjusted so as to match with
     the fillet endpoints.

     For example, the request

          line from (0,0) to (1,0)
          fillet of radius 0.25
          line from (1,0) to (1,1)

     will cause the fillet arc and line segment lengths to be automatically
     computed as

          line from (0,0) to (0.75,0)
          fillet of radius 0.25 with center (0.75,0.25) and angles 270 and 90.
          line from (1,0.25) to (1,1)

     This automatic fillet construction is seen to be very convenient once the
     alternative manual fillet construction is attempted. When the fillet
     radius is too large to allow the arc to be created (as would be the case
     in the example above with a radius greater than one), a fillet is not
     constructed and a sharp turn will exist in the path.

     pfuAddPath adds a straight line segment to path. The line segment is
     defined as extending from start to final. As mentioned above, if the
     segment preceding the line segment is an unevaluated fillet, and the
     value of start is equal to that of the final point of the segment before
     the fillet, then an automatic fillet will be constructed if the fillet's
     radius specification is sufficiently small to allow it.

     pfuAddSpeed adds a speed changing segment to path. The new speed is
     indicated by desired and the rate of adjustment from the current path
     speed to the new speed is given by rate.

                                                                        Page 3

pfuPath(3pf)     IRIS Performer 2.0 libpfutil Reference Pages     pfuPath(3pf)

NOTES
     The libpfutil source code, object code and documentation are provided as
     unsupported software.  Routines are subject to change in future releases.

SEE ALSO
     pfNotify

 

-- 
__________________________________________________________________________
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

--PART-BOUNDARY=.19603050658.ZM25850.reading.sgi.com
Content-Description: Transferred from mail from Westlands <guest@holodeck.asd.sgi.com>: plain text
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Content-Transfer-Encoding: quoted-printable
X-Zm-Decoding-Hint: mimencode -q -u 

Hi Performers.

I have read the information on the on pfupaths from the anonymous ftp sit=
e =

under the selected topic directory.  I think I understand how to use them=
 in =

order to make an object move around the database.  However in the respons=
e from =

Michael Jones at SGI AGD, he said that man pfupath should be the first po=
rt of =

call.  Yet I don't seem to have a man page for it. Although all the man p=
ages =

are installed. Why?

What I am really after is a explanation of the .path file and what all th=
e =

numbers mean, and will it make an object roll in the turn from line to li=
ne?


Many Thanks
Sean A Bignell
Advanced Engineering Dept     -------|------- \/   Tel  : +44 (0)1935 702=
287
(Box 255)		           /^^^\______/\   Fax  : +44 (0)1935 703752
GKN Westland Helicopters Ltd       \___/	    Email:
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Date: Tue, 5 Mar 1996 09:12:37 +0000
In-Reply-To: Nuno Godinho <mgo@minerva.inesc.pt>
        "Where is pfCoord in the man pages?" (Mar  4,  8:23pm)
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On Mar 4,  8:23pm, Nuno Godinho wrote:
> Subject: Where is pfCoord in the man pages?
> Why can't I find pfCoord in the man pages of Performer 2.0?
> I'm using xman search and it just isn't there!
>
> The printed manuals for 1.2 version of Performer just make references to
> references of it. Don't actually say anything about it.
>
> Where can I find information on it?
>
> nuno
>-- End of excerpt from Nuno Godinho

pfCoord is defined in /usr/include/Performer/prmath.h as a struct with two
pfVec3 in ( xyz and hpr ) and there's man pages for pfVec3. man pfMatrix also
talks about pfCoord.

Cheers
Rob

-- 
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Forum 1, Station Road, Theale, Reading, UK, RG7 4SB. 
tel 01734 257736, fax 01734 257553, email robj@reading.sgi.com,



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Date: Tue, 05 Mar 1996 14:07:13 +0100
From: Luz Marina Tinjaca <luz@aguirre.ing.unifi.it>
Subject: font -3d OpenGl
To: info-performer@sgi.sgi.com
Cc: luz@aguirre.ing.unifi.it
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hello

I want to use font-3d for a scena in openGL , can anybody send me  some example
 because I don't have anyone in the examples of openGL,

Thanks in advance


Luz

-- 
********************************
Luz Marina Tinjaca'
Universita' di Firenze
Dipartimento di Sistemi e Informatica
Via Santa Marta ,3
Firenze

Tel : +39-55-4796365
e-mail : luz@aguirre.ing.unifi.it

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


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Organization: SILICON GRAPHICS SARL
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Luz Marina Tinjaca wrote:
> 
> hello
> 
> I want to use font-3d for a scena in openGL , can anybody send me  some example
>  because I don't have anyone in the examples of openGL,


In performer 2.0 there is example in :

	PFHOME/src/pguide/libpf/C/text3D.c
	PFHOME/src/pguide/libpf/C++/text3D.C

for opengl version type
	make ogldso

Good luck

Norbert BIANCHIN


> 
> Thanks in advance
> 
> Luz
> 
> --
> ********************************
> Luz Marina Tinjaca'
> Universita' di Firenze
> Dipartimento di Sistemi e Informatica
> Via Santa Marta ,3
> Firenze
> 
> Tel : +39-55-4796365
> e-mail : luz@aguirre.ing.unifi.it
> 
> *********************************

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From guest  Tue Mar  5 12:35:55 1996
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According to the man pages, the function pfQueryGSet() is a convenience
function for returning the number of verts or tris in a pfGeoSet. Its
usage is rather odd. It fills a buffer (of type float) and returns
the length written.

For some GeoSets, that have 1342 verts, it returns 8 bytes worth of data;
or 2 floats, of value 1342 and 1020. 

Want does this mean? Why 2 numbers? 

-Daniel.



-- 
 <XXXXXXXXXXXXXXX)      XXXXXXXXXXXXXXXXXX       "Real men write self 
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Subject: Question on pfVec3. Need explanation.
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Status: O

Hi.

I learned that a class should hide its variables allowing access only
through class methods.

Why does pfVec3, being a class, allow access to its 3 components.

And since this happens what is the difference between these two sources:

a)

	pfVec3 p;
	p.set(1.0f, 2.0f, 3.0f);

b)
	pfVec3 p;
	p[0]=1.0f;
	p[1]=2.0f;
	p[2]=3.0f;

Is b) faster than a)?

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

Not knowing a lot about C++ I find it would be normal for a pfVec3 class
definition to be present in one of the header files. I didn't find it
anywhere. Where are the pfVec3 methods defined? I found pfVec3 to be
defined as

typedef float pfVec3[3];

Why is this?


thanks in advance
	Nuno


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From: "Nicolas Gauvin" <nicolas@cae.ca>
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Date: Tue, 5 Mar 1996 17:41:36 -0500
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To: info-performer@sgi.sgi.com
Subject: RS-343 video output?
Cc: bruzzese@poster.cae.ca
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I need to interface a Reality Engine 2 with the CRT display of
a FLIR requiring a video input of type RS-343.

The exact FLIR is the AN/AAS-36 Infra-red detection set from Texas Instrument
for those who care.

The best description I got of the required video signal is the following:

 - EIA RS-343-A
 - 4:3 aspect ratio
 - 875 horizontal lines
 - rate of 30 frames/sec
 - 2:1 interlace.

Now my question is:

Can the RE2 produce that kind of video output signal?

Doing a setmon -v 343 loads the following ucode:

/usr/gfx/ucode/RE/dg2/vof/1280x960_30i.u

which seems to not match exactly what I need.

Any pointers from people who know more about RS-343
video interfacing would be appreciated.





-- 
     ___/     |       ___/ Nicolas Gauvin	   e-mail: nicolas@cae.ca
    /       / |      /     Software Developper	   voice: (514) 341-2000 x2275
   /       /  |     __/    CAE Electronics Ltd.    fax:   (514) 340-5496
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Date: Wed, 6 Mar 1996 15:43:50 -0800
From: kishore@electrogig.com (Anita Kishore)
Message-Id: <199603062343.PAA23590@tracey.electrogig.com>
Apparently-To: info-performer@sgi.com
Status: O

I am using pfCycleBuffer in a libpf application to perform object
transformations. The steps I use is exactly similar to the ones
given in the man page of pfCycleBuffer.

My problem is that the graphic scene which contains the objects to
be transformed, is very complex, hence the DRAW process takes about
5 to 6 seconds to draw it initially (texture downloading takes this
long). By the time the scene becomes visible on the screen, the
transformation updations already will have completed many frames
(the updation is done in the APP process using cycle buffer). Hence
I see only the ending transformations depending on how long the
transformation is. The begining ones are lost ie: not drawn. 

I thought that pfCycleBuffer would be the answer to this problem -
ie: it would always use frame accurate data. But this too doesn't
help. How can I pipeline all my transformation updations starting
from the initial state without losing anything?

I could do things like wait for the DRAW to complete and then update,
but apart from this, what else?

The motion is achieved by updating a pfMatrix type in the APP process
and setting it to a dcs node present above the object in the scene
graph.


Thanks for any help

-anita

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



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Date: Wed, 6 Mar 1996 09:21:14 +0000
In-Reply-To: "Nicolas Gauvin" <nicolas@cae.ca>
        "RS-343 video output?" (Mar  5, 17:41)
References: <9603051741.ZM4559@osprey.cae.ca>
X-Face: (%+h@d^QtgD5P'vSaMK,85TeXMhh+{<8]$Htk]p5K42=-?TE*NdftIL)|(O+:m6F32S3KF*
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To: "Nicolas Gauvin" <nicolas@cae.ca>
Subject: Re: RS-343 video output?
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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Status: O

Hi Nicolas,

There's a vof called "960x802_30i" which has the following characteristics
(copied straight from /usr/gfx/ucode/RE/dg2/vof/README).

Active Line Length:                   960 pixels, 30.99 usec.
Vertical Active Height:               802 lines
Nominal Line Period (total width):    1180 pixels, 38.10 usec.
Lines Per Frame:                      875 lines
Pixel Clock:                          30.975000 MHz, period = 32.284100
nsec.  Horizontal Line Frequency:     26.250 KHz
Horizontal Sync Duration:             85 pixels, 2.74 usec.
Horizontal Back Porch Duration:       105 pixels, 3.39 usec.
Horizontal Front Porch Duration:      30 pixels, 0.97 usec.
Vertical Front Porch Duration:        3540 pixels, 3.0 lines, 0.11 msec
Vertical Sync Duration:               3540 pixels, 3.0 lines, 0.11 msec
  Sync Pulse Duration:                530 pixels, 17.11 usec
  Sync Pulse Count:                   6
Vertical Back Porch Duration:         36580 pixels, 31.0 lines, 1.18 msec
VWALK to ACTIVID duration:            10640 pixels, 9.016949 lines
Frame Frequency:                      30 Hz Interlaced, 2 Fields
Flags:                                (None)


It looks like it falls into the description of RS-343-A as summarised at
the EIA web site:

http://207.17.181.15:80/eng/allstd/std/files/EIA-343A.htm

--------------------------------------------------------------------
EIA-343-A

Electrical Performance Standard for High Resolution
Monochrome closed Circuit Television Camera (Sept.,
1969)

    "This Standard encompasses equipment which operates in
     the range from 675 to 1023 scanning lines with a field
     rate of 60 Hz, interlaced 2:1. This Standard consists of
     (1) Definitions, (2) minimum Standards, and (3) Method of
     Measurement for those parameters believed to be of importance."

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

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         | [][] |
                                                    | (  ) |
--------------------------------------------------------------
Silicon Surf:   www.sgi.com
Reality Centre: www.sgi.com/International/UK/centre/index.html
                (use www-europe.sgi.com for European mirror)
Tom:            reality.sgi.com/employees/tom_reading/ 
--------------------------------------------------------------


From guest  Wed Mar  6 04:45:15 1996
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To: mgo@minerva.inesc.pt, info-performer@sgi.sgi.com
Subject: RE: Question on pfVec3. Need explanation.
Date: Wed,  6 Mar 96 08:41:16 EST
Message-Id: <9603061341.102E60@pc1197.ldsa>
X-Mailer: SelectMAIL 1.2
Status: O

Try looking in 

	/usr/include/Performer/pr/pfLinMath.h

However, I disagree that the components should be hidden.  In fact 
Performer's simplest types use too many C++ features such as constructors 
and overloaded "=".  These are not necessary and prohibit the pfVec3 (and 
pfCoord for that matter) from being used in a simple "C" union.

Dave



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From: Simon Gibbs <Simon.Gibbs@gmd.de>
Message-Id: <199603061313.AA19989@viswiz.gmd.de>
Subject: video textures and Performer 2.0
To: info-performer@sgi.sgi.com
Date: Wed, 6 Mar 1996 14:13:06 +0100 (MET)
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Status: O



I've been working with video textures in Performer 2.0
and have tried the following two approaches:

	IRIS GL
	-------
	pfNewTex, pfTexFormat, ...
	pfGetGLHandle
	subtexload (in draw callback)

	Open GL
	-------
	vTex = pfNewTex(pfGetSharedArena());
	pfTexFilter(vTex, PFTEX_MINFILTER, PFTEX_BILINEAR);
	pfTexFilter(vTex, PFTEX_MAGFILTER, PFTEX_BILINEAR);
	pfTexRepeat(vTex, PFTEX_WRAP, PFTEX_CLAMP); 

	pfTexFormat(vTex, PFTEX_INTERNAL_FORMAT, PFTEX_RGB_5);
	pfTexFormat(vTex, PFTEX_SUBLOAD_FORMAT, PF_ON);

	pfTexImage(vTex, NULL, SIR_VEN_16BIT_TEXEL, 1024, 1024, 0);

	pfTexLoadMode(vTex, PFTEX_LOAD_SOURCE, PFTEX_SOURCE_VIDEO);
	pfTexLoadOrigin(vTex, PFTEX_ORIGIN_DEST, 0, 0);
	pfTexLoadSize(vTex, 768, 576); // for CCIR 601 (625)
	pfTexLoadImage(vTex, NULL);

	pfFormatTex(vTex);
	pfLoadTex or pfSubloadTex (in draw callback)

The first works fine, but the second doesn't load (or refresh) the texture.
(The pfTexture man page says "repeated calls to pfLoadTex will
reload the image specified by pfTexLoadImage or the main texture
specified by pfTexImage...").

Any suggestions?

Simon Gibbs
GMD


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Date: Wed, 6 Mar 1996 13:59:38 GMT
From: angus@death.reading.sgi.com (Angus Henderson)
Message-Id: <199603061359.NAA29598@death.reading.sgi.com>
To: info-performer@sgi.sgi.com
Subject: Performer 2.0 LightPoints
Status: O


I have test sphere composed of lightpoints, generated using MultiGen 14.2.

I load it into Performer 2.0 perfly and see strange intensity effects.

This happens on an ONYX RE2 and more so on an IMPACT both running IRIX 5.3

The effect is one of range/intensity variation when texture is turned on - it disappears when texture is disabled. The model has no texture applied of its own and the lightpoints are non-directional.

I suspect it is either the 14.2 MultiGen loader or the "LPointRangeTex"
that Performer decides to use - without my knowledge.

ANGUs

^XW


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Date: 6 Mar 1996 09:15:52 -0500
From: Shawn Soeder <shawn_soeder@esplt14m-s.grumman.com>
Subject: Flight Sim Domes
To: info-performer <info-performer@sgi.sgi.com>
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Status: O

Performers,

This is a little off of the beaten path, but...

Does anyone out there drive a wide field-of-view flight simulator in a dome
with a multipipe Onyx RE2?  If so, and you wouldn't mind talking about it
with me, please respond to me directly.

Thanks,
Shawn Soeder
shawn_soeder@grumman.com



From guest  Wed Mar  6 07:16:25 1996
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From: Veraart <rioj7@fel.tno.nl>
Message-Id: <199603061300.OAA09949@s00sn1.fel.tno.nl>
Subject: Re: Question on pfVec3. Need explanation.
To: mgo@minerva.inesc.pt (Nuno Godinho)
Date: Wed, 6 Mar 1996 14:00:31 +0100 (MET)
Cc: info-performer@sgi.sgi.com
In-Reply-To: <313CB86C.41C67EA6@minerva.inesc.pt> from "Nuno Godinho" at Mar 5, 96 10:55:56 pm
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Status: O

> I learned that a class should hide its variables allowing access only
> through class methods.

That would be the best.
So you can change the implementation and not the interface.

> Why does pfVec3, being a class, allow access to its 3 components.
Maybe to let people mix C api and C++ api.
> 
> And since this happens what is the difference between these two sources:
> a)
> 	pfVec3 p;
> 	p.set(1.0f, 2.0f, 3.0f);
> b)
> 	pfVec3 p;
> 	p[0]=1.0f;
> 	p[1]=2.0f;
> 	p[2]=3.0f;
> Is b) faster than a)?
There is absolutely no difference because the set method is an
inline method.
 
> Not knowing a lot about C++ I find it would be normal for a pfVec3 class
> definition to be present in one of the header files. I didn't find it
> anywhere. Where are the pfVec3 methods defined? I found pfVec3 to be
> defined as
> typedef float pfVec3[3];
> Why is this?

The pfVec3 is not a class but a C++ struct. You can find the definition in
/usr/include/Performer/pr/pfLinMath.h line 202. The difference between a
C++ class and C++ struct is the default inheritance, resp private and public.
The  typedef float pfVec3[3]; is from the C-api from
/usr/include/Performer/prmath.h

I hope this explains your questions.

Mario


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From: prakash@serc.serc.iisc.ernet.in (C. E. Prakash)
Message-Id: <9603051949.AA04797@serc.serc.iisc.ernet.in>
To: info-performer@sgi.sgi.com
Subject: SGI POWER CHALLENGE
Status: O



    Dear Sir/Madam,

    We upgraded our SGI POWERCHALLENGE 4 x R8000 CPU (75 MHz) machine today 
    to 6.1 IRIX. It was running 6.0.1 earlier.

    Soon after installation it asked for reconfigure --- We said 'yes'
    After that it doesn't boot.

    I would appreciate any help to bring our system up.
  
    The following messages may be useful:
    -------------------------------------------------------
    The message displayed on the LCD display:
    BOOT STATUS MESSAGES
    --------------------
    Config memory..
    Testing memory..
    Init MPCONF blk..
    Checking CC Join..
    Checking CC Write Gather
    Checking CC Slaves..
    Checking CC FPU...
    Loading IO4 PROM      

    --------------------
    PROCESSOR STATUS
    B+++

   -------------------------------------------------------
   The message displayed on the console:

   Jumping into IO4 PROM
 
   PROM Seg Loader SGI Ver 1.0 Rev A MIPS3, Apr 12, 1995
   Loading graphics prom

   Compressed data checksums don't match!
   Computed 0xffffffffc7b5384a, stored 0x58df7416

   Everest PROM Segment Loader
   L) List Segments
   P) POD mode
   R) Reset the machine
   S) Select a slot
   X) Load and Execute a segment
  -------------------------------------------------------------------

   Please help me out!
   Thank You
   Sincerely
   Cyril Edmond Prakash
   prakash@serc.iisc.ernet.in
   ----------------------------------------------------------


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From: Andrew Ng <nga@division.co.uk>
To: "'info-performer@sgi.sgi.com'" <info-performer@sgi.sgi.com>
Subject: High Impact Texturing
Date: Wed, 6 Mar 1996 15:38:21 -0000
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
Content-Transfer-Encoding: quoted-printable
Status: O

I've been experiencing some texturing problems on an Indigo 2 High =
Impact
system.

Basically I have this room which has a textured ceiling and floor which =
are
both constructed of two triangles to form a quad. When the view =
direction is=20
horizontal in a parallel plane to the ceiling and the floor, I randomly =
get an
untextured horizontal (relative to the graphics window) line segment =
over the
textured ceiling/floor as I move the view position. These line segments =
vary
from being a complete scan line to a small section of a scan line.

As soon as the view direction is nolonger horizontal or in a parallel =
plane to
the ceiling/floor then the problem disappears. I've tried changing the =
minify
and magnify filters but they appear to make no difference. I've also not
noticed any such problems on RE2 systems.

I'm using Performer 2.0 and I've tried both OpenGL and IrisGL versions. =
The
system itself is running IRIX 5.3 All Indigo 2 Impact. This is the =
output
from gfxinfo :-

Graphics board 0 is "IMPACT" graphics.=0A=
	Managed (":0.0") 1280x1024 =0A=
	2 GEs, 	1 RE, 	1 TRAM, =0A=
	HQ rev A, GE11 rev A, RE4 rev A, PP1 rev A, TE1 rev A=0A=
	MGRAS revision 3, RA revision 5=0A=
	VC3 rev A, Cmap rev D, MC rev C=0A=
	19" monitor=0A=

Any help or suggestions would be appreciated.

Thanks.
-------------------------------------------------------------------------=
-----
  Andrew Ng (Software Engineer)
  Division Limited, 19 Apex Court,                 Email: =
nga@division.co.uk
  Woodlands, Almondsbury.                            Tel: +44 (0)1454 =
615554
  Bristol BS12 4JT.                                  Fax: +44 (0)1454 =
615532


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



From guest  Wed Mar  6 12:08:54 1996
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From: "Gene Koh" <gene@euphoria.corp.sgi.com>
Message-Id: <9603061155.ZM16640@euphoria.corp.sgi.com>
Date: Wed, 6 Mar 1996 11:55:55 -0800
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: DRAW process blocks?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi there,

I'm a little puzzled about the behavior of the DRAW process.  According to the
stats, when DRAW is forked as a separate process, it doesn't begin processing
until the next frame boundary.  As a result, I'm seeing a two frame latency in
PFMP_APPCULL_DRAW mode.


-----> a0 (sync)    ||-|                    ||                 ||
                    || |--| c0              ||                 ||
                    ||       (draw blocks)  ||----------| d0   || (swap)

In PFMP_APP_CULLDRAW, 1 frame latency.

-----> a0 (sync)    ||-|                    ||
                    || |--| c0              ||
                    ||    |----------| d0   || (swap)

In Prog. Guide, it states that both of these modes should only have 1 frame
latency.  Why does the DRAW block until the next frame boundary?  Does it do so
in cases other than being a separate process?  Thanks!


-- 
gene koh		gene@corp.sgi.com		415.933.4230

simplicity   patience   compassion


From guest  Wed Mar  6 15:22:35 1996
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9603061522.ZM4652@royalflush.engr.multigen.com>
Date: Wed, 6 Mar 1996 15:22:42 -0800
In-Reply-To: angus@death.reading.sgi.com (Angus Henderson)
        "Performer 2.0 LightPoints" (Mar  6,  1:59pm)
References: <199603061359.NAA29598@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: Performer 2.0 LightPoints
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Mar 6,  1:59pm, Angus Henderson wrote:
> Subject: Performer 2.0 LightPoints
>
> I have test sphere composed of lightpoints, generated using MultiGen 14.2.
>
> I load it into Performer 2.0 perfly and see strange intensity effects.
>
> This happens on an ONYX RE2 and more so on an IMPACT both running IRIX 5.3
>
> The effect is one of range/intensity variation when texture is turned on -
> it disappears when texture is disabled. The model has no texture applied
> of its own and the lightpoints are non-directional.

The loader uses texture modes for pfLPointState's by default as recommended by
SGI.  There is a loader mode, PFFLT_LPSTATE_TEX, that you can set to FALSE to
disable texture creation and usage.  I too have noticed (and reported to SGI)
that the texture modes produce the effects you mention as well as hue shifts.
 As you've noted, these effects can be subtly different based upon hardware
platform, IRIX version, GL type, and GL related patches.

> I suspect it is either the 14.2 MultiGen loader or the "LPointRangeTex"
> that Performer decides to use - without my knowledge.

Yes, the textures are created using the pfuMakeLPState*Tex() utility functions.
 The range texture is 64x64 and the shape texture is 32x32.  Again call
pfdConvertMode( "flt", PFFLT_LPSTATE_TEX, FALSE ) to disable these operations.

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


From guest  Wed Mar  6 19:51:48 1996
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Date: Wed, 6 Mar 1996 22:50:22 EDT
From: Gary Williams <gewillia@afit.af.mil>
Subject: Texture loading problem (2nd post)
To: info-performer@sgi.sgi.com
Message-Id: <ECS9603062222D@afit.af.mil>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; CHARSET=US-ASCII
Status: O

Performers,

I posted a message similar to the one below nearly a week ago and didn't get any 
responses.  I'm reposting because I really would like to solve the problem and I 
don't have a great deal of experience with any of the products involved.  If 
I've not included enough details or have overlooked a technical reference which 
should give me an anwer, please let me know.  Thanks in advance for any help or 
ideas you can provide!!

The problem...

We use DWB to build models for use in our virtual environment research.  I've 
recently built a satellite model for our Solar System Modeler (based on 
Performer).  When I load the model using the DWB loader, the textures don't get 
loaded.  We have numerous other models in the program which were built with 
Multigen (I believe; .flt format) and they load fine. There aren't any other DWB 
models which use textures in our program.  We're using Performer 1.2, DWB 3.0.1, 
and the DWB loader is version 2.2.  I'm developing on an Onyx RE^2 with 4 MB of 
texture memory which is nearly (if not completely) used by the textures already 
being loaded.  I haven't added up exactly how much memory the other textures 
require and don't know if that might be the problem or if there's something 
wrong with the loader, the attributes of my model, etc.   Please provide any 
technical insight you might have on this.  The model looks *much* better with 
textures. 

Thanks again.

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  






From guest  Thu Mar  7 01:53:33 1996
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Organization: MetaCore
From: yuri@metacore.es (Juan Ramon Saenz-Diez)
Date: Tue,  5 Mar 96 22:40:59 -0100
Subject: Re: High Impact Texturing
X-Mailer: BML [MS/DOS Beauty Mail v.1.31]
Status: O

I have been experiencing similar problems with texturing on Impact as
Andrew Ng reports. In my case, the antialiased lines I draw to outline
polygons seem to randomly loose their texture, revealing theirselves
(and so, deadly affecting the quality of the image). It may be working fine,
and then the texture begins to come and go.

This happens also in pure OGL programs. Randomness, if you will let me,
makes this problem arise with no apparent reason.

Anybody else can report similar problems? Help on this topic can be vital...

Thank you in advance.

Juan R."Yuri" Saenz-Diez. MetaCore Visual Computing, Madrid, Spain.
yuri@metacore.es



From guest  Thu Mar  7 03:07:08 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9603071100.ZM3873@bitch.reading.sgi.com>
Date: Thu, 7 Mar 1996 11:00:40 +0100
In-Reply-To: yuri@metacore.es (Juan Ramon Saenz-Diez)
        "Re: High Impact Texturing" (Mar  5, 10:40pm)
References: <01BB0B72.F39DC140@nga.division.co.uk>  <AAB4DFnK14@metacore.es>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: yuri@metacore.es (Juan Ramon Saenz-Diez), info-performer@sgi.sgi.com,
        nga@division.co.uk
Subject: Re: High Impact Texturing
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

This problem seems very different from the one Andy has reported.

If this also happens in pure OGL code then it seems like a bug you
should report to customer support although I've used similar
anti-aliasing methods without problems on an IMPACT.

Are you using MR hardware & All IMPACT Irix 5.3?

This may be some other state information affecting your anti-aliased
wireline pass.
Try turning on ENTEXTURE state for the geostate used for the lines,
or turn it on in the pre-draw, if this doesn't work then override it
once you set it and remove the override in the post draw.

Rgds,
Angus.

On Mar 5, 10:40pm, Juan Ramon Saenz-Diez wrote:
> Subject: Re: High Impact Texturing
> I have been experiencing similar problems with texturing on Impact as
> Andrew Ng reports. In my case, the antialiased lines I draw to outline
> polygons seem to randomly loose their texture, revealing theirselves
> (and so, deadly affecting the quality of the image). It may be working fine,
> and then the texture begins to come and go.
>
> This happens also in pure OGL programs. Randomness, if you will let me,
> makes this problem arise with no apparent reason.
>
> Anybody else can report similar problems? Help on this topic can be vital...
>
> Thank you in advance.
>
> Juan R."Yuri" Saenz-Diez. MetaCore Visual Computing, Madrid, Spain.
> yuri@metacore.es
>
>
>-- End of excerpt from Juan Ramon Saenz-Diez



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


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From: "David H. Whittington" <dhw3314@aw101.iasl.ca.boeing.com>
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Subject: Why is OpenGL Perfly so slow?
To: info-performer@sgi.sgi.com
Date: Thu, 7 Mar 1996 07:31:53 -0800 (PST)
X-Mailer: ELM [version 2.4 PL20]
Content-Type: text
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Status: O

	I tried building an OpenGL version of perfly under
Performer 2.0 and when displaying a model of an aircraft with
approximately 5000 polygons, I found that the draw time was
about 100 msec when under perfly gl mode, it took about 25 msec
on a Crimson. I realize that the OpenGL version is intended for
Impact and Infinite Reality but is it(OpenGL) so slow that I
cannot consider using the same code for the older machines.
Just why is it 5 times slower? It would make sense if it were
20-50% slower perhaps.


  .=========================================================================.
 / David H. Whittington       | Voice: (206) 662-4923 (work)                 \
|  Boeing Commercial Airplane |        (206) 662-3425 (lab)                   |
|  P.O. Box 3707, M/S 19-MH   | Internet: dhw3314@aw101.iasl.ca.boeing.com    |
 \ Seattle, WA  98124-2207    | #include "/boeing/sw/std_disclaimer.h"       /
  `========================================================================='



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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Thu, 7 Mar 1996 16:14:43 +0100
In-Reply-To: "David H. Whittington" <dhw3314@aw101.iasl.ca.boeing.com>
        "Why is OpenGL Perfly so slow?" (Mar  7,  7:31am)
References: <199603071531.AA06213@aw545.iasl.ca.boeing.com.info-performer@sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "David H. Whittington" <dhw3314@aw101.iasl.ca.boeing.com>,
        info-performer@sgi.sgi.com
Subject: Re: Why is OpenGL Perfly so slow?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

What graphics did you have in the crimson?

On Mar 7,  7:31am, David H. Whittington wrote:
> Subject: Why is OpenGL Perfly so slow?
> 	I tried building an OpenGL version of perfly under
> Performer 2.0 and when displaying a model of an aircraft with
> approximately 5000 polygons, I found that the draw time was
> about 100 msec when under perfly gl mode, it took about 25 msec
> on a Crimson. I realize that the OpenGL version is intended for
> Impact and Infinite Reality but is it(OpenGL) so slow that I
> cannot consider using the same code for the older machines.
> Just why is it 5 times slower? It would make sense if it were
> 20-50% slower perhaps.
>
>
>   .=========================================================================.
>  / David H. Whittington       | Voice: (206) 662-4923 (work)
                \
> |  Boeing Commercial Airplane |        (206) 662-3425 (lab)
                  |
> |  P.O. Box 3707, M/S 19-MH   | Internet: dhw3314@aw101.iasl.ca.boeing.com
   |
>  \ Seattle, WA  98124-2207    | #include "/boeing/sw/std_disclaimer.h"
      /
>   `========================================================================='
>
>
>-- End of excerpt from David H. Whittington




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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
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Date: Thu, 7 Mar 1996 16:36:05 +0000
In-Reply-To: "David H. Whittington" <dhw3314@aw101.iasl.ca.boeing.com>
        "Why is OpenGL Perfly so slow?" (Mar  7,  7:31am)
References: <199603071531.AA06213@aw545.iasl.ca.boeing.com.info-performer@sgi.com>
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To: "David H. Whittington" <dhw3314@aw101.iasl.ca.boeing.com>
Subject: Re: Why is OpenGL Perfly so slow?
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Status: O

On Mar 7,  7:31am, David H. Whittington wrote:
> Subject: Why is OpenGL Perfly so slow?
> 	I tried building an OpenGL version of perfly under
> Performer 2.0 and when displaying a model of an aircraft with
> approximately 5000 polygons, I found that the draw time was
> about 100 msec when under perfly gl mode, it took about 25 msec
> on a Crimson. I realize that the OpenGL version is intended for
> Impact and Infinite Reality but is it(OpenGL) so slow that I
> cannot consider using the same code for the older machines.
> Just why is it 5 times slower? It would make sense if it were
> 20-50% slower perhaps.
>
>-- End of excerpt from David H. Whittington

Dave

Is this a Crimson VGX ? if so OpenGL on VGX has some features implemented in
software ( including some or all texturing I believe ). Please post my detail
on you HW and I'm sure we could comment further.

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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Subject: PFSTATS_ENMEM token missing?
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Status: O

I am compiling a pf2.0 program, and I get an error that PFSTATS_ENMEM is
not defined (I reference PFFSTATS_ENMEM, which references
PFSTATS_ENMEM). I grepped the header files and found no definition of
this token. Is this a bug?
Thanks

-John

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


From guest  Fri Mar  8 09:05:22 1996
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Date: Fri, 08 Mar 1996 12:01:21 -0500
From: Dave Russell <drussell@vsl.ist.ucf.edu>
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To: info-performer@sgi.sgi.com
Subject: pfBuffers (again) :(
References: <199602122148.NAA26589@tubes.asd.sgi.com>
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Status: O

So what wree the final conclusions on the effectiveness of the pfBuffers
in the release version of 2.0?  I've finally gotten my framework rebuilt
to accomadate the usage of the buffers, and, unfortunately, I am running
into problems.  Even more unfortunate than that is the fact that the
problems are similar, but not the same as those mentioned in the past.

My program no longer seems to die in pfBuffer::merge() or in a
bufferAddChild().  Once the merge occurs, nothing changes in the scene.
So, I've started trying to debug, but, now, I get the classic nb_clean
death when I attempt to pfPrint the scene graph from the database
process.  Is this a problem?  If it is, is there a work around?  I'm
trying to see if my scene graph "looks" right in the pfPrint information
before I start looking for other problems that don't exist.

Any ideas?

-- 
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: "Performer Mailing List" <perflist@vr.mme.wsu.edu>
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Date: Fri, 8 Mar 1996 12:07:39 -0800
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To: info-performer@sgi.sgi.com
Subject: Intersection questions
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Status: O

I have a question concerning intersections using performer.  We are using
Performer in the development of a virtual reality system for design and
evaluation.  The system loads parts and assemblies from Pro/E and enables
designers to evaluate and modify the designs for ergononmic considerations.  We
use human models linked to tracking devices,etc and HMD's.  We have to do
collision detection between the human model and the other models in the
environment.  I am aware of the use of segment sets for intersection and the
use of masking and all of that.  The problem I have is the fact that to use the
segments that are "attached to" dynamic objects is the fact that you need to
update the position of all of the segments.  I have tried using pfNode bounding
boxes set to DYNAMIC but they seem to only give the bounding volume in a local
coordinate system.  We have a very detailed scene graph that is composed of a
number of hierarchies of pfDCS's.  I was wondering several things.  First, what
is the common method of doing intersection testing? Secondly, am I totally off
with regards to the segment sets? And lastly, how can you get the global
position of a small piece of the scene graph, ie a pfGeode, that is very low in
the hierarchy of pfDCS's?  Thank you very much for any help.

Scott Angster


From guest  Sat Mar  9 10:34:23 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9603091832.ZM6503@bitch.reading.sgi.com>
Date: Sat, 9 Mar 1996 18:32:31 +0100
In-Reply-To: "Performer Mailing List" <perflist@vr.mme.wsu.edu>
        "Intersection questions" (Mar  8, 12:07pm)
References: <9603081207.ZM10321@vr.mme.wsu.edu>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
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        info-performer@sgi.sgi.com
Subject: Re: Intersection questions
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Status: O

You can transform your intersection vectors to their position in the world by
transforming vector through the matrix of the object it's attached to using
pfXformVec3. If it's below more than one matrix you could transform it through
each in turn (deepest first), or multiply the matrices and transform through
the result.

You can transform points in a geoset to the position in the world by
multiplying the matrices in the nodes above together using pfPreMultMat
or pfPostMultMat depending on whether your ascending or descending
(both work) then using pfXformPt3 or pfFullXformPt3 depending on
the information in the matrix.
It would be easier for you to copy the tree of pfDCSs as pfSCSs & use
pfFlatten to transform the pfGeode. You _don't_ have to do this to
solve your intersection problem.

I memory serves me correctly, to get the point of intersection in the
scene I've used pfQueryHit to obtain the PFQHIT_POINT & PFQHIT_XFORM
then transform the point through the matrix using pfXformPt3 to
get the point of intersection in the scene.
This worked for intersecting testing with the entire scene graph from
the top node you may have to do a little more if you select only a
transformed portion of the scene graph for an intersection test.

Rgds,
Angus.

On Mar 8, 12:07pm, Performer Mailing List wrote:
> Subject: Intersection questions
> I have a question concerning intersections using performer.  We are using
> Performer in the development of a virtual reality system for design and
> evaluation.  The system loads parts and assemblies from Pro/E and enables
> designers to evaluate and modify the designs for ergononmic considerations.
 We
> use human models linked to tracking devices,etc and HMD's.  We have to do
> collision detection between the human model and the other models in the
> environment.  I am aware of the use of segment sets for intersection and the
> use of masking and all of that.  The problem I have is the fact that to use
the
> segments that are "attached to" dynamic objects is the fact that you need to
> update the position of all of the segments.  I have tried using pfNode
bounding
> boxes set to DYNAMIC but they seem to only give the bounding volume in a
local
> coordinate system.  We have a very detailed scene graph that is composed of a
> number of hierarchies of pfDCS's.  I was wondering several things.  First,
what
> is the common method of doing intersection testing? Secondly, am I totally
off
> with regards to the segment sets? And lastly, how can you get the global
> position of a small piece of the scene graph, ie a pfGeode, that is very low
in
> the hierarchy of pfDCS's?  Thank you very much for any help.
>
> Scott Angster
>
>-- End of excerpt from Performer Mailing List



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


From guest  Sat Mar  9 12:25:53 1996
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To: info-performer@sgi.com
Path: usenet
From: nouvel@irisa.fr (Johan Nouvel)
Newsgroups: irisa.listes.info-performer
Subject: LOD & transition
Date: 9 Mar 1996 20:24:07 GMT
Organization: IRISA-INRIA, Campus de Beaulieu, F-35042 Rennes Cedex
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Status: O

Hy Performers,

Here, we've got an onyx-RE2 and Performer2.0.
I try to use LOD with fade based transition and I could not 
realize it. I've got my LOD data (with ranges and transitions), 
the function chan->setLODAttr(PFLOD_FADE,1.0) is done,
I've got a GL based window...
And it works whitout blending transition :-(. 
I read the man, the online book and find no reason to this.

Any ideas ?? Is there any other function to call ? Any other
initialisation to do ?

Thanks.

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 guest  Sat Mar  9 18:15:18 1996
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Date: Sat, 9 Mar 1996 18:07:06 -0800
From: mtj@babar (Michael Jones)
Message-Id: <199603100207.SAA17017@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com, nouvel@irisa.fr
Subject: RE: fade lod
Status: O

To make fade lod work you must be in multisample mode.
Also, verify that it works with the "esprit.flt" model
in the performer data directory "/usr/share/Performer/data"

This model can be seen to fade in Perfly.

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: wxt.bbs@ns2.bupt.edu.cn
Subject: How can I get the vertex position of the object
To: info-performer@sgi.sgi.com
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X-Disclaimer: 11SJ :hQc4+Gi BBS 6T1>7bPE<~DZH]K!2;8:Tp.
Status: O

I use pfLoadFile load a model and
I want to get every vertex's position 
of the model. How can I get it?

Thanks in advance


From guest  Mon Mar 11 05:41:59 1996
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Date: Mon, 11 Mar 1996 12:54:14 +0000 (GMT)
From: ROY RUDDLE <saprar@thor.cf.ac.uk>
Reply-To: Ruddle@cardiff.ac.uk
To: info-performer@sgi.com
Subject: port2.0 script
Message-Id: <Pine.OSF.3.91.960311123826.6072C-100000@thor>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O

Ref. porting from 1.2 to 2.0. I know about the port2.0 script in the 
tools directory. This seems to port to the C API of Performer 2.0.

Is there an equivalent (semi-automatic?) tool which helps porting to the C++ 
API?


cheers

roy


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From: "Angus Henderson" <angus@death.reading.sgi.com>
Message-Id: <9603110858.ZM653@death.reading.sgi.com>
Date: Mon, 11 Mar 1996 08:58:46 +0000
In-Reply-To: "AnitaKishore" <kishore@electrogig.com>
        "pfdCleanTree question" (Feb 29, 12:33pm)
References: <9602291233.ZM18346@lee.electrogig.com>
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To: info-performer@sgi.sgi.com
Subject: Re: pfdCleanTree question
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Status: O

I like to use pfdCleanTree, but for about one node in a hundred in my database
I would like to have a parent with one child which has a name that I search for
and do things too.

At the moment I have to have a group with a name to which I attach two objects,
or else I call the group "Sea" and the child object "sea" and hope that one of
the names make it through the cleanup.

Perhaps there's a more elegant solution.

ANgus


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Date: Mon, 11 Mar 1996 07:50:03 -0800
From: mtj@babar (Michael Jones)
Message-Id: <199603111550.HAA19519@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com, Ruddle@cardiff.ac.uk
Subject: RE: automatic c++ porting tool
Status: O

Roy writes:
:Ref. porting from 1.2 to 2.0. I know about the port2.0 script in the
:tools directory. This seems to port to the C API of Performer 2.0.
:
:Is there an equivalent (semi-automatic?) tool which helps porting to
:the C++ API?

No.
Interesting idea, though. We'd be happy to distribute such a tool if
anyone's done it.

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  Mon Mar 11 10:29:04 1996
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From: Thomas Hudson <hudson@cs.unc.edu>
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Subject: Cull routine behavior
To: info-performer@sgi.sgi.com
Date: Mon, 11 Mar 1996 10:40:43 -0500 (EST)
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Status: O

In Performer 2.0, the pfTraverser man page leads me to believe that if
I do not call pfCullResult() during a pre-cull callback, the next thing
that happens is that the standard geometric culling test is done;  the
pseudocode refers to a routine named 'CullTest()'.

Can this be called explicitly?  My pre-cull is computationally expensive
and it'd be nice to check the bounding volumes *before* I do all that
extra math.  I can't afford to move the code to the pre-draw callback,
unfortunately.

Tom
UNC Walkthrough and Modeling Groups
// hudson@cs.unc.edu


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From: Ion Barosan <I.Barosan@urc.tue.nl>
Message-Id: <199603111628.RAA07887@asterix.urc.tue.nl>
Subject: 3DS file format
To: info-performer@sgi.sgi.com
Date: Mon, 11 Mar 1996 17:28:40 +0100 (MET)
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Status: O

Hi,

We are using 3DS models (built by students) with Performer and we would like 
to integrate new features into the 3DS loader.
Does someone know if the 3DS format is available to the end users ?

Any help, will be appreciated !!


Best Regards,
  - Ion Barosan.
A



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From: "Angus Henderson" <angus@death.reading.sgi.com>
Message-Id: <9603110912.ZM734@death.reading.sgi.com>
Date: Mon, 11 Mar 1996 09:12:22 +0000
In-Reply-To: wxt.bbs@ns2.bupt.edu.cn
        "How can I get the vertex position of the object" (Mar 11, 10:06am)
References: <9603110206.AA29472@ns2.bupt.edu.cn>
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To: wxt.bbs@ns2.bupt.edu.cn, info-performer@sgi.sgi.com
Subject: Re: How can I get the vertex position of the object
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Here's a bit of my shark which does that in Pefermer 1.2....

ANGus



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

#include "generic.h"

#include "perfly.h"
#include "gui.h"
#include "keybd.h"

static long getNumVerts(pfGeoSet *);
static void getVerts(pfGeode*,  short, short);

void
makeVertList(pfNode *node,  short q, short copy)
{
    long	type, i, j;

    type = pfGetType(node);

    if(type == PFTYPE_GEODE)
    {
	getVerts((pfGeode*)node, q, copy);
    }
    else if(type & PFCLASS_GROUP)
    {
	long nc;

        /*
	 * Recurse on children. Act on return value.
        */
    	for(i = 0; i < (nc = pfGetNumChildren(node)); i++)
	{
            pfNode     *child = pfGetChild(node, i);

            makeVertList(child, q,  copy);
	}
    }
}

static void
getVerts(pfGeode * geode,  short q, short copy)
{
    long i, j, ng;
    pfGeoSet *gset;
    long nverts;
    void *coords;
    ushort *indices;

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

    if(ng > 0)
    {
	for(i = 0; i < ng; i++)
	{
	    gset = pfGetGSet( geode, i);

	    nverts = getNumVerts(gset);

	    pfGetGSetAttrLists( gset, PFGS_COORD3, &coords, &indices);

	    if(indices)
		printf("- INDEXED\n");
	    else
		printf("- NON-INDEXED\n");

	    if(sharkAnimation[q][copy].vertList == NULL)
	    {
		sharkAnimation[q][copy].vertList = (float**)pfMalloc(
		    nverts * sizeof( float* ) ,pfGetSharedArena() );
		sharkAnimation[q][copy].numVerts = 0;
	    }
	    else
		sharkAnimation[q][copy].vertList = (float**)pfRealloc(
		    (void*)sharkAnimation[q][copy].vertList, (nverts +
sharkAnimation[q][copy].numVerts) * sizeof(float*));

	    for(j = 0; j < nverts; j++)
	    {
		*(sharkAnimation[q][copy].vertList +
sharkAnimation[q][copy].numVerts + j) = (float*)coords + j*3;
	    }

	    sharkAnimation[q][copy].numVerts += nverts;

	    printf("Verts in this GSet: %d Total vertices: %d\n", nverts,
sharkAnimation[q][copy].numVerts);
	}

    }
}

long
getNumVerts(pfGeoSet *gset)
{
    long i, nprims, nverts;
    long *lengths;
    long sumLengths = 0;

    nprims = pfGetGSetNumPrims( gset );
    lengths = pfGetGSetPrimLengths( gset );

    if(lengths)
    {
	for(i = 0; i<nprims; i++)
	{
	    sumLengths += *(lengths + i);
	}
    }
    switch (pfGetGSetPrimType( gset ) )
    {
	case PFGS_POINTS:
	    printf("PFGS_POINTS");
	    nverts = nprims;
	    break;
	case PFGS_LINES:
	    printf("PFGS_LINES");
	    nverts = nprims * 2;
	    break;
	case PFGS_LINESTRIPS:
	    printf("PFGS_LINESTRIPS");
	    nverts = sumLengths;
	    break;
	case PFGS_FLAT_LINESTRIPS:
	    printf("PFGS_FLAT_LINESTRIPS");
	    nverts = sumLengths;
	    break;
	case PFGS_TRIS:
	    printf("PFGS_TRIS");
	    nverts = nprims * 3;
	    break;
	case PFGS_QUADS:
	    printf("PFGS_QUADS");
	    nverts = nprims * 4;
	    break;
	case PFGS_TRISTRIPS:
	    printf("PFGS_TRISTRIPS");
	    nverts = sumLengths;
	    break;
	case PFGS_FLAT_TRISTRIPS:
	    printf("PFGS_FLAT_TRISTRIPS");
	    nverts = sumLengths;
	    break;
	default:
	    printf("Primitive type Unknown: %d ", pfGetGSetPrimType( gset ));
	    nverts = 0;
    }

    return nverts;
}


From guest  Mon Mar 11 10:43:49 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9603110902.ZM9489@bitch.reading.sgi.com>
Date: Mon, 11 Mar 1996 09:02:57 +0100
In-Reply-To: wxt.bbs@ns2.bupt.edu.cn
        "How can I get the vertex position of the object" (Mar 11, 10:06am)
References: <9603110206.AA29472@ns2.bupt.edu.cn>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: wxt.bbs@ns2.bupt.edu.cn, info-performer@sgi.sgi.com
Subject: Re: How can I get the vertex position of the object
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Mar 11, 10:06am, wxt.bbs@ns2.bupt.edu.cn wrote:
> Subject: How can I get the vertex position of the object
> I use pfLoadFile load a model and
> I want to get every vertex's position
> of the model. How can I get it?
>
> Thanks in advance
>
>-- End of excerpt from wxt.bbs@ns2.bupt.edu.cn

Here's code which querrys the scene graph to vertex level & uses
the info to add a cull callback. It doesn't handle indexed
geosets because I was too lazy to add this. Actually this is a
problem because under some conditions the loader gave me indexed
information. In my case these  were only individual triangles so
my dangerous solution was to ignore the fact that there indexed
so beware.

/* generate radial cull information based on vertex information */
void Modify_Tree_Cull(pfNode *node, int depth)
{
  int   i, j;

    if( pfIsOfType(node, pfGetGeodeClassType()) )
    {
        QuerryGSets((pfGeode*)node);
    }
    else if( pfIsOfType(node, pfGetGroupClassType()) )
    {
        /*
         * Recurse on children
        */
        for(i = 0; i < pfGetNumChildren(node); i++)
        {
/*
          for(j = 0; j < depth; j++)
            printf("######");
          printf(" %d\n", i);
*/

          Modify_Tree_Cull( pfGetChild(node, i) , depth +1);
        }
    }
}

/* generates angles subtended with origin for radial culling */
/* only supports angles less than 180 degrees, because it assumes */
/* the angle subtends at least first two vertices, some assumption */
/* of this nature is required because we don't consider vertex */
/* connectivity */

static int QuerryGSets(pfGeode *geode)
{
    int i, j, ng, nv, extends;
    pfVec3 *cull_data;
    pfVec3 *coords;
    void *coordaddr;
    ushort *indices;
    pfGeoSet *gset;
    float angle_centre, angle_low, angle_high, vangle, tmp_cent;
    float delta, delta2;

    angle_centre = angle_low = angle_high = -1.0f;
    extends = FALSE;

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

    if(ng > 0)
    {
      for(i = 0; i < ng; i++)
      {
        gset = pfGetGSet( geode, i);
        pfGetGSetAttrLists( gset, PFGS_COORD3, &coordaddr, &indices);
        coords = (pfVec3 *) coordaddr;
        if(!indices | TRUE) /* risk it with indexed stuff too */
        {
          nv = getNumVerts(gset);
          printf(" with %d verts\n",nv);
          /* determine radial information from vertices */
          for(j=0; j<nv; j++)
          {
            if((*(coords+j))[PF_X] != 0.0f && (*(coords+j))[PF_Y] != 0.0f)
            {
              /* produce angle based on vertex */
              vangle = pfArcTan2( (*(coords+j))[PF_Y], (*(coords+j))[PF_X] );
              vangle -= 90.0f;
              while(vangle < 0.0f)
                vangle += 360.0f;

              if(angle_low < 0.0f) /* first entry */
                angle_centre = angle_low = angle_high = vangle;
              else /* additional entry */
              {

                /* check to see if new angle extends beyond 180 degrees */
                delta = fabsf(angle_centre - angle_low);
                if(delta > 180.0f)
                  delta = 360.0f - delta;

                tmp_cent = angle_centre + 180.0f;
                if(tmp_cent > 360.0f)
                  tmp_cent -= 360.0f;
                delta2 = fabsf(tmp_cent - vangle);
                if(delta2 > 180.0f)
                  delta2 = 360.0f - delta2;

                if(delta2 < delta)
                {
                  printf("Radial culling aborted, > 180 degrees\n");
                  return(FALSE);
                }

                /* check to see if new angle extends segment */
                if( ((vangle > angle_low && vangle < angle_high) !=
                  (angle_centre > angle_low && angle_centre < angle_high)) ||
                   (angle_low == angle_high) )
                {
                  /* extend nearest boundary */
                  delta = fabsf(angle_high - vangle);
                  if(delta > 180.0f)
                    delta = 360.0f - delta;
                  delta2 = fabsf(angle_low - vangle);
                  if(delta2 > 180.0f)
                    delta2 = 360.0f - delta2;

                  if( delta < delta2 )
                    angle_high = vangle;
                  else
                    angle_low = vangle;

                  /* check minmax order */
                  if(angle_high < angle_low)
                  {
                    vangle = angle_high;
                    angle_high = angle_low;
                    angle_low = vangle;
                  }

                  /* determine centre position */
                  angle_centre = angle_low + .5f * (angle_high - angle_low);
                  /* move 180 degrees if in trouble */
                  if( (angle_high - angle_centre) > 90.0f)
                    angle_centre += 180.0f;
                  /* normalise */
                  if(angle_centre > 360.0f)
                    angle_centre -= 360.0f;
                }
              }
            }
          }
        }
        else
        {
          printf("Indexed GeoSet!!!!\n");
        }
      }
    }
    /* now add a cull callback with the relevant data */

    cull_data = (pfVec3 *)pfMalloc(sizeof(pfVec3), pfGetSharedArena());

    (*cull_data)[0] = angle_centre;
    delta = fabsf(angle_centre - angle_low);
    if(delta > 180.0f)
      delta = 360 - delta;
    (*cull_data)[1] = delta;

    printf("  Radially culling geode with %.3f, %.3f, %.3f, (%.3f)\n",
           angle_low, angle_centre, angle_high, delta);

    pfNodeTravData(geode, PFTRAV_CULL, (void *)cull_data);
    pfNodeTravFuncs(geode, PFTRAV_CULL, _Radial_Cull, NULL);

    return(TRUE);
}

static int getNumVerts(pfGeoSet *gset)
{
    int i, nprims, nverts;
    int *lengths;
    int sumLengths = 0;

    nprims = pfGetGSetNumPrims( gset );
    lengths = pfGetGSetPrimLengths( gset );

    if(lengths)
    {
        for(i = 0; i<nprims; i++)
        {
            sumLengths += *(lengths + i);
        }
    }
    switch (pfGetGSetPrimType( gset ) )
    {
        case PFGS_POINTS:
            printf("PFGS_POINTS");
            nverts = nprims;
            break;
        case PFGS_LINES:
            printf("PFGS_LINES");
            nverts = nprims * 2;
            break;
        case PFGS_LINESTRIPS:
            printf("PFGS_LINESTRIPS");
            nverts = sumLengths;
            break;
        case PFGS_FLAT_LINESTRIPS:
            printf("PFGS_FLAT_LINESTRIPS");
            nverts = sumLengths;
            break;
        case PFGS_TRIS:
            printf("PFGS_TRIS");
            nverts = nprims * 3;
            break;
        case PFGS_QUADS:
            printf("PFGS_QUADS");
            nverts = nprims * 4;
            break;
        case PFGS_TRISTRIPS:
            printf("PFGS_TRISTRIPS");
            nverts = sumLengths;
            break;
        case PFGS_FLAT_TRISTRIPS:
            printf("PFGS_FLAT_TRISTRIPS");
            nverts = sumLengths;
            break;
        default:
            printf("Primitive type Unknown: %d ", pfGetGSetPrimType( gset ));
            nverts = 0;
    }

    return nverts;
}

/* tests for object in view first */
static int _Radial_Cull(pfTraverser *trav, void *data)
{
  pfChannel *chan;
  pfVec3 _xyz, _hpr;
  float separation;
  /* values calculated by pre-cull */
  extern float Chan_heading, Chan_HalfWidth;

  /* things are symmetrical so find angle & compare against width */
  separation = fabsf( (*(pfVec3 *)data)[0] - Chan_heading);
  if(separation > 180.0f)
    separation = 360.0f - separation;

  if(separation > (Chan_HalfWidth + (*(pfVec3 *)data)[1]) )
  {
    return(PFTRAV_PRUNE);
  }
  else
  {
    return(PFTRAV_CONT);
  }
}


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


From guest  Mon Mar 11 11:03:27 1996
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Newsgroups: comp.sys.sgi.hardware,comp.sys.sgi.graphics
Subject: High IMPACT and Transparency
Date: Mon, 11 Mar 1996 17:29:01 GMT
Organization: Pera
Message-Id: <31445e35.31488280@news.demon.co.uk>
X-Mailer: Forte Agent .99d/32.182
Status: O

We have just upgraded one of our machines to High Impact graphics and
are experiencing problems with polygons textured with Alpha components
(i.e. IA, RGBA).

The problem is that polygons containing alpha in their texture
disappear when viewed through another polygon with alpha.

We are using Irix 5.3 All Indigo2 IMPACT & Performer 1.2

I know the High Impact (1 TRAM) can only handle 4 bit component
textures. Is this causing the problem, or is it related to using
Performer 1.2 on an IMPACT?

Has anyone experienced a similar problem, or know how to overcome it?

Thanks in advance.

 
Mark Baranowski at work (baranowski@marklynn.demon.co.uk)
Pera, VR Division. Melton Mowbray, Leicestershire. UK.
Tel: +44 1664 501501, Fax: +44 1664 501553


From guest  Mon Mar 11 11:28:41 1996
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Message-Id: <199603111856.NAA18215@orville.cs.unc.edu>
Subject: Re: How can I get the vertex position of the object
To: angus@death.reading.sgi.com (Angus Henderson)
Date: Mon, 11 Mar 1996 13:56:16 -0500 (EST)
Cc: wxt.bbs@ns2.bupt.edu.cn, info-performer@sgi.sgi.com
In-Reply-To: <9603110912.ZM734@death.reading.sgi.com> from "Angus Henderson" at Mar 11, 96 09:12:22 am
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> 
> Here's a bit of my shark which does that in Pefermer 1.2....
> 
> ANGus
> 
> [...]
> [...]
>
> long
> getNumVerts(pfGeoSet *gset)
> {
>     long i, nprims, nverts;
>     long *lengths;
>     long sumLengths = 0;
> 
>     nprims = pfGetGSetNumPrims( gset );
>     lengths = pfGetGSetPrimLengths( gset );
> 
>     if(lengths)
>     {
> 	for(i = 0; i<nprims; i++)
> 	{
> 	    sumLengths += *(lengths + i);
> 	}
>     }
>     switch (pfGetGSetPrimType( gset ) )
>     {
> 	case PFGS_POINTS:
> 	    printf("PFGS_POINTS");
> 	    nverts = nprims;
> 	    break;
> 	case PFGS_LINES:
> 	    printf("PFGS_LINES");
> 	    nverts = nprims * 2;
> 	    break;
> 	case PFGS_LINESTRIPS:
> 	    printf("PFGS_LINESTRIPS");
> 	    nverts = sumLengths;
> 	    break;
> 	case PFGS_FLAT_LINESTRIPS:
> 	    printf("PFGS_FLAT_LINESTRIPS");
> 	    nverts = sumLengths;
> 	    break;
> 	case PFGS_TRIS:
> 	    printf("PFGS_TRIS");
> 	    nverts = nprims * 3;
> 	    break;
> 	case PFGS_QUADS:
> 	    printf("PFGS_QUADS");
> 	    nverts = nprims * 4;
> 	    break;
> 	case PFGS_TRISTRIPS:
> 	    printf("PFGS_TRISTRIPS");
> 	    nverts = sumLengths;
> 	    break;
> 	case PFGS_FLAT_TRISTRIPS:
> 	    printf("PFGS_FLAT_TRISTRIPS");
> 	    nverts = sumLengths;
> 	    break;
> 	default:
> 	    printf("Primitive type Unknown: %d ", pfGetGSetPrimType( gset ));
> 	    nverts = 0;
>     }
> 
>     return nverts;
> }
> 


This same information is obtainable through the pfQueryGSet() call, though
the function does seem to act strangely, but it seems to return the proper
data, i.e.

{
 float tmp[8];
 ulong which = PFQGSET_NUM_VERTS;

 ...
 ...
 pfQueryGSet(gset, &which, tmp);
 numverts = (int)tmp[0];
 ...
 ...
}



-Daniel.

-- 
 <XXXXXXXXXXXXXXX)      XXXXXXXXXXXXXXXXXX       "Real men write self 
          XXX         XXX     XXXXX               modifying code."
       XXXXXXXXXXXXXXXXXXX/ 
        XXXXXXXXXXXXXXXXXX\                                  Daniel G. Aliaga


From guest  Mon Mar 11 11:37:35 1996
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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9603111111.ZM26435@lee.electrogig.com>
Date: Mon, 11 Mar 1996 11:11:13 -0800
In-Reply-To: "Angus Henderson" <angus@death.reading.sgi.com>
        "Re: pfdCleanTree question" (Mar 11,  8:58am)
References: <9602291233.ZM18346@lee.electrogig.com> 
	<9603110858.ZM653@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: pfdCleanTree question
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On Mar 11,  8:58am, Angus Henderson wrote:
> Subject: Re: pfdCleanTree question
> I like to use pfdCleanTree, but for about one node in a hundred in my
database
> I would like to have a parent with one child which has a name that I search
for
> and do things too.
>
> At the moment I have to have a group with a name to which I attach two
objects,
> or else I call the group "Sea" and the child object "sea" and hope that one
of
> the names make it through the cleanup.
>
> Perhaps there's a more elegant solution.
>
> ANgus
>-- End of excerpt from Angus Henderson


The man page of pfdCleanTree says that you can send a pointer to your own
function which decides if the current node should be cleaned up or not.

I have tried using this feature of pfdCleanTree, but for some reason,
my function which is passed a pfuTraverser type from pfdCleanTree, doesn't
contain a valid "node" field of pfuTraverser. It is always NULL. Hence I
can't do any comparisons for node cleanup. Looking at the code of
pfdCleanTree it looks like the traverser is not being properly initialized
to contain a valid "node" field before being passed to the user supplied
function. I guess this is what is causing the problem.

Since this is an unsupported tool, we need to correct it ourselves.

Good luck

-anita


From guest  Mon Mar 11 11:49:06 1996
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199603121926.LAA12362@tubes.asd.sgi.com>
Subject: Re: Cull routine behavior
To: guest (Thomas Hudson)
Date: Tue, 12 Mar 96 11:26:53 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199603111540.KAA16892@borodin.cs.unc.edu>; from "Thomas Hudson" at Mar 11, 96 10:40 am
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Status: O

> 
> In Performer 2.0, the pfTraverser man page leads me to believe that if
> I do not call pfCullResult() during a pre-cull callback, the next thing
> that happens is that the standard geometric culling test is done;  the
> pseudocode refers to a routine named 'CullTest()'.
> 
> Can this be called explicitly?  My pre-cull is computationally expensive
> and it'd be nice to check the bounding volumes *before* I do all that
> extra math.  I can't afford to move the code to the pre-draw callback,
> unfortunately.


	If called in the pre-cull callback, pfGetCullResult() will
	invoke 'CullTest()' and return the result of the bounding sphere
	cull test.




From guest  Mon Mar 11 11:50:03 1996
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Date: Mon, 11 Mar 1996 20:51:51 +0100
To: info-performer@sgi.sgi.com
From: depinxi@pophost.eunet.be (Philippe Chiwy)
Status: O



Hi performer people.


We are developping some movie texture effect, using the PFTEX_SUBLOAD_FORMAT.  

To go though the texture sequence, we have an 'update' function that does
the following :

     texture->setFrame(currFrame);
     texture->apply();
     currFrame++;


We have 2 questions (running on a Crimson REone and an Onyx RE2):

1) if we put this update in the "localPostDraw" function of "perfly" code,
it kills the window manager... Why ? as if we put it into the
"localPreDraw" it works pretty good.

2) Not as pretty good as I said, because if we remove the SORT culling in
the cull mode, we have the same window manager killed.  Again, our question
is why, and is ther some workaround ?


Thanks, 

Philippe. 


de pinxi sa/nv
Av. Huart Hamoir 46
B-1030 Brussels
Phone : 32 2 245 75 01
Fax   : 32 2 215 72 06 




From guest  Mon Mar 11 13:07:31 1996
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From: "Robert D. King" <king@montpelier.nrl.navy.mil>
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To: info-performer <info-performer>
Subject: windowed stereo
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Status: O


Hello Performers,

    How does one render stereo in a window only (i.e. not
in the entire screen)?

    We use crystal eyes in our stereo applications.  As I 
understand it, one effect of using setmonitor(STR_RECT) is 
to turn on the signal which synchronizes the viewing glasses
to the display.  Is there a way to produce this signal
without using setmonitor()?  

    Ideally, I would like to create three views of portions
of my scene, each in a separate window.  I would like the
capability to >>selectively<< display each in stereo.  Any
ideas?  guidance?  sympathy ;) ? 

    Thanks  1.0e+06,

	Rob






From guest  Mon Mar 11 14:26:00 1996
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Message-Id: <199603112223.RAA07478@thor.ats.qc.ca>
From: jaydee@ats.qc.ca (Jean Daigle)
Date: Mon, 11 Mar 1996 17:23:20 -0500
In-Reply-To: "Angus Henderson" <angus@death.reading.sgi.com>
       "Re: pfdCleanTree question" (Mar 11,  8:58am)
X-Mailer: Mail User's Shell (7.2.5 10/14/92)
To: "Angus Henderson" <angus@death.reading.sgi.com>
Subject: Re: pfdCleanTree question
Cc: info-performer@sgi.sgi.com
Status: O

Hi!

On Mar 11,  8:58am, "Angus Henderson" wrote:
...
} I like to use pfdCleanTree, but for about one node in a hundred in my database
} I would like to have a parent with one child which has a name that I search for
} and do things too.
} 
} At the moment I have to have a group with a name to which I attach two objects,
} or else I call the group "Sea" and the child object "sea" and hope that one of
} the names make it through the cleanup.
} 
} Perhaps there's a more elegant solution.
...
}-- End of excerpt from "Angus Henderson"


If you are using MultiGen of recent vintage, or something of similar
expressive power, a switch bead might make a suitably clean-resistant
group-class bead.


Regards,
Jean Daigle.



From guest  Mon Mar 11 15:55:47 1996
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From: "Greg Edwards, SGI UK." <gedwards@cordoba.reading.sgi.com>
Message-Id: <9603112352.ZM10523@cordoba.reading.sgi.com>
Date: Mon, 11 Mar 1996 23:52:37 +0000
In-Reply-To: Mark Baranowski <baranowski@marklynn.demon.co.uk>
        "High IMPACT and Transparency" (Mar 11,  5:29pm)
References: <31445e35.31488280@news.demon.co.uk>
Reply-To: gedwards@reading.sgi.com
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To: Mark Baranowski <guest>
Subject: Re: High IMPACT and Transparency
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Status: O

Sounds like classic Z buffer discard of more distant polygons. Z buffer knows
nothing about transparency.
But Performer should be sorting transparent polys to end of draw list
and adjusting Z write/test to cope.
Try other CULL options, ie. various sorts etc.
Shouldn't be related to Impact 4 bit textures. Unless you have test set to eg.
alpha < 0.01 and of course 4 bits doesn't give that res.

Rgds,

Greg E.

-- 
__________________________________________________________________________
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: "Dewey Anderson" <dewey@evt.com>
Message-Id: <9603111728.ZM5178@snowmass>
Date: Mon, 11 Mar 1996 17:28:23 -0800
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: High IMPACT and Transparency
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

>>We have just upgraded one of our machines to High Impact graphics and
>>are experiencing problems with polygons textured with Alpha components
>>(i.e. IA, RGBA).
>>
>>The problem is that polygons containing alpha in their texture
>>disappear when viewed through another polygon with alpha.
>
>Sounds like classic Z buffer discard of more distant polygons. Z buffer knows
>nothing about transparency.

Sounds a lot like a problem I had until I looked into the "alpha function".  As
Greg said, the Z buffer doesn't know about transparency but by setting an alpha
function you can make completely transparent pixels not affect the Z buffer.  I
picked an alpha value of 10 arbitrarily as a cutoff for transparent:

  // Set alpha function to clip off alpha values less than 10.
  // This is needed to make low alpha pixels actually NOT be drawn at all.
  // THAT is necessary so that z-buffer isn't filled in by clear pixels.
  gstate->setMode(PFSTATE_ALPHAFUNC, PFAF_GREATER);
  gstate->setVal(PFSTATE_ALPHAREF, (10.0f/255.0f));

If the edges of your texture are soft you'll notice some shading at the edges
since the cutoff for not effecting the z buffer is abrupt.  It WOULD be nice if
Performer sorted things so that layers of transparency could be stacked, but
then, it wouldn't really need a z-buffer at all if did that.  (Painter's
algorithm.)  I assume that's computationally way too expensive.


Dewey K. Anderson
Evolving Video Technologies
Arvada, Colorado




From guest  Mon Mar 11 17:45:06 1996
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Date: Tue, 12 Mar 1996 09:33:44 +0800
Message-Id: <9603120133.AA03328@ns2.bupt.edu.cn>
From: wxt.bbs@ns2.bupt.edu.cn
Subject: How to judge two objects have collision?
To: info-performer@sgi.sgi.com
Reply-To: wxt.bbs@ns2.bupt.edu.cn
X-Disclaimer: 11SJ :hQc4+Gi BBS 6T1>7bPE<~DZH]K!2;8:Tp.
Status: O

I use pfdLoadFile load two objects.
And let the objects move. I want to know
whether the two objects have collision or not.
Now I use the method that first get the vertex
of the object and use pfBoxAroundPts to get
the bounding box of the objects and then
use pfBoxContainsBox to judge the collision.
Is there another better method to judge
the collision in performer?

Thank you in advance for your help!


From guest  Tue Mar 12 05:41:11 1996
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	 id NAA08397; Tue, 12 Mar 1996 13:06:32 +0100
From: "Daniela Rainer" <zrgr0390@visin2.rus.uni-stuttgart.de>
Message-Id: <9603121306.ZM8395@visin2.rus.uni-stuttgart.de>
Date: Tue, 12 Mar 1996 13:06:31 +0100
In-Reply-To: "Robert D. King" <king@montpelier.nrl.navy.mil>
        "windowed stereo" (Mar 11,  4:00pm)
References: <Pine.SGI.3.91.960307103950.6783A-100000@montpelier>
Reply-To: rainer@rus.uni-stuttgart.de
X-Mailer: Z-Mail (3.2.1 6apr95 MediaMail)
To: "Robert D. King" <king@montpelier.nrl.navy.mil>
Subject: Re: windowed stereo
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi Rob,

there are four different stereo modes:

STR_RECT

Square pixel stereo

STR_TOP and STR_BOT



STR_RECT is available on most systems, but you can't do stereo in a window
with STR_RECT.

If you have a RealityEngine system, stereo in a window is no problem. If you
are interested, I can send you a simple program for Performer 2.0 or Performer
1.2.

If you don't have a RealityEngine system, you can use STR_TOP or STR_BOT with
OpenGL and the SGI stereo extensions. I have a OpenGL Programm that does stereo
in a window on Extreme or XZ graphics, but I dont know how to write a Performer
2.0 programm that does the same.

Look also at the manpages for stereo (man stereo) and setmon (man setmon).

Regards
Daniela


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


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From: Andreas Brendstuen <abrend@idt.unit.no>
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Date: Tue, 12 Mar 1996 15:07:33 +0100
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To: info-performer@sgi.sgi.com
Subject: Performer and Culling
Content-Length: 108
Status: O

Could someone supply me with some information about the culling algorithm 
used within Performer ?

Andreas


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Date: Tue, 12 Mar 1996 16:51:20 +0100 (MET)
From: Jochen Dekker <ia070@advs2.gm.fh-koeln.de>
To: info-performer@sgi.sgi.com
Subject: info letter?
Message-Id: <Pine.ULT.3.91.960312165011.16782A-100000@advs2>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O

Hello!

Somebody told me that I could get an info letter via this address.
If so, I'd like to subscribe to it, if not, please tell me where to
mail to. Thanks.

-- Jochen Dekker



--------------------------------------------------------------------
Jochen Dekker
e-mail: ia070@advs2.gm.fh-koeln.de
        iss025@cips2.gm.fh-koeln.de
--------------------------------------------------------------------



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Date: Tue, 12 Mar 1996 17:05:51 +0000
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: morphing nodes
X-Mailer: <PC Eudora Version 1.4>
Status: O

Hello,
I ve a problem with the use of morphing nodes.
The following source is a variation around morph.c.
My goal was to load two object ( iv file format ) with  the same geometry ( 
polygons, normal, material, color)
but  with two differents shapes. To check this, I planed to use the following
code but it bombs even if I try to morph one model to itself !
Strangely, the following is working if instead of loading external object, I 
try internal primitive as
going from a sphere to an arrow !!

So if anybody could send me a sample to morph two iv objects or just tell me 
what is wrong in the following
I will appreciate a lot ..

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

#include <stdlib.h>
#include <math.h>
#include <Performer/pf.h>
#include <Performer/pfdu.h>

int		nSph;


static void breatheMorph(pfMorph *morph, double t)
{
    float	s = (sinf(t) + 1.0f) / 2.0f;
    float	weights[2];

    weights[0] = s;
    weights[1] = 1.0f - s;

    pfMorphWeights(morph, 0, weights);
    pfMorphWeights(morph, 1, weights);
}


static pfMorph* initMorph(char *namesource, char *namecible)
{
    pfGeoSet    *cible;
    pfGeoSet    *source;
    pfGeode	*geode;
    pfGeoState	*gstate;
    pfMaterial	*mtl;
    pfMorph	*morph;
    ushort	*icoords, *inorms;
    pfVec3	*coords, *obcoords, *norms, *obnorms;
    pfVec4	*colors;
    float	*srcs[2];
    int		i;
    void	*arena = pfGetSharedArena();

    morph = pfNewMorph();
    geode = pfNewGeode();
	source = (pfGeoSet*)pfdLoadFile(namesource);
	/*source = pfdNewSphere(400, arena);*/
	if(source==NULL)
		{
		pfNotify(PFNFY_NOTICE, PFNFY_PRINT,"WARNING: could not load 
\"%s\"",namesource);
		exit(0);
		}

	cible = (pfGeoSet*)pfdLoadFile(namecible);
	/*cible = pfdNewArrow(400, arena);*/
	if(cible==NULL)
		{
		pfNotify(PFNFY_NOTICE, PFNFY_PRINT,"WARNING: could not load 
\"%s\"",namecible);
		exit(0);
		}

    gstate = pfNewGState(arena);

    pfGStateMode(gstate, PFSTATE_ENLIGHTING, 1);
    pfGSetGState(source, gstate);

    pfAddGSet(geode, source);
    pfAddChild(morph, geode);

    pfGSetBBox(source, NULL, PFBOUND_STATIC);
    pfNodeBSphere(geode, NULL, PFBOUND_STATIC);

    pfGetGSetAttrLists(source, PFGS_COORD3, (void**)&coords, &icoords);
    pfGetGSetAttrLists(cible, PFGS_COORD3, (void**)&obcoords, &icoords);
    pfGetGSetAttrLists(source, PFGS_NORMAL3, (void**)&norms, &inorms);
    pfGetGSetAttrLists(cible, PFGS_NORMAL3, (void**)&obnorms, &icoords);

    nSph = pfGetSize(coords) / sizeof(pfVec3);

    srcs[0] = (float*)coords; 
    srcs[1] = (float*)obcoords;
    pfMorphAttr(morph, 0, 3, nSph, NULL, 2, srcs, NULL, NULL);

    pfGSetAttr(source, PFGS_COORD3, PFGS_PER_VERTEX,  
(void*)pfGetMorphDst(morph, 0), icoords);

    srcs[0] = (float*)norms;
    srcs[1] = (float*)obnorms;
    pfMorphAttr(morph, 1, 3, nSph, NULL, 2, srcs, NULL, NULL);

    pfGSetAttr(source, PFGS_NORMAL3, PFGS_PER_VERTEX, 
(void*)pfGetMorphDst(morph, 1), inorms);

    return morph;
}

void OpenPipeWin (pfPipeWindow *pw)
{
    pfOpenPWin(pw);
    pfApplyLModel(pfNewLModel(NULL));
}

void 
DrawChannel (pfChannel *chan, void *data)
{
    pfVec4	clr;

    pfSetVec4(clr, .2f, .2f, .2f, 1.0f); 
    pfClear(PFCL_COLOR|PFCL_DEPTH, clr);
    pfDraw();
}

int
main (int argc, char *argv[])
{
    double     t = 0.;
    pfScene     *scene;
    pfDCS	*morphDCS;
    pfMorph	*morph;
    pfPipe      *p;
    pfPipeWindow *pw;
    pfChannel   *chan;
    pfSphere 	bsphere;
    pfCoord	view;
    pfLightSource	*ls;

   if(argc<3)
	{
	printf("use: %s <objet source> <objet cible>\n",argv[0]);
	exit(0);
	}

    pfInit();	
    pfMultiprocess(PFMP_DEFAULT);
    pfConfig();			

    scene = pfNewScene();
    morphDCS = pfNewDCS();
    morph = initMorph(argv[1],argv[2]);
    pfAddChild(morphDCS, morph);
    pfAddChild(scene, morphDCS);

    pfGetNodeBSphere (scene, &bsphere);

    p = pfGetPipe(0);
    pw = pfNewPWin(p);
    pfPWinName(pw, argv[0]);
    pfPWinConfigFunc(pw, OpenPipeWin);	
    pfPWinOriginSize(pw, 0, 0, 500, 500);
    pfConfigPWin(pw);	

    chan = pfNewChan(p);	
    pfChanScene(chan, scene);
    pfChanNearFar(chan, 1.0f, 10.0f * bsphere.radius);
    pfChanFOV(chan, 45.0f, 0.0f);
    pfCopyVec3(view.xyz, bsphere.center);
    view.xyz[PF_Y] -= 3.0f * bsphere.radius;
    pfSetVec3(view.hpr, 0.0f, 0.0f, 0.0f); 
    pfChanView(chan, view.xyz, view.hpr);
    pfChanTravFunc(chan, PFTRAV_DRAW, DrawChannel);

    ls = pfNewLSource();
    pfLSourcePos(ls, view.xyz[0], view.xyz[1], view.xyz[2], 1.0f); 
    pfAddChild(scene, ls);

    while (t < 20.0f)
	{
	pfMatrix	mat;
	/* Spin morph object */
	t = pfGetTime();
	pfMakeRotMat(mat, t*57.0f, 1.0f, -0.3f, 1.0f);
	pfDCSMat(morphDCS, mat);
	breatheMorph(morph, t);
	pfFrame();		
	}
    pfExit();
    return 0;
}


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From guest  Tue Mar 12 10:20:25 1996
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From: dheskamp@ldsa.com
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To: info-performer@sgi.sgi.com
Subject: inventor loader problem
Date: Tue, 12 Mar 96 14:25:22 EST
Message-Id: <9603121925.163534@pc1197.ldsa>
X-Mailer: SelectMAIL 1.2
Status: O


Hello:

I have a model in inventor file format.  It comprises a solid object with 
all verticies having a positive Z value.  However, when I use perfly to load 
the model and fly to various parts on the model, I see -Z values for the 
eyepoint.  Does the Performer loader invert the Z values?   

Dave 



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From: jrohlf@tubes (John Rohlf)
Message-Id: <199603131929.LAA13596@tubes.asd.sgi.com>
Subject: Re: morphing nodes
To: guest (ceti)
Date: Wed, 13 Mar 96 11:29:35 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199603121702.SAA09750@storm.certix.fr>; from "ceti" at Mar 12, 96 5:05 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> Hello,
> I ve a problem with the use of morphing nodes.
> The following source is a variation around morph.c.
> My goal was to load two object ( iv file format ) with  the same geometry ( 
> polygons, normal, material, color)
> but  with two differents shapes. To check this, I planed to use the following
> code but it bombs even if I try to morph one model to itself !
> Strangely, the following is working if instead of loading external object, I 
> try internal primitive as
> going from a sphere to an arrow !!
> 
> So if anybody could send me a sample to morph two iv objects or just tell me 
> what is wrong in the following
> I will appreciate a lot ..
> 
> *******************************************************************
> 
> #include <stdlib.h>
> #include <math.h>
> #include <Performer/pf.h>
> #include <Performer/pfdu.h>
> 
> int		nSph;
> 
> 
> static void breatheMorph(pfMorph *morph, double t)
> {
>     float	s = (sinf(t) + 1.0f) / 2.0f;
>     float	weights[2];
> 
>     weights[0] = s;
>     weights[1] = 1.0f - s;
> 
>     pfMorphWeights(morph, 0, weights);
>     pfMorphWeights(morph, 1, weights);
> }
> 
> 
> static pfMorph* initMorph(char *namesource, char *namecible)
> {
>     pfGeoSet    *cible;
>     pfGeoSet    *source;
>     pfGeode	*geode;
>     pfGeoState	*gstate;
>     pfMaterial	*mtl;
>     pfMorph	*morph;
>     ushort	*icoords, *inorms;
>     pfVec3	*coords, *obcoords, *norms, *obnorms;
>     pfVec4	*colors;
>     float	*srcs[2];
>     int		i;
>     void	*arena = pfGetSharedArena();
> 
>     morph = pfNewMorph();
>     geode = pfNewGeode();
> 	source = (pfGeoSet*)pfdLoadFile(namesource);
> 	/*source = pfdNewSphere(400, arena);*/
> 	if(source==NULL)
> 		{
> 		pfNotify(PFNFY_NOTICE, PFNFY_PRINT,"WARNING: could not load 
> \"%s\"",namesource);
> 		exit(0);
> 		}
> 
> 	cible = (pfGeoSet*)pfdLoadFile(namecible);
> 	/*cible = pfdNewArrow(400, arena);*/
> 	if(cible==NULL)
> 		{
> 		pfNotify(PFNFY_NOTICE, PFNFY_PRINT,"WARNING: could not load 
> \"%s\"",namecible);
> 		exit(0);
> 		}
> 

	pfdLoadFile returns a pfNode*, not a pfGeoSet*. You'll have to 
traverse the returned subgraph to find the geosets. See pfuTraverser.



From guest  Tue Mar 12 12:10:00 1996
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199603131925.LAA13580@tubes.asd.sgi.com>
Subject: Re: DRAW process blocks?
To: guest (Gene Koh)
Date: Wed, 13 Mar 96 11:25:09 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9603061155.ZM16640@euphoria.corp.sgi.com>; from "Gene Koh" at Mar 6, 96 11:55 am
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> Hi there,
> 
> I'm a little puzzled about the behavior of the DRAW process.  According to the
> stats, when DRAW is forked as a separate process, it doesn't begin processing
> until the next frame boundary.  As a result, I'm seeing a two frame latency in
> PFMP_APPCULL_DRAW mode.
> 
> 
> -----> a0 (sync)    ||-|                    ||                 ||
>                     || |--| c0              ||                 ||
>                     ||       (draw blocks)  ||----------| d0   || (swap)
> 
> In PFMP_APP_CULLDRAW, 1 frame latency.
> 
> -----> a0 (sync)    ||-|                    ||
>                     || |--| c0              ||
>                     ||    |----------| d0   || (swap)
> 
> In Prog. Guide, it states that both of these modes should only have 1 frame
> latency.  Why does the DRAW block until the next frame boundary?  Does it do so
> in cases other than being a separate process?  Thanks!
> 
> 
> -- 
> gene koh		gene@corp.sgi.com		415.933.4230
> 
> simplicity   patience   compassion
> 
> 

	This is kind of a squirrelly situation which has come up before.
I'd say the documentation is incorrect - PFMP_APPCULL_DRAW does give
2 frame latency. However, there are 2 ways to get 1 frame latency with 
PFMP_APPCULL_DRAW:

	1. Perform *all* application processing between 
	pfSync() and pfFrame().

	2. Use PFMP_CULLoDRAW.

(1) should give you better throughput. 



From guest  Tue Mar 12 16:41:11 1996
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From: "Bill Storma" <BILL@p3.enzian.com>
To: info-performer@sgi.sgi.com
Date:          Tue, 12 Mar 1996 18:59:58 EDT
Subject:       Questions dealing with performer stats on multipipe REII
X-Mailer: Pegasus Mail v3.22
Message-Id: <932850C79@P3.ENZIAN.COM>
Status: O

I am looking for some help in understanding how to use the statistics 
capability in performer.  I am running performer 1.2, IRIX 5.3 on a 3 
pipe REII.

I have read through the Performer manuals and have gotten into the 
basics of displaying statistics on all three screens.  I have 
three pfFrameStats structures setup, one for each pipe.  I am using 
pfStatsClass to enable the statisitics for each structure and 
pfStatsClassMode to enable any modes.  I am using pfChanStatsMode to 
enable drawing the stats for each channel.  I am using 
pfDrawChanStats every frame to display the stats on all three pipes.

I have no trouble with the frametime, cull and database stats.  
However, when displaying gfx, gfx_pipe_fill or cpu stats, the stats 
are displayed on each pipe (apparently correctly), but I am getting an 
error on a pfOpenStats for pipes 1 & 2 whenever I enable any of these 
features. Since I do not get an error for pipe 0, I assume that there 
is a special way to handle collecting stats for multipipe, or that my 
procedure is not correct for setting up the collection and display of 
the stats.

A sample (for pipe 0) to enable geometry stats would be:

pfStatsClass (FStats0, PFSTATS_ENGFX, PFSTATS_ON);
pfStatsClassMode (FStats0, PFSTATS_GFX, PFSTATS_GFX_GEOM, PFSTATS_ON);
pfChanStatsMode (Chan0, PFCSTATS_DRAW, PFSTATS_ENGFX);

Also, can someone tell me what the memory stats are supposed to do.  
There are no details in the performer book and the PFSTATS_MEM 
definition does not exist in any of the performer include files.

Can someone point me in the right direction for a better writeup 
on using stats in performer or give me an idea how to use stats in a 
multipipe environment ?
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
Bill Storma                     Phone:  407-282-1884
Enzian Technology               FAX:    407-282-3013
Orlando, Fl.  32817             e-mail: bill@p3.enzian.com


From guest  Wed Mar 13 01:34:34 1996
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Date: Wed, 13 Mar 1996 08:16:25 +0000 (GMT)
From: ROY RUDDLE <saprar@thor.cf.ac.uk>
Reply-To: Ruddle@cardiff.ac.uk
To: dheskamp@ldsa.com
Cc: info-performer@sgi.sgi.com
Subject: Re: inventor loader problem
In-Reply-To: <9603121925.163534@pc1197.ldsa>
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Status: O

Inventor uses a Y-up convention. Performer is Z-up. This means:

Iv Y = Pf Z
Iv Z = Pf -Y

I think this will explain the feature you have encountered.

cheers

roy


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From: acjank@aia.af.mil (Andrew C Jank)
Message-Id: <9603131437.AA05472@aia00>
Subject: Need simple 3d aircraft models
To: info-performer@sgi.sgi.com
Date: Wed, 13 Mar 96 8:37:04 CST
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Status: O

Hi to all,
  I am specifically looking for simple ( < 1000 polys) models of Cessna 
aircraft for a project I am working on.  Can anyone give a few pointers 
to some ftp sites that may offer the models.  (simple models of other 
aircraft would also be helpful).  Thanks.

Andy



From guest  Wed Mar 13 09:08:33 1996
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Date: Wed, 13 Mar 1996 17:34:49 +0000
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: knob and Bbox
X-Mailer: <PC Eudora Version 1.4>
Status: O

first thank you John Rohlf for showing me the mistake Ive done for the morphing.

Today is another day with its problem !
I'd like to read knob and Bbox value in module close to perfly.

To do this there are (at least !) two ways:
- the ugly wild one is using IrisGL functions as qdevice and qtest and qread 
to get the message in the event queue.
- the smart one is to use functions as pfuEventQueue.
You certainly think I'd better use the smart one and I agree too but here is 
my problem :
I don't know what kind of event I should queue and search when unpoping
 and what is the way to do this for performer with GL window.

So if someone could show me a template of the smart method, this could be 
usefull.

PS : i know the wild one is working but it is not what I want.
 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
<      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ >
<    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ >
<   _/  _/  _/        _/    _/   _/    _/    _/_/_/   _/   _/  >
<  _/  _/  _/        _/    _/   _/    _/    _/       _/_/_/    >
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< _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/    >
<                                                              >
<        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 Mar 13 09:22:24 1996
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From: "David H. Whittington" <dhw3314@aw101.iasl.ca.boeing.com>
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Subject: Performer 2.0 Problems
To: info-performer@sgi.sgi.com
Date: Wed, 13 Mar 1996 08:46:10 -0800 (PST)
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Status: O

	I'm having difficulties getting started with Performer 2.0
and would like some feedback from those who are doing ports.

1) When running the makefile provided with perfly, all sorts of
multiply defined symbols are spewed out at the link stage - if there
are any real errors I would not easily see them. There is also a
linker command "ignore unresolved" in the makefile that hides any
real problems once you start to modify perfly to your own desires.

We have several machines around of different speed and we were able
to easily take a performer based executable around from machine to 
machine but now, even when I try to link "as static as possible",
when I move to other machines, some shared objects are missing
and it vomits stuff to the screen and then dies - what a pain!

2) I was dismayed that perfly_2.0 is considerably changed in areas
from perfly_1.2 and I am unaware of any code comments, man pages,
or other documentation that provides understanding to the user about
the need for the architectural changes.I tried using the tool port2.0
on our previously working 1.2 based source and stopped after
frustration - too many significant changes, etc.

3) I will ask again - why the OPENGl version of perfly so SLOW on
a VGX machine compared to the irisgl version. I see a factor of 5
times slower on a "5-span" VGX Crimson. I could understand a 30-50%
slowdown, but this??



From guest  Wed Mar 13 09:43:13 1996
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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9603131714.ZM8856@barney.reading.sgi.com>
Date: Wed, 13 Mar 1996 17:14:05 +0000
In-Reply-To: acjank@aia.af.mil (Andrew C Jank)
        "Need simple 3d aircraft models" (Mar 13,  8:37am)
References: <9603131437.AA05472@aia00>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: acjank@aia.af.mil (Andrew C Jank), info-performer@sgi.sgi.com
Subject: Re: Need simple 3d aircraft models
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

There's lots of sources mentioned under the Performer web page ftp site link,
here's an example:

"
You can get all kinds of 3D models in various formats from:

    avalon.chinalake.navy.mil (129.131.31.11)

by using anonymous ftp.  That is apparently the main ftp host for 3D models
(objects) on Internet.
"

but you should go to http://www.sgi.com/Technology/Performer.html and search
around under there - mainly under 'Anonymous FTP Archives' and ' Friends,
Goodies, & Free Stuff! '

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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Date: Wed, 13 Mar 1996 19:26:48 +0000
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Subject: pfMakePerspChan in Performer 2.0
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Status: O

Hi,

I tried to port a Performer 1.2 programm to 2.0. It opens a RealityEngine
(quadbuffer)-stereo window and displays geomeytry. The zero parallaxe plane is
on the screen so half of the scene seems to pop out of the screen.

I changed the OpenWindow callback and replaced pfMakePerspFrust with
pfMakePerspChan and now the zero parallaxe plane isn't any more on the screen,
although the channel parameters are the same.

Any ideas?

Thanks
Daniela


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


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Date: Wed, 13 Mar 1996 13:42 -0500 (EST)
Subject: New onyx machines
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     Hi all:
     
     I've been tasked to give input on purchasing a new onyx.  I'm familiar 
     with a 4xR4400 machine.
     
     I'm fishing for information on the 2xR8000 and 4xR10000 machines from 
     people that have been able to play with the new machines.  
     
     Which will perform better?
     
     The main application will be stealth visualization of a DIS virtual 
     world.  Much terrain and many entities bla bla bla...
     
     I'm thinking the 2xR8000 would be better for scientific type stuff but 
     since are main application would not be doing many floating point 
     calculations, that staying with 4 fast cpu would be a better way to 
     go.  Yea or Nea?
     
     Thanks much!!!!!
--

Kevin Mueller                      E-mail: kevin_e_mueller@ccmail.orl.mmc.com 

ModSAF Engineer                                          Desk: (407) 356-0505 
ADST II                                                   Fax: (407) 356-0427
SAIC
3045 Technology Parkway
Orlando, FL  32826




From guest  Wed Mar 13 11:46:30 1996
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From: "Nathaniel Bletter" <nat@od.sri.com>
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Date: Wed, 13 Mar 1996 11:41:16 -0800
In-Reply-To: "David H. Whittington" <dhw3314@aw101.iasl.ca.boeing.com>
        "Performer 2.0 Problems" (Mar 13,  8:46am)
References: <199603131646.AA01487@aw191.iasl.ca.boeing.com.info-performer@sgi.com>
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Adressing your 3rd problem: why OpenGL performer is so much slower than IrisGl
performer on VGX's. This is because OpenGL is translated to IrisGL for VGX's
using something called IGLoo, I think. SGI didn't bother to right a "native"
version of OpenGL for these machines. We have noticed this is many ways:
OpenInventor 2.0 runs at about half the speed of Inventoir 1.1 for the same
reason, Photoshop updates the screen unbearably slowly since it uses an OpenGL
graphics window. Only when we switched to an X window mode was Photoshop
usable.

So, since you have the choice of OpenGL vs. IrisGl at compilation, use IrisGL
on VGX's, and OpenGL on other machines.

--

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


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Date: Wed, 13 Mar 1996 20:41:38 +0100
From: Nuno Godinho <mgo@minerva.inesc.pt>
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To: Rob Jenkins <robj@barney.reading.sgi.com>,
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Subject: Need FREE 3d models. Where are they?
References: <9603131437.AA05472@aia00> <9603131714.ZM8856@barney.reading.sgi.com>
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Rob Jenkins wrote:

> You can get all kinds of 3D models in various formats from:
> 
>     avalon.chinalake.navy.mil (129.131.31.11)
> 
> by using anonymous ftp.  That is apparently the main ftp host for 3D models
> (objects) on Internet.


I went to avalon to check out the 3d models and I found that I must pay
to get them.


Where can I find 3d models for free? I would pay for them but I'm a
student working on a VR school project and they don't give me any money.


thanks
	nuno


From guest  Wed Mar 13 13:43:48 1996
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From: grantham@rum (Brad "Dances with Java" Grantham)
Message-Id: <199603132140.NAA26289@rum.asd.sgi.com>
Subject: Re: Need FREE 3d models. Where are they?
To: mgo@minerva.inesc.pt (Nuno Godinho)
Date: Wed, 13 Mar 1996 13:40:04 -0800 (PST)
Cc: info-performer@sgi.sgi.com
In-Reply-To: <314724F2.15FB7483@minerva.inesc.pt> from "Nuno Godinho" at Mar 13, 96 08:41:38 pm
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Nuno Godinho said:
> Rob Jenkins wrote:
> >     avalon.chinalake.navy.mil (129.131.31.11)
> > by using anonymous ftp.  That is apparently the main ftp host for 3D models
> > (objects) on Internet.

I think Viewpoint Datalabs has taken over the public domain models from
China Lake.

> Where can I find 3d models for free? I would pay for them but I'm a
> student working on a VR school project and they don't give me any money.

Try Viewpoint Datalabs' "Avalon" archive, at http://www.viewpoint.com/avalon/.
Models at that repository seem to be freely available.  Viewpoint's home
page is http://www.viewpoint.com/.

Copied to info-performer because this may interest someone else.

		-Brad

P.S.  I am in no way, shape, or form affiliated with Viewpoint.
-- 
Brad Grantham, grantham@asd.sgi.com, 415-933-4993, http://www.alt.net/~grantham



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To: info-performer@sgi.sgi.com
Subject: Wernecke's example 10-5 in "The Inventor Mentor" book
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Hi I am new  user of Open Inventor  I've tried to write simple Inventor
programs learned from Wernecke's "The Inventor Mentor". Currently I am trying
to use the SoSelection class. I 've typed the example 10-5 compiled it without
error but then it does not do what it should do according to the book.
I 'll be very happy if anyone can give me some explaination,
thanx a million



From guest  Wed Mar 13 20:09:47 1996
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From: Thomas Hudson <hudson@cs.unc.edu>
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Subject: Behavior of "empty" GeoSets
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Can anybody explain the way Performer 2.0 treats "empty" GeoSets?
Over the past 48 hours I've been bedeviled by the following behavior:

  * Create a pfGeoSet with a PFBOUND_STATIC bounding box.
    call setNumPrims(0), setPrimType(PFGS_TRISTRIPS),
    setPrimLengths(NULL),
    setAttr(PFGS_COORD3, PFGS_PER_VERTEX, NULL, NULL),
    setAttr(PFGS_NORMAL3, PFGS_PER_VERTEX, NULL, NULL).

    Place this GeoSet into a Geode with a PFBOUND_STATIC
    bounding sphere.

    Behavior:  although every parent node in the hierarchy
    inherits the Geode's bounding sphere (which properly
    contains the GeoSet's bounding box), everything is
    culled - the pfGroup at the root of the scene returns
    0 for pfGetCullResult() in the pre-cull callback, as does
    its children should we issue a pfCullResult(PFIS_ALL_IN).

  * Take the above Geode.  Add more GeoSets, containing nontrivial
    geometry.  (Fitting within the same bounding box/sphere)

    Behavior:  exactly the same.  Everything gets culled away.

  * Create a pfGeoSet like the first, with a PFBOUND_STATIC bounding
    box, calling setNumPrims(0) and setPrimType(PFGS_TRISTRIPS).
    However, create a 1-entry lengths array and 3-entry arrays
    for the normals and vertices.

    Behavior:  everything renders "as expected" - we traverse
    the culling hierarchy all the way down to the Geodes, and
    hit the post-draw callbacks (indicating to me that we've
    drawn the "empty" geosets)

Does this make sense?

Thanks for any insight you can give.  I've got source code if it's
helpful.

(While this occurred, the Onyx we were running on changed chassis,
but this really shouldn't have affected our program performance,
should it?)

Tom Hudson
UNC-Chapel Hill Walkthrough and Modeling Groups
// hudson@cs.unc.edu



From guest  Thu Mar 14 01:13:41 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9603140911.ZM14227@bitch.reading.sgi.com>
Date: Thu, 14 Mar 1996 09:11:17 +0100
In-Reply-To: Nuno Godinho <mgo@minerva.inesc.pt>
        "Need FREE 3d models. Where are they?" (Mar 13,  8:41pm)
References: <9603131437.AA05472@aia00> 
	<9603131714.ZM8856@barney.reading.sgi.com> 
	<314724F2.15FB7483@minerva.inesc.pt>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Nuno Godinho <mgo@minerva.inesc.pt>,
        Rob Jenkins <robj@barney.reading.sgi.com>,
        Performer Mailing List <info-performer@sgi.sgi.com>
Subject: Re: Need FREE 3d models. Where are they?
Mime-Version: 1.0
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Status: O

Try installing the various friends subsystems in the Performer distribution
if you have the disk space :)

Look at /usr/share/Performer/friends/README before you install & decide
what you want. I wouldn't assume that everything in the distribution
is "FREE" but at the very least there are there to be played with.


On Mar 13,  8:41pm, Nuno Godinho wrote:
> Subject: Need FREE 3d models. Where are they?
> Rob Jenkins wrote:
>
> > You can get all kinds of 3D models in various formats from:
> >
> >     avalon.chinalake.navy.mil (129.131.31.11)
> >
> > by using anonymous ftp.  That is apparently the main ftp host for 3D models
> > (objects) on Internet.
>
>
> I went to avalon to check out the 3d models and I found that I must pay
> to get them.
>
>
> Where can I find 3d models for free? I would pay for them but I'm a
> student working on a VR school project and they don't give me any money.
>
>
> thanks
> 	nuno
>
>-- End of excerpt from Nuno Godinho



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


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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
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Date: Thu, 14 Mar 1996 09:13:12 +0000
In-Reply-To: "Tawfek Mukhtar" <tawfek@media1.rndtm.com.my>
        "Wernecke's example 10-5 in "The Inventor Mentor" book" (Mar 14, 11:32am)
References: <9603141132.ZM9509@media1.rndtm.com.my>
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To: "Tawfek Mukhtar" <tawfek@media1.rndtm.com.my>, info-performer@sgi.sgi.com
Subject: Re: Wernecke's example 10-5 in "The Inventor Mentor" book
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On Mar 14, 11:32am, Tawfek Mukhtar wrote:
> Subject: Wernecke's example 10-5 in "The Inventor Mentor" book
> Hi I am new  user of Open Inventor  I've tried to write simple Inventor
> programs learned from Wernecke's "The Inventor Mentor". Currently I am trying
> to use the SoSelection class. I 've typed the example 10-5 compiled it
without
> error but then it does not do what it should do according to the book.
> I 'll be very happy if anyone can give me some explaination,
> thanx a million
>
>-- End of excerpt from Tawfek Mukhtar

reply to me offline with some more detail and I'll have a look as this isn't
really the place. I notice you've typed the example in, have you tried the
online version /usr/share/src/Inventor/examples/Mentor/C++/10.5.SelectionCB.c++
? I did and it seems to work OK. If you don't have it installed it's in
inventor_dev.src.sample.

Cheers
Rob

PS if you subscribe to the newsgroup comp.graphics.api.inventor you can get
lots of answers there.

-- 
________________________________________________________________
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: "Tom Fuke" <tom@war.reading.sgi.com>
Message-Id: <9603141328.ZM5280@war.reading.sgi.com>
Date: Thu, 14 Mar 1996 13:28:55 +0000
X-Face: (%+h@d^QtgD5P'vSaMK,85TeXMhh+{<8]$Htk]p5K42=-?TE*NdftIL)|(O+:m6F32S3KF*
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Status: O

You could also try looking at the UKVRSIG site:

http://www.dcs.ed.ac.uk/home/mxr/objects.html

(which also contains anchors to other sites)

rgds,
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         | [][] |
                                                    | (  ) |
--------------------------------------------------------------
Silicon Surf:   www.sgi.com
Reality Centre: www.sgi.com/International/UK/centre/index.html
                (use www-europe.sgi.com for European mirror)
Tom:            reality.sgi.com/employees/tom_reading/ 
--------------------------------------------------------------


From guest  Thu Mar 14 06:55:01 1996
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Date: Thu, 14 Mar 1996 09:03:25 -0500
From: brian@sgi.sgi.com (Brian Furtaw)
Message-Id: <9603140903.ZM10775@hotsauce.clubfed.sgi.com>
In-Reply-To: "David H. Whittington" <dhw3314@aw101.iasl.ca.boeing.com>
        "Performer 2.0 Problems" (Mar 13,  8:46am)
References: <199603131646.AA01487@aw191.iasl.ca.boeing.com.info-performer@sgi.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "David H. Whittington" <dhw3314@aw101.iasl.ca.boeing.com>,
        info-performer@sgi.sgi.com
Subject: Re: Performer 2.0 Problems
Mime-Version: 1.0
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Status: O

I would like to address question number five from below, one of the replies to
this message suggested that IGLOO was a translation of OpenGL to IRISGL on VGX
systems, this is not true IGLOO is a translation of IRISGL to OpenGL which is
currently availiable on the IMPACT product, IGLOO will be used for backward
compatiblity of IRISGL on future releases of IRIX, this is necessary because
the IMPACT and now Infinite Reality have hardware which is specifically
designed to run OpenGL not IRISGL. The problem you are seeing on the VGX is
because OpenGL has limited support on that platform `grelnotes gl_dev` should
tell you the limitations of the VGX platform and OpenGL.

Brian


On Mar 13,  8:46am, David H. Whittington wrote:
> Subject: Performer 2.0 Problems
> 	I'm having difficulties getting started with Performer 2.0
> and would like some feedback from those who are doing ports.
>
> 1) When running the makefile provided with perfly, all sorts of
> multiply defined symbols are spewed out at the link stage - if there
> are any real errors I would not easily see them. There is also a
> linker command "ignore unresolved" in the makefile that hides any
> real problems once you start to modify perfly to your own desires.
>
> We have several machines around of different speed and we were able
> to easily take a performer based executable around from machine to
> machine but now, even when I try to link "as static as possible",
> when I move to other machines, some shared objects are missing
> and it vomits stuff to the screen and then dies - what a pain!
>
> 2) I was dismayed that perfly_2.0 is considerably changed in areas
> from perfly_1.2 and I am unaware of any code comments, man pages,
> or other documentation that provides understanding to the user about
> the need for the architectural changes.I tried using the tool port2.0
> on our previously working 1.2 based source and stopped after
> frustration - too many significant changes, etc.
>
> 3) I will ask again - why the OPENGl version of perfly so SLOW on
> a VGX machine compared to the irisgl version. I see a factor of 5
> times slower on a "5-span" VGX Crimson. I could understand a 30-50%
> slowdown, but this??
>
>-- End of excerpt from David H. Whittington



-- 
o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o-o

Brian Furtaw			(brian@sgi.com)
RSE Graphics/Communications	Office:	(301) 572-3293
Silver Spring, MD		Fax:	(301) 572-3280


From guest  Thu Mar 14 12:47:06 1996
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To: info-performer@sgi.sgi.com
Path: usenet
From: Luc Renambot <renambot@irisa.fr>
Newsgroups: irisa.listes.info-performer
Subject: Modify color
Date: Thu, 14 Mar 1996 21:30:35 +0100
Organization: IRISA, Campus de Beaulieu, 35042 Rennes Cedex, FRANCE
Lines: 36
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Status: O

Hi,

I tried for hours to modify the color of the polgons in a geoset.
I modify Perfly to receive data from another program by socket.
I find the vertices and color array : 

    Binding = LeGeoset->getAttrBind(PFGS_COORD3);
    LeGeoset->getAttrLists(PFGS_COORD3, (void **)&VArray, &Index);

    BindingC = LeGeoset->getAttrBind(PFGS_COLOR4);
    LeGeoset->getAttrLists(PFGS_COLOR4, (void **)&CArray, &IndexC);

I compute the right position of the color and I try to modify it :

	PFCOPY_VEC4(CArray[i], newcol);

and then the polygon is always black !!!

I tried to use the "setAttr" function too, it's bad.

There's a problem with the memory, or something else ....

Can anyone could help me, please ???

Thanks.

Luc.

------------------------------------
| Renambot Luc                     |
| IRISA - CAPS Team                |
| e-mail: renambot@irisa.fr        |
| www   : http://www.irisa.fr/caps |
| Tel   : 99-84-72-21              |
------------------------------------
"Qu'est-ce qui est le plus grand, l'jtre ou le niant?"


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From: "Lionel Maiaux" <maiaux@saphir.corys.fr>
Message-Id: <9603151432.ZM13164@saphir>
Date: Fri, 15 Mar 1996 14:32:45 +0100
In-Reply-To: "Michael Jones" <mtj@babar.asd.sgi.com>
        "Re: Modelling strategy Question" (Feb  9,  3:48pm)
References: <9602081424.ZM17232@royalflush.engr.multigen.com> 
	<9602091527.ZM2037@repo.engr.multigen.com> 
	<9602091548.ZM5451@babar.asd.sgi.com>
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To: info-performer@sgi.sgi.com
Subject: Performer 2.1
Mime-Version: 1.0
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Status: O

(with such a title, I'm sure that everybody will read this mail!)

On Feb 9,  3:48pm, Michael Jones wrote:

> 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!
>

I heard a lot about new IR and IS SGI stations but I read nothing in Performer
2.0 guides about "pixel fill load management, graphic local display lists, ..."
and I would like to know :
- if there will be a new Performer release (2.1) which use these IR(S) features
and when this version will be available,
- if I can get technical informations (ftp, web, ...) about these features and
how they will be implemented in OpenGL (extensions?) or Performer.



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Message-Id: <9603151544.ZM21109@lig.di.epfl.ch>
Date: Fri, 15 Mar 1996 15:44:15 +0100
In-Reply-To: "Lionel Maiaux" <maiaux@saphir.corys.fr>
        "Performer 2.1" (Mar 15,  2:32pm)
References: <9602081424.ZM17232@royalflush.engr.multigen.com> 
	<9602091527.ZM2037@repo.engr.multigen.com> 
	<9602091548.ZM5451@babar.asd.sgi.com> 
	<9603151432.ZM13164@saphir>
X-Face: R."dFWGT!.>rY?DV]Wr%Lrh64Jgqmjg1DbjG5uW:d=biRsXv^oYVN~/r|_n`jKgsGXV\Q5z!'Rt;!.<?<9w0}yqvpDvG|9ELb+uU]O:c=dyHPC)BE#H-rfi:bVk<Gk.`TfpODe\h#w"
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To: info-performer@sgi.sgi.com
Subject: 3DMF loader for Performer
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Status: O

Is there (or will be there) a loader for 3DMF file ?

-- 
//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\
\\ Eric Chauvineau                      \\// chauvine@lig.di.epfl.ch  //
// Computer Graphics Lab (EPFL-LIG)     //\\ Phone: +41-21-693-5248   \\
\\ Swiss Federal Institute of Technology\\// Fax:   +41-21-693-5328   //
// CH-1015 Lausanne, Switzerland        //\\ http://ligwww.epfl.ch    \\
\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//



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Date: Fri, 15 Mar 1996 07:49:50 -0800
From: mtj@babar (Michael Jones)
Message-Id: <199603151549.HAA02063@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com, maiaux@saphir.corys.fr
Subject: RE: 3DMF file loader
Status: O

I had hoped to have one ready for Performer 2.0, but unfortunately the
"UNIX tar image" on Apple's FTP site has a Mac-type "HQX" compression
applied to it. I reported this to them (about six months ago) but they
were sufficiently busy promoting it within the Mac world that they've
not seemed to make much progress with the tar file. This means no 3DMF
for 2.1 either.

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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Date: Fri, 15 Mar 1996 09:22:58 -0800
From: mtj@babar (Michael Jones)
Message-Id: <199603151722.JAA02442@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com
Subject: Performer Release News
Status: O

RE: IRIS Performer Release Questions

IRIS Performer 2.0.1

The release of IRIX 6.2 will include the IRIS Performer run-time
environment for all graphics types.  This release, which has already
happened from the Performer team's point of view but which is not yet
out of the factory and into customer's hands, is known as IRIS
Performer 2.0.1 eoe. The new IRIX release will be widely distributed
(all modern machines) and the inclusion of the Performer DSOs means
that the convenience of portability will be much greater than was
previously possible (just copy your shared executable -- the loaders
and libraries will already be there -- no need to link statically for
portability).

The bugs that we know of (bugs reported in the mailing list, by email
to the team, or through SGI GCS) in Performer 2.0 (database paging, 
etc.) have been fixed in the 2.0.1 release.  This means that when you 
get the new IRIX, you'll have a binary compatible better Performer. 
Check the online release notes to learn about the bug fixes in detail.

Also, if you know of a program or documentation error and did not
report it yet, then shame on you!  If you had, we'd likely have it
fixed by now and you would have gotten the new version in the mail
just like magic. Please send bug reports to us if you uncover any
problem or defect, and include comments about documentation as well.
The sooner we know, the sooner it gets fixed.

IRIS Performer 2.1

We are releasing IRIS Performer 2.1 to support the advanced features of
the recently announced Onyx/InfiniteReality graphics system.  There is
almost no change of existing 2.0 API -- it's new features rather than
changes to existing ones -- so the port should be a quick one for
anyone using the 2.0 release. (Proven by customers visiting the 
InfiniteReality Porting Palace here in Mountain View.)

While IRIS Performer 2.0 and 2.0.1 work well on (and recognize the
hardware type of ;-) the InfiniteReality, they do not know about
several key new hardware and software features. The Performer 2.1
release enhances Performer 2.0 and 2.0.1 to support new OpenGL and
hardware features, as well as adding a number of important Performer
features. It is nearly ready for release, which is why we've been so
quiet on the mailing list -- we've been in a heads-down completion mode
to make sure IRIS Performer 2.1 is ready for its partner, the new
InfiniteReality graphics system.  IRIS Performer 2.0 and 2.0.1
applications run well on IR, but you need to upgrade to Performer 2.1
to open the door to these features:

 o  Support for MIP-mapped textures up to 32k x 32k in size. This 
    allows geo-specific textures for large areas to be used and is
    a beautiful thing to see. Note: that's 1 billion texels!

 o  Dynamic Resolution to solve pixel-fill overload automatically.
    Are you ever had a fill-limited application that dropped frames?
    Want to make a simple function call to solve it, even in multi-
    pipe, multi-channel applications?

 o  Dynamic Surfaces for accurate model and terrain simulation. Nice
    hierarchical surfaces with flexible morphing under user control.
    Many people saw this at the I/ITSEC show in November.

 o  Hardware pipeline statistics gathering/reporting. Get details
    about bottlenecks deep within the hardware. (Used by Performer
    to control Dynamic Resolution as mentioned above)

 o  Several additional features not to be mentioned until release.
    (Australians take heart!)

 o  Bug fixes WRT 2.0.1: these include fixes to bugs that have been 
    reported here in the mailing list (these are also fixed in Performer 
    2.0.1 as described above) as well as a few subtle and minor fixes 
    made after the cutoff point for 2.0.1 was passed.

By the way, I've seen rates of more than 4 million polygons per second 
using Performer 2.1 on an Infinite/Reality system (i.e., 75,000 
tris/frame at 60 Hz) drawing a customer-supplied database.

More details will be shared once we start to ship 2.0.1 and 2.1 out
of the factory. Full information will be posted here first!

Michael Jones
RE: Current Performer Releases

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: "Michael Weyrich" <WEYRICH@aps.rwth-aachen.de>
Organization:  aps Aachen
To: Rob Jenkins <robj@barney.reading.sgi.com>,
        Performer Mailing List <info-performer@sgi.sgi.com>,
        Nuno Godinho <mgo@minerva.inesc.pt>
Date:          Thu, 14 Mar 1996 09:13:04 MET+1
Subject:       Re: Need FREE 3d models. Where are they?
X-Confirm-Reading-To: "Michael Weyrich" <WEYRICH@aps.rwth-aachen.de>
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Status: O

Avalon is also available on Public Domain CD-ROM for about $10.
Mail to Avalon Support they can tell you were your next
distributer is.

Michael



> > 

Date:          Wed, 13 Mar 1996 20:41:38 +0100
> > From:          Nuno Godinho <mgo@minerva.inesc.pt>
> > To:            Rob Jenkins <robj@barney.reading.sgi.com>,
> >                Performer Mailing List <info-performer@sgi.sgi.com>
> > Subject:       Need FREE 3d models. Where are they?

> Rob Jenkins wrote:
> 
> > You can get all kinds of 3D models in various formats from:
> > 
> >     avalon.chinalake.navy.mil (129.131.31.11)
> > 
> > by using anonymous ftp.  That is apparently the main ftp host for 3D models
> > (objects) on Internet.
> 
> 
> I went to avalon to check out the 3d models and I found that I must pay
> to get them.
> 
> 
> Where can I find 3d models for free? I would pay for them but I'm a
> student working on a VR school project and they don't give me any money.
> 
> 
> thanks
> 	nuno
> 
> 



From guest  Fri Mar 15 13:06:13 1996
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From: acjank@aia.af.mil (Andrew C Jank)
Message-Id: <9603152058.AA07966@aia00>
Subject: Simple/Inexpensive Icon Builders
To: info-performer@sgi.sgi.com
Date: Fri, 15 Mar 96 14:58:07 CST
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Status: O

Greetings,
     I want thank you all for the response to my original message 
regarding aircraft icons.  Since I have not been able to find what we 
need, we may have to try producing our own icons.  Does anyone know of an 
easy to use, inexpensive, 3D icon builder? (one that is also suitable for 
"artistically challenged" people like myself) Thanks.

Andy

p.s. - For future reference, Viewpoint will build icons for you (at $500 
a pop -- a little steep when you need 30+ specific icons)



From guest  Sat Mar 16 00:10:03 1996
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	id AA01399; Sat, 16 Mar 96 02:10:17 CST  
Date: Sat, 16 Mar 96 02:10:17 CST
From: tpravata@rts.dseg.ti.com (Todd R Pravata)
Message-Id: <9603160810.AA01399@rts.dseg.ti.com>
To: forester@arl.mil, pratt@cs.nps.navy.mil, ReedWhit@aol.com,
        stevef@bvu-lads.loral.com, kevin_trott@partech.com, aetzel@arl.mil,
        hatch@sgi.com, callen@cornelius.tec.army.mil, kluigard@ida.org,
        William_Wood@ccmail.aer.loral.com, dgafford@bvu-lads.loral.com,
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        mkraus@ist.ucf.edu, ckarr@ist.ucf.edu, bandrews@simulation.com,
        support@coryphaeus.com, info-performer@sgi.com
Subject: S1K Loader update - OpenGL and Performer 1.2 support
Reply-To: <todd.pravata@ti.com>
Status: O

UPDATE - S1K Loader Release 1.1
  
New in this release ...

1. OpenGL support

  The loader has been ported to OpenGL.  The Performer 2.0 version now
  contains the two libraries: libpfs1k_igl and libpfs1k_ogl.

2. Performer 1.2 support
  
  I've included support for Performer 1.2 in this release.  There are
  now two tar files in the distribution.

  libpfs1k_1.2.tar.Z 	- for Performer 1.2
  libpfs1k_2.0.tar.Z	- for Performer 2.0

  The 1.2 version contains the static libraries, the header file and
  the usual Docs.  Use the same methods to incorporate this loader
  into your Performer application as you would any other 1.2 loader
  This is no help provided but it is exactly the same interface as
  all the other standard loaders.

  These two files are currently in ftp@sgigate.ti.com:/receive (though
  they won't be viewable).  Request that they be moved to
  /pub/Performer/src/pf1.2/ and /pub/Performer/src/pf2.0/.
  
3. Stamp textures bug fixed

  There was a bug reported by Loral concerning stamp textures.  This
  bug has been fixed in this release (both versions).
  
4. Updates to the documentation  
  
  If you have not read the paper, you might find it helpful in gaining
  insight in how to tune your S1000 database load for best performance
  (/Doc/s1k_loader_paper).  Also check out the file template.s1k which
  defines all of the loader control directives.
  
  
Old News ...

> SGI Release
> 
>   The libraries shipped out on the Performer CD ROM were somehow
>   corrupted.  The current released version of the S1000 loader resides
>   in:
> 	
>   sgigate.sgi.com:~ftp/pub/Performer/src/pf2.0/libpfs1k-3.9.1.textureproblem.tar.Z
>   sgigate.sgi.com:~ftp/pub/Performer/src/pf2.0/libpfs1k-3.8.1.tar.Z
> 
> S1000 API 3.9.1 vs 3.8.1
> 
>   There seems to be a problem with the textures when using the 3.9.1
>   version of the S1000 API with the S1000 loader.  This has not been
>   solved.  I recommend using the 3.8.1 S1000 API version.  If anyone
>   has had success with the 3.9.1 version I'd like to hear about it.

--
Todd Pravata		
todd.pravata@ti.com  214-575-6126
Visual Simulation Lab, Texas Instruments

  "When I got older I realized I liked feeding the animals more than
  I liked eating them." 
       -- Cynthia Gwyn Brown

** Views expressed are not necessarily those of Texas Instruments **





From guest  Sat Mar 16 06:14:27 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9603161351.ZM2362@bitch.reading.sgi.com>
Date: Sat, 16 Mar 1996 13:51:47 +0000
In-Reply-To: acjank@aia.af.mil (Andrew C Jank)
        "Simple/Inexpensive Icon Builders" (Mar 15,  2:58pm)
References: <9603152058.AA07966@aia00>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: acjank@aia.af.mil (Andrew C Jank), info-performer@sgi.sgi.com
Subject: Re: Simple/Inexpensive Icon Builders
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

The $500 a pop doesn't seem very steep at all as you may appreciate once
you've tried using a modeller to create your own. The Medit modeller
is in a Performer 2.0 friends subsystem. If you really are "artistically
challenged" then start saving or look for volunteers.

Rgds,
Angus.

On Mar 15,  2:58pm, Andrew C Jank wrote:
> Subject: Simple/Inexpensive Icon Builders
> Greetings,
>      I want thank you all for the response to my original message
> regarding aircraft icons.  Since I have not been able to find what we
> need, we may have to try producing our own icons.  Does anyone know of an
> easy to use, inexpensive, 3D icon builder? (one that is also suitable for
> "artistically challenged" people like myself) Thanks.
>
> Andy
>
> p.s. - For future reference, Viewpoint will build icons for you (at $500
> a pop -- a little steep when you need 30+ specific icons)
>
>
>-- End of excerpt from Andrew C Jank



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


From guest  Mon Mar 18 04:09:01 1996
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Date: Sun, 17 Mar 1996 13:05:26 -0500
From: nicolas@cae.ca (Nicolas Gauvin)
Message-Id: <199603171805.NAA06675@osprey.cae.ca>
To: info-performer@sgi.sgi.com
Subject: 'acbuf' and 'convolve' on Infinite Reality?
Status: O


Will the OpenGL equivalents of 'acbuf' and 'convolve' be available on 
the Infinite Reality when it is released? If so, what kind of relative
performance improvements should we expect  compared to the Reality Enfine2?


     ___/     |       ___/ 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: "Tommy Fortes" <tommy@claws14.prosolvia.se>
Message-Id: <9603181331.ZM18379@claws14.prosolvia.se>
Date: Mon, 18 Mar 1996 13:31:31 +0100
In-Reply-To: aschaffe@holodeck.asd.sgi.com (Allan Schaffer)
        "Performer Mailing List Info" (Feb 17,  1:09am)
References: <199602170909.BAA13942@holodeck.asd.sgi.com>
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To: info-performer@sgi.sgi.com
Subject: pfCullPath - How?!
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi Performers!

I have a problem with pfCullPath:
I want to display only a few selected objects. I have the pfPath:s to them
(from an earlier intersection test). So I added a cull callback, and instead of
calling pfCull, I tried calling

// In the cull callback
pfCullPath(path, scene, PFPATH_IGNORE_SWITCHES);

... This gives the message:
PF Warning/Usage:              pfList() Attempt to grow fixed-size list
0x1814b980

I tried to use different path:s (even NULL), NULL for the scene,
PFPATH_EVAL_SWITCHES, and combinations thereof. Same error message all the
time!

What am I doing wrong, or is it a bug?!

Thanks,


-- 
---------------------------------------------------------------------
Tommy Fortes, Software Engineer at Clarus AB - Sixth Sense Technology

E-Mail: tommy@clarus.se                     URL: http://www.clarus.se


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From: "Tommy Fortes" <tommy@claws14.prosolvia.se>
Message-Id: <9603181514.ZM18664@claws14.prosolvia.se>
Date: Mon, 18 Mar 1996 15:14:24 +0100
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: pfCullPath - Machine
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

> Hi Performers!
>
> I have a problem with pfCullPath:
> I want to display only a few selected objects. I have the pfPath:s to them
> (from an earlier intersection test). So I added a cull callback, and instead
of
> calling pfCull, I tried calling
>
> // In the cull callback
> pfCullPath(path, scene, PFPATH_IGNORE_SWITCHES);
>
> ... This gives the message:
> PF Warning/Usage:              pfList() Attempt to grow fixed-size list
> 0x1814b980
>
> I tried to use different path:s (even NULL), NULL for the scene,
> PFPATH_EVAL_SWITCHES, and combinations thereof. Same error message all the
> time!
>
> What am I doing wrong, or is it a bug?!
>
> Thanks,

BTW, I am using an Indigo 2 High Impact. I just noticed that it works better on
an Indy and Onyx... No fatal errors...

Still I wonder, is it a bug?!




-- 
---------------------------------------------------------------------
Tommy Fortes, Software Engineer at Clarus AB - Sixth Sense Technology

E-Mail: tommy@clarus.se                     URL: http://www.clarus.se


From guest  Mon Mar 18 06:59:05 1996
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 <01I2HAHEQS3A8ZG1W3@gmr.com>; Mon, 18 Mar 1996 09:59:23 EST
Date: Mon, 18 Mar 1996 09:59:22 -0500 (EST)
Subject: Please remove my name from your mailing list.
To: info-performer@sgi.sgi.com
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HI,
Please remove my name from your mailing list.
Thanks,
Gosia



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        "Performer Release News" (Mar 15,  9:22am)
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X-Face: +(HrN.)~49u8-TQ;yV?v]-KFW;TEu3C_S,.lR,i&33X*C#G/`fPOnfi=W}(Y8CZ]7uV7W_Y
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Subject: Re: Performer Release News
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On Mar 15,  9:22am, Michael Jones wrote:

What about 2.0.1 on IRIX 5.3?
Most people will be running 5.3 for the next months, so
what should one do to deliver a `bug-free' 2.x-based app?

Thanks in advance,





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        "Behavior of "empty" GeoSets" (Mar 14, 11:08pm)
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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

I also got bitten by this. Is this fixed in 2.0.1 ?



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Date: Mon, 18 Mar 1996 11:17:41 -0800
From: mtj@babar (Michael Jones)
Message-Id: <199603181917.LAA29945@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com, matomira@lig.di.epfl.ch
Subject: RE: 2.0.1 on IRIX 5.3
Status: O

Fernando D. Mato Mira Writes:
:What about 2.0.1 on IRIX 5.3?
:Most people will be running 5.3 for the next months, so
:what should one do to deliver a `bug-free' 2.x-based app?

Well, this is a difficult issue due to the IRIX transitional
issues. We are not planning a 2.0.1 for IRIX 5.3 release at
this time. My suggestion would be for us to get you 6.2 rather
than try to fix the 5.3 version, if for no other reason than
that several of the fixes are dependent on IRIX 6.2 itself.

What we can do is to send out the complete list of "what's
fixed in 2.0.1" from the release notes here on the mailing
list and let you judge for yourself how urgent the upgrade
to 6.2 is for you. If it's urgent, a call to SGI's Global
Customer Satisfaction group should be sufficient to expedite
your 6.2 upgrade mailing.

Contact Allan Schaffer for this type of information.

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, 18 Mar 1996 13:40:05 -0800
From: greene@iris2.amtec-corp.com (Mike Greene)
Message-Id: <199603182140.NAA00281@iris2.amtec-corp.com>
To: info-performer@sgi.sgi.com
Subject: GL transparency/texturing question
Status: O


  Sorry, that this is not a performer question, but I got no response on the sgi-graphics
newsgroup. I'm using GL on a High Impact. I'm trying to paste a tree texture (RGBA) onto
a transparent rectangle, hoping to show only the body of the tree , but not the remainig
portion of the rectangle. According to the GL manual , page 15-47, this should
be possible using msalpha and afunction, but they give no example. My experience has the texture
fading along with the rectangle as I lower the alpha. Does anyone have any code snippets
illustrating how to do this?

Thanks.
**********************************************************
Mike Greene                        '66 GT-350H
Huntsville, AL                     '69 Mach 1 428SCJ
greene@amtec-corp.com              '70 Boss 302
                                   '69 Cobra 428CJ
                                   '93 SVT Cobra
**********************************************************


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Date: Mon, 18 Mar 1996 21:57:46 +0000
In-Reply-To: greene@iris2.amtec-corp.com (Mike Greene)
        "GL transparency/texturing question" (Mar 18,  1:40pm)
References: <199603182140.NAA00281@iris2.amtec-corp.com>
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To: greene@iris2.amtec-corp.com (Mike Greene), info-performer@sgi.sgi.com
Subject: Re: GL transparency/texturing question
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On Mar 18,  1:40pm, Mike Greene wrote:
> Subject: GL transparency/texturing question
>
>   Sorry, that this is not a performer question, but I got no response on the
sgi-graphics
> newsgroup. I'm using GL on a High Impact. I'm trying to paste a tree texture
(RGBA) onto
> a transparent rectangle, hoping to show only the body of the tree , but not
the remainig

It's not the rectangle that's transparent it's the alpha information in the
tree image.

> portion of the rectangle. According to the GL manual , page 15-47, this
should
> be possible using msalpha and afunction, but they give no example. My
experience has the texture
> fading along with the rectangle as I lower the alpha. Does anyone have any
code snippets
> illustrating how to do this?

Again this suggests your applying alpha to the polygon rather than in the
texture. Your polygon alpha should be 1.0 (255) your image should contain alpha
= 0.0 (0) around the tree and 1.0 (255) where leaves & trunk are. It sounds
like you've got everything else correct since your tree fades with alpha.

>
> Thanks.
> **********************************************************
> Mike Greene                        '66 GT-350H
> Huntsville, AL                     '69 Mach 1 428SCJ
> greene@amtec-corp.com              '70 Boss 302
>                                    '69 Cobra 428CJ
>                                    '93 SVT Cobra
> **********************************************************
>
>-- End of excerpt from Mike Greene




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Date: 18 Mar 1996 15:36:46 U
From: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>
Subject: RapidApp 1.1 and Performer 
To: info-performer@sgi.sgi.com
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                      Subject:                              Time:  3:01 PM
  OFFICE MEMO         RapidApp 1.1 and Performer 2.0        Date:  3/18/96

Greetings,

We are having trouble incorporating Performer 2.0 into our RapidApp 1.1
generated code.  RapidApp is a interface builder by SGI and provides a mixed
model for OpenGL widgets.  So far all we get are core dumps when we use the
following:

In our initialize routine:
   pfInit();
   pfConfig();
      --- then some simple scene graph stuff

Anyone heard anything about mixed model programming as it relates to
Performer and RapidApp?

Scott O'Friel



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From: acjank@aia.af.mil (Andrew C Jank)
Message-Id: <9603190043.AA28928@aia00>
Subject: Terrain LOD Modeling
To: info-performer@sgi.sgi.com
Date: Mon, 18 Mar 96 18:43:43 CST
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     In my application, I am rendering terrain with several LODs, but 
between the separate terrain tiles (when the tiles differ in LOD and are 
comprised of different edge points), the background shows through at 
various locations between the tiles.  I knew this would likely be a 
problem, but I am having trouble finding a simple fix for the problem, 
since as the viewpoint changes direction and location, different tiles 
would necessarily be adjacent to other tiles of varying LOD.  (we are 
using Performer 1.2 on an Indigo XZ, and will not be upgrading to 
Performer 2.0 for a while).

Andy




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From: "Ian Reid" <ian@electrogig.com>
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Date: Mon, 18 Mar 1996 18:41:44 -0800
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To: info-performer@sgi.sgi.com
Subject: C++ and C versions of perfly
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Status: O

I have modified perfly to use my own view parameters, and I notice
a slight difference in performance between the C and C++ version ( The
C++ version being slower ).
Is there an explanation for this ?
How should I proceed in analyzing the performance difference ?
At first glance, the code seems identical.

-- 
Ian Reid
Tel 	: 415-288-9852
Email	: ian@electrogig.com


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From: kaki@kaki.nsg.sgi.com (Masanori Kakimoto)
Message-Id: <9603191201.ZM16168@kaki.nsg.sgi.com>
Date: Tue, 19 Mar 1996 12:01:15 +0900
In-Reply-To: acjank@aia.af.mil (Andrew C Jank)
        "Terrain LOD Modeling" (Mar 18,  6:43pm)
References: <9603190043.AA28928@aia00>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: acjank@aia.af.mil (Andrew C Jank)
Subject: Re: Terrain LOD Modeling
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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Status: O

You can eliminate most of the gaps by patching triangles to the edge 
of each tile.  The shape of each triangle is exactly the same as 
the corresponding gap.  In other words, the third vertex of the 
triangle should be employed from the more detailed LOD tiles.  (I 
assume you use doubled edges for one-level detailed tile.)

To make the triangles appear only when the tile is adjecent to a 
more detailed LOD tile, the triangles need to be generated 
selectively.  You should generate a triangle when the elevation of 
the third vertex will be lower than the average of the elevations 
of the other two vertices on the tile edge.  

In this trick, gaps still exist where the above condition does not 
meet.  However it is difficult to see the background through those 
gaps because more detailed LOD tiles are in most cases closer to the 
viewer and they hide the remaining 50% gaps.  

When you fly underground rather than in the sky, please reverse 
the condition ;-)

On Mar 18,  6:43pm, Andrew C Jank wrote:
> Subject: Terrain LOD Modeling
>      In my application, I am rendering terrain with several LODs, but 
> between the separate terrain tiles (when the tiles differ in LOD and are 
> comprised of different edge points), the background shows through at 
> various locations between the tiles.  I knew this would likely be a 
> problem, but I am having trouble finding a simple fix for the problem, 
> since as the viewpoint changes direction and location, different tiles 
> would necessarily be adjacent to other tiles of varying LOD.  (we are 
> using Performer 1.2 on an Indigo XZ, and will not be upgrading to 
> Performer 2.0 for a while).
> 
> Andy
> 
> 
>-- End of excerpt from Andrew C Jank



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


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From: "Ran Yakir" <rany@bvr.co.il>
Message-Id: <9603190710.ZM29325@genie.bvr.co.il>
Date: Tue, 19 Mar 1996 07:10:32 +0000
In-Reply-To: acjank@aia.af.mil (Andrew C Jank)
        "Terrain LOD Modeling" (Mar 18,  6:43pm)
References: <9603190043.AA28928@aia00>
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To: acjank@aia.af.mil (Andrew C Jank)
Subject: Re: Terrain LOD Modeling
Cc: info-performer@sgi.sgi.com
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Status: O

>      In my application, I am rendering terrain with several LODs, but
> between the separate terrain tiles (when the tiles differ in LOD and are
> comprised of different edge points), the background shows through at
> various locations between the tiles.  I knew this would likely be a
> problem, but I am having trouble finding a simple fix for the problem,
> since as the viewpoint changes direction and location, different tiles
> would necessarily be adjacent to other tiles of varying LOD.  (we are
> using Performer 1.2 on an Indigo XZ, and will not be upgrading to
> Performer 2.0 for a while).

You can try and add 'walls' at the edge of each tile. Those walls go from each
tile edge vertex down to some minimum altitude. It is not a clean solution, but
it eliminates the background popping. I assume you use lighting model, since
you don't have texture mapping, and you need to see something :-) In that case
you will need to set the normals of the vertices of the walls polygons in such
a way that you will get continuous lighting with the tile itself.

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                |
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From guest  Mon Mar 18 20:14:29 1996
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From: "Ran Yakir" <rany@bvr.co.il>
Message-Id: <9603190715.ZM29337@genie.bvr.co.il>
Date: Tue, 19 Mar 1996 07:15:38 +0000
In-Reply-To: acjank@aia.af.mil (Andrew C Jank)
        "Terrain LOD Modeling" (Mar 18,  6:43pm)
References: <9603190043.AA28928@aia00>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
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Status: O

Something I forgot to mention in my last posting -

Needless to say, the 'walls' solution will add a lot of raster work to your
application, and will make it fill limited (which I suppose it already is,
running on an XZ). In that case you might want to do some selective drawing of
the walls, meaning you will draw them only on tiles that have a lower (higher)
LOD neighbour. YOu can implement this by having each tile duplicated under a
pfSwitch - one copy will have the walls and the other will not. Before drawing
you will have to decide which copy will be drawn for each switch.

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               |



From guest  Mon Mar 18 20:22:06 1996
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From: "Ran Yakir" <rany@bvr.co.il>
Message-Id: <9603190722.ZM29358@genie.bvr.co.il>
Date: Tue, 19 Mar 1996 07:22:16 +0000
In-Reply-To: greene@iris2.amtec-corp.com (Mike Greene)
        "GL transparency/texturing question" (Mar 18,  1:40pm)
References: <199603182140.NAA00281@iris2.amtec-corp.com>
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Subject: Re: GL transparency/texturing question
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Status: O

Most of the stuff in the question was referenced by Angus, however -


> be possible using msalpha and afunction, but they give no example. My
experience has the texture

You can not use msalpha(MSA_MASK) on an IMPACT. msalpha uses the subsamples to
implement 'screen-door transparency' inside a pixel. IMPACT does not have
multisampling at all (a great pity).

In addition, you should not use msalpha OR afunction , because those are IrisGL
commands, which are considerably slower on an IMPACT then their OpenGL
counterparts. IrisGL is implemented on top of OpenGL on an IMPACT, in a layer
called IGLOO (Iris GL Over OpenGL).

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, 18 Mar 96 22:19:24 -0600
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9603190419.AA25423@mred.bgm.link.com>
To: info-performer@sgi.sgi.com
Subject: Re: Terrain LOD modelling.
Status: O


> To make the triangles appear only when the tile is adjecent to a 
> more detailed LOD tile, the triangles need to be generated 
> selectively.  You should generate a triangle when the elevation of 
> the third vertex will be lower than the average of the elevations 
> of the other two vertices on the tile edge.  
> 
> In this trick, gaps still exist where the above condition does not 
> meet.  However it is difficult to see the background through those 
> gaps because more detailed LOD tiles are in most cases closer to the 
> viewer and they hide the remaining 50% gaps.  

Aha! Not so!!!



         ----+------------+------------+----
             |            |            |
             |            |            |
             |            |            |
             |  Square A  |  Square B  |
             |            |            |
             |            |            |
             |            |            |
         ----+------------+------------+----
             |            |            |
             |            |            |
             |            |            |
             |            |            |
             |            |            |
             |            | *          |

My eyepoint is at the '*'. Now, if the high detail of A is *HIGHER* than the
low detail of B along their common edge, and A were in high detail and B in
low, then the scheme described above would fail - right?

But, I hear you say, A is always further away than B - ergo it's always at
lower detail than B - so no problem.

Well, this would be true if the transition range were always measured from
the center of the squares at sea level - but most modelling tools place the
transition range measuring point at the average of all of the vertices.
Hence, if square B had a *REALLY* high mountain in it somewhere (and yet still
be lower than A at some point on the boundary) then it's transition
range would be measured to a point much higher in elevation than square A
(which could be flat).

So, either generate fill-in triangles for both up and down transitions, or
be careful to force transition ranges to be measured relative to a point
at sea level.

Of course the world is round...so...well, work it out for yourself.

Another point to remember is that you want to force the surface normals of
your in-fill triangles to point more-or-less upwards or else the sun-shading
of your vertical in-fill triangles will produce nasty black blobs in
the terrain when the sun is high in the sky.

The ultimate solution is to morph your terrain between one LOD and the next -
but that isn't as easy as it sounds (although Performer 2.0 makes it a lot
easier).

  Steve Baker.



  Steve Baker                          817-323-1361 (Vox-Lab)
  Hughes Training Inc.                 817-695-8776 (Vox-Office/vMail)
  2200 Arlington Downs Road            817-695-4028 (Fax)
  Arlington, Texas. TX 76005-6171      steve@mred.bgm.link.com (eMail)



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Subject: Re: GL transparency/texturing question
To: info-performer@sgi.sgi.com
Date: Tue, 19 Mar 1996 16:35:15 +1000 (EST)
In-Reply-To: <9603190722.ZM29358@genie.bvr.co.il> from "Ran Yakir" at Mar 19, 96 07:22:16 am
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> > be possible using msalpha and afunction, but they give no example. My
> experience has the texture
> 
> You can not use msalpha(MSA_MASK) on an IMPACT. msalpha uses the subsamples to
> implement 'screen-door transparency' inside a pixel. IMPACT does not have
> multisampling at all (a great pity).

A bit off the topic... but I've *heard* that you can multi-sample on an
IMPACT if you add the ICO...  can anybody confirm, deny or qualify this?

Thanx

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

			Common Sense doesn't seem to be


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From: kaki@kaki.nsg.sgi.com (Masanori Kakimoto)
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Date: Tue, 19 Mar 1996 15:59:38 +0900
In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "Re: Terrain LOD modelling." (Mar 18, 10:19pm)
References: <9603190419.AA25423@mred.bgm.link.com>
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>          ----+------------+------------+----
>              |            |            |
>              |            |            |
>              |            |            |
>              |  Square A  |  Square B  |
>              |            |            |
>              |            |            |
>              |            |            |
>          ----+------------+------------+----
>              |            |            |
>              |            |            |
>              |            |            |
>              |            |            |
>              |            |            |
>              |            | *          |
> 
> My eyepoint is at the '*'. Now, if the high detail of A is *HIGHER* than the
> low detail of B along their common edge, and A were in high detail and B in
> low, then the scheme described above would fail - right?

You are right.  That's why I said "more detailed LOD tiles are in most 
                                                               ^^^^^^^
cases closer to the viewer," NOT "always."  
^^^^^
It is easy to show such example geometry on which the scheme does 
not work.  But natural terrain is usually not so nasty.

I tried the trick for some real elevation data of some district full 
of high, steep mountains where the 1998 Winter Olympic Games will be 
held.  The result is "it is difficult to see the background through 
those gaps" as I said before.  It is possible to find the gaps when I 
look almost vertically down onto the steep area.  I felt the frequency 
is small enough to be acceptable.

If you really need to avoid the phenomenon, limiting the pitch of 
viewing direction out of e.g. (-85, -95) while you fly will make it 
more difficult to see the hole.  Although some military flight 
simulator trainees may complain about this limitation.

> 
> But, I hear you say, A is always further away than B - ergo it's always at
> lower detail than B - so no problem.
> 
> Well, this would be true if the transition range were always measured from
> the center of the squares at sea level - but most modelling tools place the
> transition range measuring point at the average of all of the vertices.
> Hence, if square B had a *REALLY* high mountain in it somewhere (and yet still
> be lower than A at some point on the boundary) then it's transition
> range would be measured to a point much higher in elevation than square A
> (which could be flat).

Yes.  If I flied through such nasty terrain like Grand Canyon or 
Bryce Canyon, I would find lots of big holes even with the trick.  
But for normal mountain areas, it works quite well.

> So, either generate fill-in triangles for both up and down transitions, or
> be careful to force transition ranges to be measured relative to a point
> at sea level.

Filling in up transition is not a good idea because the vertical 
triangles stand along the tile boundary like walls even when 
neighboring tiles have the same LOD.  On the other hand, down 
transition patches are hidden underground in such cases.

To place the LODCenter at sea level reduces the effect of LOD.

> Another point to remember is that you want to force the surface normals of
> your in-fill triangles to point more-or-less upwards or else the sun-shading
> of your vertical in-fill triangles will produce nasty black blobs in
> the terrain when the sun is high in the sky.

Right.  By forcing the normals to be the same as those of the original 
tiles (I used per-vetex basis normals), the surface brightness had no 
problem except that the normal continuity is lost at the boundary of 
tiles with different LOD.  This problem occurs regardless of usage of 
the patch triangles.  

When texture is mapped, artificial vertical stripes appear on the 
patch triangles.  This sometimes looks ugly, but using LOD blending 
softens this problem.

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


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From: "Ran Yakir" <rany@bvr.co.il>
Message-Id: <9603191105.ZM12583@abu.bvr.co.il>
Date: Tue, 19 Mar 1996 11:03:49 +0000
In-Reply-To: Simon Bennett <simonb@wormald.com.au>
        "Re: GL transparency/texturing question" (Mar 19,  4:35pm)
References: <9603190635.AA25405@murad>
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To: Simon Bennett <simonb@wormald.com.au>
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>
> A bit off the topic... but I've *heard* that you can multi-sample on an
> IMPACT if you add the ICO...  can anybody confirm, deny or qualify this?

What I heard is that the ICO will enable you to draw full screen, and will let
you output a video resolution (NTSC or PAL) of that full screen. This propobaly
does a biliear downscale of the image, which should perform similar to 4
subsamples averaged into one pixel.

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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In-Reply-To: Simon Bennett <simonb@wormald.com.au>
        "Re: GL transparency/texturing question" (Mar 19,  4:35pm)
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+>---- On Mar 19,  4:35pm, Simon Bennett wrote:
> Subject: Re: GL transparency/texturing question
->> > be possible using msalpha and afunction, but they give no example. My
->> experience has the texture
->> 
->> You can not use msalpha(MSA_MASK) on an IMPACT. msalpha uses the subsamples to
->> implement 'screen-door transparency' inside a pixel. IMPACT does not have
->> multisampling at all (a great pity).
->
->A bit off the topic... but I've *heard* that you can multi-sample on an
->IMPACT if you add the ICO...  can anybody confirm, deny or qualify this?

What you get is not multisampling but minification.
Your display area (and thus your GL viewport) is twice the size of the 
video output and the full-channel image is filtered down as part of scan-out.
This is all done independently of the GL which means that you do also have to 
change the sizes of things that have a pixel-specific size, such as lines, 
points, bitmaps, and pixel writes.


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  Tue Mar 19 00:17:51 1996
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Date: Tue, 19 Mar 1996 09:14:47 +0100
From: Igor-Sunday Pandzic <Igor.Pandzic@cui.unige.ch>
Subject: pfApp
To: info-performer@sgi.sgi.com
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Hello,

While trying to plan the structure of my application I was looking
at perfly and noticed the application callback function set by:


    pfChanTravFunc(chan, PFTRAV_APP, AppFunc);

AppFunc calls PreApp and PostApp functions that in perfly do nothing, and
in between it calls the pfApp() function.
Could someone tell me what pfApp does, and what type of tasks would
one do in the application callback?

Thanks,
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
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


From guest  Tue Mar 19 01:57:02 1996
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Date: Tue, 19 Mar 1996 10:54:07 +0100
From: Igor-Sunday Pandzic <Igor.Pandzic@cui.unige.ch>
Subject: SpaceBall handling
To: info-performer@sgi.sgi.com
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Hello,

What would be the best way to handle the SpaceBall in Performer? Is it
possible to handle it via pfuInput functions? pfuCollectInput will
collect input from the queued devices, and first time it is called will
queue automatically some devices; other devices, e.g. the SB should
be queued explicitely, but how do I do it? The GL call qdevice doesn't
seem to do it, anyway when I use it to queue the SB devices I don't
get them with pfuCollectInput.

Thanks for any help,
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
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


From guest  Tue Mar 19 01:54:15 1996
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From: "Sharon Clay" <src@rose>
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In-Reply-To: Igor-Sunday Pandzic <Igor.Pandzic@cui.unige.ch>
        "pfApp" (Mar 19,  9:14am)
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Subject: Re: pfApp
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pfApp sets off an application traversal of the database for the
current channel.
You can set application traversal callbacks for a channel with
pfChanTravFunc() and pfNodeTravFunc().  You call pfApp from the
pfChanTravFunc() callback.

This lets you update your own application state and perform your
own specialized traversal operations in the application process.
With it comes all of the usual node callback support: traversal data,
accumulated matrix stack, etc.

Enjoy!
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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To: info-performer@sgi.sgi.com
Subject: MultiGen Flight v11 format description
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Date: Tue, 19 Mar 1996 14:42:53 -0500
From: "Pierre P. Tremblay" <ppt@cae.ca>
Status: O

Performers,

Is there a publicly-available description of the Flight v11 format?  I
am interested in using my own tools to generate such files, to later
load them in a Performer application.

Thanks in advance,

		Pierre

--
Pierre P. Tremblay          ppt@cae.ca
Engineer                    CAE Electronics Ltd.	


From guest  Tue Mar 19 13:23:38 1996
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To: "Pierre P. Tremblay" <ppt@cae.ca>, info-performer@sgi.sgi.com
From: mckenna@cgsd.com (Gene McKenna)
Subject: Re: MultiGen Flight v11 format description
Status: O

At 2:42 PM 3/19/96, Pierre P. Tremblay wrote:
>Performers,
>
>Is there a publicly-available description of the Flight v11 format?  I
>am interested in using my own tools to generate such files, to later
>load them in a Performer application.
>
>Thanks in advance,
>
>		Pierre
>
>--
>Pierre P. Tremblay          ppt@cae.ca
>Engineer                    CAE Electronics Ltd.	

Offhand I would say no, but I could be wrong.
V14 is open and you can get that from MultiGen,
but I don't think it was an open format until this rev.

GENE

+-----------------------------------------------------+
|                  Gene McKenna                       |
|  mckenna@cgsd.com            CGSD Corporation       |
| voice 415.903.4928          Software Engineer       |
|   fax 415.967.5252        Webmaster  www.cgsd.com   |
+-----------------------------------------------------+




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From: "Andy Walker" <andy@multigen.com>
Message-Id: <9603191548.ZM14209@repo.engr.multigen.com>
Date: Tue, 19 Mar 1996 15:48:25 -0800
In-Reply-To: "Pierre P. Tremblay" <ppt@cae.ca>
        "MultiGen Flight v11 format description" (Mar 19,  2:42pm)
References: <199603191942.OAA22590@zola.cae.ca>
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To: "Pierre P. Tremblay" <ppt@cae.ca>, info-performer@sgi.sgi.com
Subject: Re: MultiGen Flight v11 format description
Mime-Version: 1.0
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Status: O

Pierre:

For your information and all of those people using OpenFlight format.  The
OpenFlight Format v14.2 is now in public domain.  This will save you the
headache of writing v11 files.

You can get a text version from:

	http://www.multigen.com/wnof.htm


You can download a acrobat formated version from:

	http://dev-com.com/~multigen/openflight

Or you can contact support at multigen to get the latest specification and
performer loader.

	support@multigen.com

Andy

 On Mar 19,  2:42pm, Pierre P. Tremblay wrote:
> Subject: MultiGen Flight v11 format description
> Performers,
>
> Is there a publicly-available description of the Flight v11 format?  I
> am interested in using my own tools to generate such files, to later
> load them in a Performer application.
>
> Thanks in advance,
>
> 		Pierre
>
> --
> Pierre P. Tremblay          ppt@cae.ca
> Engineer                    CAE Electronics Ltd.
>-- End of excerpt from Pierre P. Tremblay



-- 
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  Tue Mar 19 17:26:10 1996
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From: Mr Bok Shung Hwee <engboksh@hpa2-11.cadcam.nus.sg>
Subject: Newbie Questions
To: info-performer@sgi.sgi.com
Date: Wed, 20 Mar 96 9:26:27 SST
Cc: engboksh@nus.sg
X-Hpvue$Revision: 1.8 $
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content-type:text/plain;charset=us-ascii
mime-version:1.0

Hi
This is my first time posting to the Performer Mailing List though
I have been reading it for some time.

I have several questions concerning a project on medical VR.
I humbly hope that fellow Performers can help me.

Firstly, we are intending to acquire an Onyx IR soon.
We have been engaged in doing a detailed study of a slipped disc
surgery problem since the beginning of the new year.  MRI and CT images
are to be used in conjunction with a package like ANALYZE.  I believe
contour data and voxel data can be extracted.  And the slice images in 16-bit
or 24-bit can also be extracted. 

I'd like to first attempt to represent using what I read abt 3D textures
to represent in Performer the 'work' volume of the intervertebral area
in question.  I hope this is a sensible and relatively quicker way to show 
some results.  There is no detail whatsoever for simulation.

Any direct answers on how this would be done inside Performer ?
What about introducing colour values to the images since MRI and CT data are
'colorless' ?

More importantly, has anybody tried representing inside the scene graph
a hierarchical structure of voxels and at the same time, this structure also
contains surface polygons of the anatomical objects such as bone and ligament
and spinal cord ?

I hope to receive some opinions.

We are also looking at the use of the PHANToM haptic device for interfacing
and providing finger tracking and eventually some force feedback.
Anybody has any comments ?

That is all for now.

Thank you for attention.

Regards .... Bok
CAD/CAM Specialist
National University of Singapore


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Please unsubscribe me from this mailing list


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        "Newbie Questions" (Mar 20,  9:26)
References: <199603200124.RAA04769@sgi.sgi.com>
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To: Mr Bok Shung Hwee <engboksh@hpa2-11.cadcam.nus.sg>
Subject: Re: Newbie Questions
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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Status: O

On Mar 20,  9:26, Mr Bok Shung Hwee wrote:
> Subject: Newbie Questions
...
> I'd like to first attempt to represent using what I read abt 3D textures
> to represent in Performer the 'work' volume of the intervertebral area
> in question.
...
>
> Any direct answers on how this would be done inside Performer ?
> What about introducing colour values to the images since MRI and CT
> data are 'colorless' ?

I don't (yet) know enough about IRIS Performer to give a "direct answer",
but...

Have you read Robert Fraser's whitepaper on Volume Rendering?  It
describes how the technique works using IRIS GL/Open GL functionality
(which might give you ideas as to how an IRIS Performer app could be
implemented).  The section on "Advanced Rendering Techniques" describes
how MRI and CT data can be merged.

http://www.sgi.com/Technology/volume/VolumeRendering.html

rgds,

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         | [][] |
                                                    | (  ) |
--------------------------------------------------------------
Silicon Surf:   www.sgi.com
Reality Centre: www.sgi.com/International/UK/centre/index.html
                (use www-europe.sgi.com for European mirror)
Tom:            reality.sgi.com/employees/tom_reading/ 
--------------------------------------------------------------


From guest  Wed Mar 20 02:06:13 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9603200939.ZM6595@bitch.reading.sgi.com>
Date: Wed, 20 Mar 1996 09:38:59 +0000
In-Reply-To: Mr Bok Shung Hwee <engboksh@hpa2-11.cadcam.nus.sg>
        "Newbie Questions" (Mar 20,  9:26am)
References: <199603200124.RAA04769@sgi.sgi.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Mr Bok Shung Hwee <engboksh@hpa2-11.cadcam.nus.sg>,
        info-performer@sgi.sgi.com
Subject: Re: Newbie Questions
Cc: engboksh@nus.sg
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Status: O

Hi,
Here are some random comments.

On Mar 20,  9:26am, Mr Bok Shung Hwee wrote:
> Subject: Newbie Questions
>
> [ message/rfc822 ] :
content-type:text/plain;charset=us-ascii
> mime-version:1.0
>
> Hi
> This is my first time posting to the Performer Mailing List though
> I have been reading it for some time.
>
> I have several questions concerning a project on medical VR.
> I humbly hope that fellow Performers can help me.
>
> Firstly, we are intending to acquire an Onyx IR soon.
> We have been engaged in doing a detailed study of a slipped disc
> surgery problem since the beginning of the new year.  MRI and CT images
> are to be used in conjunction with a package like ANALYZE.  I believe
> contour data and voxel data can be extracted.  And the slice images in 16-bit
> or 24-bit can also be extracted.

On IR, depending on the size of dataset & texture memory you have you may
want to use 8 bit information for texturing the database (you said it was
monochrome). If doing this you should use 2 component texturing & component
selection to fully utilise the texture memory, storing one half in one
component & the other half of the data in the other. If you have only one
8 bit component you waste 8bits per texel because the texel size = 16bits.

I have been given more details on the OpenGL calls you need for this, but
performer on IR may do this anyway...?

>
> I'd like to first attempt to represent using what I read abt 3D textures
> to represent in Performer the 'work' volume of the intervertebral area
> in question.  I hope this is a sensible and relatively quicker way to show
> some results.  There is no detail whatsoever for simulation.
>
> Any direct answers on how this would be done inside Performer ?

I don't see any support for 3D texture coordinates in performer
geosets so if you want to do the 3D volume rendering using performer then
you'll have to use pfTexGen, which you probably want to do in any case.
I'm not sure what performer brings much to the party here, youre going to
be seriously pixel limited & I don't think structuring the volume data
across some sort of hierarchy of polygons would help performance in any
way, unless you wanted to work out some sort of texture paging strategy
for huge datasets. Otherwise the arithmetic suggests it's just not worth
trying to cull polygons with this sort of data (unless you do something fancy
like distorting the data which would require meshing & 3d coordinates rather
than texgen), you should be trying to cull pixels by optimising the shape of
the stacked polygons you write to the framebuffer.

The contour data can be meshed in geosets, performer helps you with this.
The volume rendering should be done afterwards with depth testing enabled
to merge the datasets.

> What about introducing colour values to the images since MRI and CT data are
> 'colorless' ?

Texture look up tables let you do this, there's no support in performer that
I'm aware of but you can use OpenGL.

>
> More importantly, has anybody tried representing inside the scene graph
> a hierarchical structure of voxels and at the same time, this structure also
> contains surface polygons of the anatomical objects such as bone and ligament
> and spinal cord ?
>
> I hope to receive some opinions.
>
> We are also looking at the use of the PHANToM haptic device for interfacing
> and providing finger tracking and eventually some force feedback.
> Anybody has any comments ?
>
> That is all for now.
>
> Thank you for attention.
>
> Regards .... Bok
> CAD/CAM Specialist
> National University of Singapore
>
>-- End of excerpt from Mr Bok Shung Hwee



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


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Date: Wed, 20 Mar 1996 12:54:48 +0000 (GMT)
From: ROY RUDDLE <saprar@thor.cf.ac.uk>
Reply-To: Ruddle@cardiff.ac.uk
To: info-performer@sgi.com
Subject: Multi-channel bug?
Message-Id: <Pine.OSF.3.91.960320124632.15671E-100000@thor>
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Status: O

Performer 1.2 on Crimson RE.

I'm playing around with 2 viewport configurations, both displayed on a 
single 1280x1024 monitor:
a) 1 viewport (1280x1024), or
b) 2 viewports, 1024x1024 and 256x256. The small viewport is situated at 
the right hand side of the screen, which means that the two viewports DO
NOT overlap.

When displayed (a) is OK, but (b) occasionally has flashes in a band near 
the top of the large viewport.

However, if I change the large viewport in (b) to be 1280x1024 then the 
flashes go away (the small viewport is now SUPERIMPOSED on top of the 
large viewport).

In my original version of (b), some parts of the channel are not covered 
by a viewport (the top RHS and the bottom RHS). This appears to be 
causing the problem.

 ... so the question is: is this a bug in Performer?, or am I doing 
something illegal (in which case is there a workaround which doean't 
involve creating a 'background' viewport)?


cheers

roy


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From: "John Collier" <jcollier@alexandra.mtl.com>
Message-Id: <9603220818.ZM2732@max.mtl.com>
Date: Fri, 22 Mar 1996 08:18:25 -0500
In-Reply-To: "Andy Walker" <andy@multigen.com>
        "Re: MultiGen Flight v11 format description" (Mar 19,  3:48pm)
References: <199603191942.OAA22590@zola.cae.ca> 
	<9603191548.ZM14209@repo.engr.multigen.com>
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Status: O

Is the loader source also publicly available now also?

Thanks,
John

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


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From: gwaldron@galileo.hpc.org (Glenn Waldron)
Message-Id: <199603201349.IAA13414@galileo.hpc.org>
Subject: Re: Multi-channel bug?
To: info-performer@sgi.sgi.com
Date: Wed, 20 Mar 1996 08:49:26 -0500 (EST)
In-Reply-To: <Pine.OSF.3.91.960320124632.15671E-100000@thor> from "ROY RUDDLE" at Mar 20, 96 12:54:48 pm
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> 
> In my original version of (b), some parts of the channel are not covered 
> by a viewport (the top RHS and the bottom RHS). This appears to be 
> causing the problem.
> 

When you clear the screen in the draw callbacks, you're probably
calling pfClearChan() which just clears the channel viewports.  
Whatever was in the framebuffers before you started is never getting
cleared and the garbage is being displayed.

In the initial draw process callback (where you open the window) try

  cpack(0x0);
  clear();
  swapbuffers();
  clear();

or whatever the OpenGL equivalent is. This clears both framebuffers
before you start.

Glenn.

----------------------------------------------------------------------
Glenn A. Waldron - Sr. Programmer               e:    gwaldron@isi.edu
USC/Information Sciences Institute              v:     +1 703 812 4732
4350 N. Farifax Dr. Ste. 620                    f:     +1 703 812 4738
Arlington, Virginia 22203                       w:  http://www.isi.edu


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Please unsubscribe me from this mailing list

-- 
Bryan Stewart
bcstewar@cs.nps.navy.mil
Naval Postgraduate School
Monterey, CA



From guest  Wed Mar 20 09:55:28 1996
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From: "Angus Henderson" <angus@death.reading.sgi.com>
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Date: Wed, 20 Mar 1996 17:53:54 +0000
In-Reply-To: "John Collier" <jcollier@alexandra.mtl.com>
        "Re: MultiGen Flight v11 format description" (Mar 22,  8:18am)
References: <199603191942.OAA22590@zola.cae.ca> 
	<9603191548.ZM14209@repo.engr.multigen.com> 
	<9603220818.ZM2732@max.mtl.com>
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To: info-performer@sgi.sgi.com
Subject: Re: MultiGen Flight v11 format description
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I didn't read that anyone mentioned that the version 11 loader source is
included in performer...

	...so I just did, version 14+ MultiGens will still read version 11
files so they're not totally obsolete.

Oh by the way MultiGen, I can't find a copy of pfflt.h in my performer 2.0
release either - so I can't use any of the pfdConverterMode's for ".flt"

ANgus


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From: "Andy Walker" <andy@multigen.com>
Message-Id: <9603201018.ZM15174@repo.engr.multigen.com>
Date: Wed, 20 Mar 1996 10:18:48 -0800
In-Reply-To: "John Collier" <jcollier@alexandra.mtl.com>
        "Re: MultiGen Flight v11 format description" (Mar 22,  8:18am)
References: <199603191942.OAA22590@zola.cae.ca> 
	<9603191548.ZM14209@repo.engr.multigen.com> 
	<9603220818.ZM2732@max.mtl.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "John Collier" <jcollier@alexandra.mtl.com>,
        "Andy Walker" <andy@multigen.com>
Subject: Re: MultiGen Flight v11 format description
Cc: info-performer@sgi.com
Mime-Version: 1.0
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John:

Yes the loader source is publicly avaliable now.

Andy

On Mar 22,  8:18am, John Collier wrote:
> Subject: Re: MultiGen Flight v11 format description
> Is the loader source also publicly available now also?
>
> Thanks,
> John
>
> --
> John A. Collier					e-mail:
jcollier@mtl.com
> MTL Systems, Inc.				voice:	(513) 426-3111
> 3481 Dayton-Xenia Rd.				fax:	(513) 426-8301
> Dayton, OH 45432-2796
>-- End of excerpt from John Collier



-- 
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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info



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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9603201216.ZM7174@royalflush.engr.multigen.com>
Date: Wed, 20 Mar 1996 12:16:09 -0800
In-Reply-To: "Angus Henderson" <angus@death.reading.sgi.com>
        "Re: MultiGen Flight v11 format description" (Mar 20,  5:53pm)
References: <199603191942.OAA22590@zola.cae.ca> 
	<9603191548.ZM14209@repo.engr.multigen.com> 
	<9603220818.ZM2732@max.mtl.com> 
	<9603201753.ZM17905@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: pfflt.h missing from 2.0?
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Content-Type: text/plain; charset=us-ascii
Status: O

On Mar 20,  5:53pm, Angus Henderson wrote:
> Subject: Re: MultiGen Flight v11 format description

[munch]

> Oh by the way MultiGen, I can't find a copy of pfflt.h in my performer 2.0
> release either - so I can't use any of the pfdConverterMode's for ".flt"
>
> ANgus
>-- End of excerpt from Angus Henderson

It's in the standard location.

% versions long performer_dev.sw.hdr | grep pfflt
f 29240    28 performer_dev.sw.hdr    usr/include/Performer/pfdb/pfflt.h
f 42989    21 performer_dev.sw.hdr    usr/include/Performer/pfdb/pfflt11.h

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: "Jenny Zhao" <zhz@dandan>
Message-Id: <9603201342.ZM9464@dandan.asd.sgi.com>
Date: Wed, 20 Mar 1996 13:42:59 -0800
In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "Re: Terrain LOD modelling." (Mar 18, 10:19pm)
References: <9603190419.AA25423@mred.bgm.link.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: steve@mred.bgm.link.com (Steve Baker), info-performer@sgi.sgi.com
Subject: Re: Terrain LOD modelling.
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On Mar 18, 10:19pm, Steve Baker wrote:

>
> The ultimate solution is to morph your terrain between one LOD and the next -
> but that isn't as easy as it sounds (although Performer 2.0 makes it a lot
> easier).
>
and the solution is coming your way in Performer2.1!

The continuous morphing feature in 2.1 is called
ASD (active surface definition).
Instead of switching LOD on a per patch level, we can switch on a
per triangle level. Instead of instant switching, we
do smooth morphing. As a result, triangles at different LOD levels are matched
together and the details are changed continuously. There won't be any
gaps or missing holes. If the morphing criteria is tuned right by the
user, there shouldn't be any flashing either.
Performer 2.1 is scheduled to be released in April and will contain
the single process version of ASD. The more elaborate
features (Multi Processing, etc) of ASD will be added in the future.

1. Database design
Instead of LOD patches, the new ASD terrain database is organized as
hierarchy of triangles.

The database consists of layers of triangles at different LODs. the triangles
are connected in a strict tree hierarchy.

LOD 0 is a coarse triangle meshing. Significant points (e.g. corner of the
terrain or important mountains or cultural features) are selected
to form this meshing.
from there, each triangle is RECURSIVELY divided into up to 4 triangles. the
initial position of these triangles are coplanar subdivisions of their parent
triangle. the final positions are defined by user.
for example:

LOD 0                                                LOD1
      P                                                   P
     /\                                                  / \
    /  \                                             A /-----\  B
   /    \                                             /\     /\
  /      \                                           /  \   /  \
 /--------\                                          ------------
 M        N                                         M      C    N

the final position of new vertices A, B, C can be at any positions, most likely
determined by the terrain data. Make sure the initial position of A,B,C, are
on the edges of the parent triangle PMN.

2. Meshing generation at run time

At run time, Performer mixes and matches triangles from different LOD
levels to form a valid mesh. The subdivision of triangles or the merging of
triangles are carried out smoothly.

The morphing from PMN to (APB), (ABC), (CBN) and (MAC) is done continuously on
the fly. Each edge of PMN is evaluated by either a
user callback function (or the Performer default evaluation function)
to decide if it should be split into its child edges.
e.g. the evaluation function might decide edge PM should be displayed, or it
might decide AP, and AM should be displayed. The position of A is a linear
interpolation between A's initial position (a user-predetermined position
that can be any where on PM) and A's final position (an arbitrary
user-predetermined position).

This evaluation function can be designed and customized by the database
modeler. A common evaluation function is one based purely on distance
to the eye.  Based on this evaluation function, an edge would be replaced
by its child edges if it falls within some distance range. What we get using
this evaluation is terrain that has a finer tessellation at places that
are closer to the eye point.

The evaluation might also be event driven, e.g. a bomb dropping might cause
edges to be split and morphed to finer details.

ASD in Performer 2.1 also handles morphing for normals.


If you are interested in this feature, please contact us. We will definitely
appreciate "brave" testers.






From guest  Wed Mar 20 14:35:53 1996
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From: "Dewey Anderson" <dewey@evt.com>
Message-Id: <9603201524.ZM7263@snowmass>
Date: Wed, 20 Mar 1996 15:24:52 -0800
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To: info-performer@sgi.sgi.com
Subject: 3ds loader prob or misunderstanding?
Mime-Version: 1.0
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Status: O

I'm having a crashing problem loading 3ds objects under certain circumstances.
 I'm not sure if it's a problem with the loader of if I'm just not cleaning up
my objects properly.  I have boiled down the code to a simple example.  The
basic "unit" is this:

  object = pfdLoadFile( "florida.3ds" );
  dcs.addChild( object );
  pfFrame();
  dcs.removeChild( object );
  pfDelete( object);

I have a simple scene graph that only has a single dcs to which I take turns
attaching different objects (object is a pfNode*).  As you can see from the
code unit, I read in the object, attach it to the dcs, draw it, detach it and
delete it.  This code unit is repeated 4 times in a row.

Here's the odd behavior: If those 4 units use the files florida.3ds,
florida.3ds, florida.3ds and arch.3ds respectively, the program crashes in the
4th call to pfdLoadFile with a segmentation violation (way down in some string
compare).  If the order is florida, arch, florida, arch it works correctly.  If
it's arch, arch, arch, florida it crashes on the 4th pfdLoadFile.

Here's the call stack at the crash:

strcmp()["strcmp.s":31]
GetContextByName3ds(<stripped>)["3dsfile.c":234]
OpenFile3ds(<stripped>)["pf3ds.c":98]
pfdLoadFile(<stripped>)["pfdLoadFile.c":768]
main()()["ptest_lin.C":66]      (my main program)

I've tried a number of combinations and it's as if there's something about
starting off with 3 loads in a row of the same file that screws up the 4th
load.

My hope is that there's something I'm forgetting to do in the "cleanup" that
removes and deletes the object.  Or maybe there's something I need to do for
using the 3ds loader that I'm not aware of.

Any help would be appreciated.

Dewey Anderson
Evolving Video Technologies
dewey@evt.com



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From: "Andy Walker" <andy@multigen.com>
Message-Id: <9603201525.ZM16092@repo.engr.multigen.com>
Date: Wed, 20 Mar 1996 15:25:41 -0800
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To: info-performer@sgi.com
Subject: OpenFlight v14.2 Loader source avaliable under NDA only.
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Status: O

Performers:

I stand corrected the OpenFlight v14.2 loader source is not publically
avaliable it is avaliable under nondisclosure.  The OpenFlight format is
Publically avaliable.  Sorry about the confusion.

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: "Tawfek Mukhtar" <tawfek@media1.rndtm.com.my>
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Date: Thu, 21 Mar 1996 12:37:31 -0800
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Subject: getGlxSize()
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Status: O

Hi does anyone knows in which include file does this getGlxSize() get declared
thanks


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To: info-performer <info-performer@sgi.com>
From: Ulf Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR AB 
  <Ulf_Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR_AB.MANDATOR@mandator.se>
Date: 21 Mar 96  9:41:00 
Subject: Include-files in 2.0
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I tried to install Performer 2.0 today. When I tried to compile my old 1.2 
files wich includes
<gl/gl.h> and at the same time include 2.0os <pr.h>, I got an compiling error.
It seems as <pr.h> includes <X.h>. Both <X,h> and <gl/gl.h> contains a 
definition for Cursor.
How do I get around this.

Regards
UY



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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9603210844.ZM12536@barney.reading.sgi.com>
Date: Thu, 21 Mar 1996 08:44:43 +0000
In-Reply-To: "Tawfek Mukhtar" <tawfek@media1.rndtm.com.my>
        "getGlxSize()" (Mar 21, 12:37pm)
References: <9603211237.ZM8734@media1.rndtm.com.my>
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To: "Tawfek Mukhtar" <tawfek@media1.rndtm.com.my>, info-performer@sgi.sgi.com
Subject: Re: getGlxSize()
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On Mar 21, 12:37pm, Tawfek Mukhtar wrote:
> Subject: getGlxSize()
> Hi does anyone knows in which include file does this getGlxSize() get
declared
> thanks
>-- End of excerpt from Tawfek Mukhtar

The only instance I found was in an Inventor file
/usr/include/Inventor/Xt/SoXtGLWidget.h where it's a protected method in the
SoXtGLWidget class. It's installed from inventor_dev.sw.base.

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: "Ran Yakir" <rany@rtset.co.il>
Message-Id: <9603211144.ZM10798@eclipse.rtset.co.il>
Date: Thu, 21 Mar 1996 11:44:27 +0000
In-Reply-To: Ulf Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR AB <Ulf_Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR_AB.MANDATOR@mandator.se>
        "Include-files in 2.0" (Mar 21,  9:41am)
References: <9603211432.AA1244@mandator.se>
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To: Ulf Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR AB <Ulf_Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR_AB.MANDATOR@mandator.se>
Subject: Re: Include-files in 2.0
Cc: info-performer@sgi.sgi.com
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Status: O

If you include X.h before you include gl.h, you'll get around the problem. gl.h
takes care of it by testing if 'Cursor' is already defined. Always include gl.h
after pf.h or pr.h

Ran

-- 
Ran Yakir


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Date: Thu, 21 Mar 1996 11:06:13 +0100 (MET)
From: Morten Eriksen <mortene@pvv.unit.no>
To: info-performer@sgi.sgi.com
Subject: pfExit bug
Message-Id: <Pine.SOL.3.91.960321105941.6282A-100000@datter.pvv.unit.no>
Mime-Version: 1.0
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Status: O

Hi,

I just bumped into a problem with pfExit. I need to be able to
deallocate all resources used by Performer, and then later start a new
simulation within the same application. Is this at all possible with
Performer 1.2?

The man page for pfExit says (under "DESCRIPTION"):

"pfExit closes graphics windows, frees all [bla bla bla], then returns
control to the application."

..and then later (under "BUGS"):

"Currently pfExit returns directly to the the operating system,
terminating the simulation application as well."

Ouch. Are there any known work-arounds? (Besides upgrading.. if this
is solved in 2.0?)

Regards,
Morten Eriksen


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From: "Keith Gilderoy" <keithg@spinoff.csd.sgi.com>
Message-Id: <9603210913.ZM17830@spinoff.csd.sgi.com>
Date: Thu, 21 Mar 1996 09:13:58 -0800
X-Face: )5@U2gIU{0:@3R;"v"DEmLihPI>,3B<Hll)ky4<yo3G+hdJ{&@>E:q`H\JoZ]&RDY~M}6Jm   DE;u7Z-!Q4<E{#`K9?\u\%}bYRAL=T--:|Wf^i6e\#!k8BCHwD\F^-SQ{23aqgkJ<7b*'Sie3u/#e?   qh.,5*pO?/[M>E7ht5<hM>T6`?=%}/i9lC{~7t[`f(8A7O*T/W@njQ
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Performer 1.2 and Certain Impact
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O


	I have a customer who is trying to run Performer 1.2 on a
	Certain Impact system. He is getting the following error.

	Error:	Performer warning (2): Unable to determine graphics
		type 15 default VGXT using gfx type mode = 0x8010003

	Performer comes up, but it doesn't run. He says it's not hung,
	but the functionality is not there. (He is sending me email
	with the details.)

	Right now, upgrading to Performer 2.0 is not an option for him.
	Is there any way to make Performer 1.2 function properly on his
	Certain Impact system ?

	Thanks for any help and if I'm sending this to the wrong email
	alias, I apologize.

Keith

-- 

  /************************/**********************************/
  \                        \                                  \
  /   Keith Gilderoy       /   "Life is what happens while    /
  \   Silicon Graphics     \    you are making other plans"   \
  /   keithg@csd.sgi.com   /                  -John Lennon    /
  \                        \                                  \
  /************************/**********************************/



From guest  Thu Mar 21 09:15:14 1996
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Date: Thu, 21 Mar 1996 12:14:02 -0500 (EST)
Subject: PLEASE  ADD  MY  NAME TO IRIS  PERFORMER  MAILING  LIST.
To: info-performer@sgi.sgi.com
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PLEASE  ADD  MY  NAME TO IRIS  PERFORMER  MAILING  LIST.

Thanks, 

Gosia



From guest  Thu Mar 21 07:25:09 1996
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From: Thomas Hudson <hudson@cs.unc.edu>
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	id KAA12846; Fri, 22 Mar 1996 10:23:21 -0500
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Subject: Odd uses of multiprocessing
To: info-performer@sgi.com
Date: Fri, 22 Mar 1996 10:23:21 -0500 (EST)
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Status: O

I'm having trouble with some multiprocessing code under 2.0, and was
wondering if anybody can give me advice.  We have a pfGeode which is
doing continuous dynamic LOD, so that the *number of geosets*, as well
as the *length of their attribute arrays*, can change every frame.
pfCycleBuffers don't seem to be able to handle this.  Any suggestions?
How much of Performer's functionality do I risk losing if I stop building
pfGeoSets and just render the raw GL tristrips myself during the DRAW
phase?

One other question - often, when I've made my app multiprocessing-unsafe,
I get a coredump that my debugger can't read.  This means hunting through
the code for things that *might* cause multiproc to fail.  Is there any
common wisdom as to how to debug multiprocessing problems?

Thanks.

Tom Hudson
UNC-CH Modeling and Walkthrough Groups
// hudson@cs.unc.edu



From guest  Thu Mar 21 09:58:04 1996
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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9603211247.ZM29236@eagle.cae.ca>
Date: Thu, 21 Mar 1996 12:47:25 -0500
In-Reply-To: Morten Eriksen <mortene@pvv.unit.no>
        "pfExit bug" (Mar 21, 11:06am)
References: <Pine.SOL.3.91.960321105941.6282A-100000@datter.pvv.unit.no>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Morten Eriksen <mortene@pvv.unit.no>, info-performer@sgi.sgi.com
Subject: Re: pfExit bug
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Mar 21, 11:06am, Morten Eriksen wrote:

> I just bumped into a problem with pfExit. I need to be able to
> deallocate all resources used by Performer, and then later start a new
> simulation within the same application. Is this at all possible with
> Performer 1.2?
>
> The man page for pfExit says (under "DESCRIPTION"):
>
> "pfExit closes graphics windows, frees all [bla bla bla], then returns
> control to the application."
>
> ..and then later (under "BUGS"):
>
> "Currently pfExit returns directly to the the operating system,
> terminating the simulation application as well."
>
> Ouch. Are there any known work-arounds? (Besides upgrading.. if this
> is solved in 2.0?)

Sorry Morten, but this bug isn't fixed in 2.0 either.

What we end up doing is to have the application restart itself instead of
calling pfExit(). We tried calls to system(3S), pcreate(3C), fork(2) and
exec(2). All approaches worked fine. It's up to you to decide if it's
appropriate in your case.

Bernard.

--
      ___/      |        ___/	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  Thu Mar 21 10:30:45 1996
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From: "Nathaniel Bletter" <nat@od.sri.com>
Message-Id: <9603211027.ZM29706@od.sri.com>
Date: Thu, 21 Mar 1996 10:27:54 -0800
In-Reply-To: acjank@aia.af.mil (Andrew C Jank)
        "Terrain LOD Modeling" (Mar 18,  6:43pm)
References: <9603190043.AA28928@aia00>
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To: acjank@aia.af.mil (Andrew C Jank), info-performer@sgi.sgi.com
Subject: Re: Terrain LOD Modeling
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Status: O

Look at the Terravision web page http://www.ai.sri.com/~magic/terravision.html
which has  a paper on how we did seamless blending between adjacent tiles of
different terrain LOD's. We basically eliminated every odd point on the edge of
a high LOD tile next to a low LOD tile.

--

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


From guest  Thu Mar 21 10:38:38 1996
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Date: Thu, 21 Mar 1996 13:29:00 -0500
From: nicolas@cae.ca (Nicolas Gauvin)
Message-Id: <199603211829.NAA24548@osprey.cae.ca>
To: info-performer@sgi.com
Subject: pfGeoSet attributes and pfMemory question
Status: O


During database paging, I'm reading a big chunk of data from disk
and copying all this data in a single pfMemory array. Parts of this data
contains the various attributes list of pfGeoSets (vertices, tex coords, 
colors and normals).

Now I would like to know the risks or consequences involved in setting
the attributes of my pfGeoSet by giving as argument offsets addresses
into this big chunk of data. In other workds I'm using a single 
pfMemory for all my pfGeoSet attribute lists instead of using separate ones
for each attribute lists.

In know that in Performer 2.0 it is now highly recommended to use
pfMalloc to allocate arrays of attribute data but what about the  
use of a single big pfMemory array? 

     ___/     |       ___/ 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  Thu Mar 21 10:14:19 1996
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From: karelse@xs4all.nl
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To: "Pierre P. Tremblay" <ppt@cae.ca>
Cc: info-performer@sgi.sgi.com
Subject: Re: MultiGen Flight v11 format description
Date: Thu, 21 Mar 1996 17:49:34 GMT
Message-Id: <3151957b.595606@mail.xs4all.nl>
References: <199603191942.OAA22590@zola.cae.ca>
In-Reply-To: <199603191942.OAA22590@zola.cae.ca>
X-Mailer: Forte Agent .99c/16.141
Status: O

On Tue, 19 Mar 1996 14:42:53 -0500, you wrote:

>Performers,
>
>Is there a publicly-available description of the Flight v11 format?  I
>am interested in using my own tools to generate such files, to later
>load them in a Performer application.
>
>Thanks in advance,
>
>		Pierre
>
>--
>Pierre P. Tremblay          ppt@cae.ca
>Engineer                    CAE Electronics Ltd.	
>
>
You might consider buying Medit;  a working demo is available from
SGI's ftp site. Using Medit you can save in-memory Performer-databases
to the Medit format. These files can be converted to flt11.

Regards,

Rombout Karelse


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Date: Thu, 21 Mar 1996 13:45:07 -0500
To: info-performer@sgi.sgi.com
From: Todd@ht.com (Todd Walderman)
Subject: Unsubscribe please
Status: O

Please unsubscribe me.

Way too much mail, thanks.

Todd J. Walderman
Director of Operations
High Techsplanations
Todd@ht.com
301.984.3706.28
http://www.ht.com




From guest  Thu Mar 21 11:10:55 1996
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From: mtj@babar (Michael Jones)
Message-Id: <199603211908.LAA05618@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com, keithg@csd.sgi.com
Subject: Performer 1.2 on Impact
Status: O

Keith writes:

:    I have a customer who is trying to run Performer 1.2 on a
:    Certain Impact system. He is getting the following error.
:
:    Error:  Performer warning (2): Unable to determine graphics
:            type 15 default VGXT using gfx type mode = 0x8010003
:
:    Performer comes up, but it doesn't run. He says it's not hung,
:    but the functionality is not there. (He is sending me email
:    with the details.)
:
:    Right now, upgrading to Performer 2.0 is not an option for him.
:    Is there any way to make Performer 1.2 function properly on his
:    Certain Impact system ?

Now this is an interesting situation. The customer has a Performer 1.2
application (which uses IRIS GL) and they have bought the very powerful
desktop OpenGL machine, Indigo2/IMPACT, yet switching to the OpenGL
version of Performer (IRIS Performer 2.0 contains both IRIS GL and
OpenGL libraries) is out of the question as far as they are concerned.

My advice is to go back to the customer and explain that porting
to 2.0 is really not that difficult, and that all registered 1.2
users with software maintenance get a free copy, etc., and see if
there is some way to make the transition happen. Point out that the
fast Impact demos (Mekton, Certain Impact, etc.) are Performer 2.0
OpenGL based and *do not use Performer 1.2 in any way*.

If they *really* must get 1.2 to work on their Impact system then
they need to understand exactly what the IGLOO (IRIS SL on OpenGL)
compatability environment is doing right and wrong with their
application. IGLOO seems pretty solid to me now, but has had to go
through several iterations to get there -- perhaps a newer versoion
of IGLOO would be of service.

Warn them that the performance of the Performer 1.2 (IRISGL) -> IGLOO
-> OpenGL route is certainly far from optimal (as opposed to Performer
2.0 in OpenGL directly with Impact/OpenGL enhancements) and that by 
clinging to the past they are seriously mortgaging their future.

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: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9603211220.ZM9089@royalflush.engr.multigen.com>
Date: Thu, 21 Mar 1996 12:20:04 -0800
In-Reply-To: "Sharon Clay" <src@rose.asd.sgi.com>
        "Re: pfApp" (Mar 19,  1:49am)
References: <9603190914.ZM5159@cuisg2.unige.ch> 
	<9603190149.ZM17468@rose.asd.sgi.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer
Subject: Re: pfApp
Mime-Version: 1.0
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Status: O

On Mar 19,  1:49am, Sharon Clay wrote:
> Subject: Re: pfApp
>
> pfApp sets off an application traversal of the database for the
> current channel.
>
> You can set application traversal callbacks for a channel with
> pfChanTravFunc() and pfNodeTravFunc().  You call pfApp from the
> pfChanTravFunc() callback.

[munch]

>-- End of excerpt from Sharon Clay

What is the difference between pfApp and pfAppFrame?

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


From guest  Thu Mar 21 13:09:17 1996
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Sender: drussell@vsl.ist.ucf.edu
Message-Id: <3151C4B8.41C6@vsl.ist.ucf.edu>
Date: Thu, 21 Mar 1996 16:06:00 -0500
From: Dave Russell <drussell@vsl.ist.ucf.edu>
X-Mailer: Mozilla 2.01 (X11; I; IRIX 5.3 IP22)
Mime-Version: 1.0
To: Thomas Hudson <hudson@cs.unc.edu>
Cc: info-performer@sgi.sgi.com
Subject: Re: Odd uses of multiprocessing
References: <199603221523.KAA12846@coons.cs.unc.edu>
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Status: O

Have you considered using pfBuffers rather than CycleBuffers?  Right now
I have an application that modifies the elements of a pfGeode by
replacing the "old" geode with a "new" geode with the new GeoSets
attached.  This is all done with the pfBuffer structure and a
pfBuffer::replace call which "switches" the two pfGeodes.  Once all of
the modifications have been made, a call to pfBuffer::merge() actually
implements the changes made to the scene.

All of these changes are made in a forked process which makes the
changes as quickly as possible.  I don't know of a way to guarantee that
the changes are made on a frame by frame basis.  You can be sure,
however, that the changes will be incorporated into the scene as soon as
possible after you have finished building the geosets.

Thomas Hudson wrote:
> 
> I'm having trouble with some multiprocessing code under 2.0, and was
> wondering if anybody can give me advice.  We have a pfGeode which is
> doing continuous dynamic LOD, so that the *number of geosets*, as well
> as the *length of their attribute arrays*, can change every frame.
> pfCycleBuffers don't seem to be able to handle this.  Any suggestions?
> How much of Performer's functionality do I risk losing if I stop building
> pfGeoSets and just render the raw GL tristrips myself during the DRAW
> phase?
> 
> One other question - often, when I've made my app multiprocessing-unsafe,
> I get a coredump that my debugger can't read.  This means hunting through
> the code for things that *might* cause multiproc to fail.  Is there any
> common wisdom as to how to debug multiprocessing problems?
> 
> Thanks.
> 
> Tom Hudson
> UNC-CH Modeling and Walkthrough Groups
> // hudson@cs.unc.edu

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


From guest  Thu Mar 21 13:47:41 1996
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To: info-performer@sgi.sgi.com
Cc: jmv@grip.cis.upenn.edu
Subject: performer camera representation
Date: Thu, 21 Mar 1996 16:34:15 EST
From: Jean-Marc Vezien <jmv@grip.cis.upenn.edu>
Status: O



Hello,


We are currently trying to input real calibration
parameters extracted from Sony CCD cameras into
a performer channel. Our parameters are the
standard parameters used in computer vision, i.e.

(u0, v0) : center of the image (intersection of
optical axis with image plane. Typically close
to (256,256) for a 512x512 image. Close but *not*
equal).


(sx, sy): scaling factors in both directions, 
which is the number of imaging cells (image
pixels) per unit length.


We've tried to interpret these parameters in
term of the coordinates of a frustum and
by calling pfMakePerspChan. Unfortunately
we did not manage to obtain a matching between
real and synthetic images. We computed the formulas
for the (left,right,bottom,top) channel cordinates:


left = -u0 / sx   (negative)
right = (512 - u0) / sx
bottom = -v0 / sy   (negative)
up = (512 - v0) / sy

near = 0.001  (our unit was 1mm)
far = 10   (arbitrarily large number).

(note that our frustum is not symetric).

But apparently this is wrong: the object
is imaged shifted to the right in our
viewport, instead of being centered like
in the real image.

Does someone have a clue as to how to
compute the frustum, given our parameters
above ?


Thanks for any help,


Jm.




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To: info-performer@sgi.com
Subject: performer camera representation
Date: Thu, 21 Mar 1996 17:51:52 EST
From: Jean-Marc Vezien <jmv@grip.cis.upenn.edu>
Status: O




Hello,


We are currently trying to input real calibration
parameters extracted from Sony CCD cameras into
a performer channel. Our parameters are the
standard parameters used in computer vision, i.e.

(u0, v0) : center of the image (intersection of
optical axis with image plane. Typically close
to (256,256) for a 512x512 image. Close but *not*
equal).


(sx, sy): scaling factors in both directions, 
which is the number of imaging cells (image
pixels) per unit length.


We've tried to interpret these parameters in
term of the coordinates of a frustum and
by calling pfMakePerspChan. Unfortunately
we did not manage to obtain a matching between
real and synthetic images. We computed the formulas
for the (left,right,bottom,top) channel cordinates:


left = -u0 / sx   (negative)
right = (512 - u0) / sx
bottom = -v0 / sy   (negative)
up = (512 - v0) / sy

near = 0.001  (our unit was 1mm)
far = 10   (arbitrarily large number).

(note that our frustum is not symetric).

But apparently this is wrong: the object
is imaged shifted to the right in our
viewport, instead of being centered like
in the real image.

Does someone have a clue as to how to
compute the frustum, given our parameters
above ?


Thanks for any help,


Jm.



From guest  Thu Mar 21 20:48:16 1996
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Date: Thu, 21 Mar 1996 23:45:57 EDT
From: Gary Williams <gewillia@afit.af.mil>
Subject: Porting to 2.0 (Re: Performer 1.2 on Impact)
To: Michael Jones <mtj@babar>
Cc: info-performer@sgi.sgi.com
Message-Id: <ECS9603212357E@afit.af.mil>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; CHARSET=US-ASCII
Status: O

> My advice is to go back to the customer and explain that porting
> to 2.0 is really not that difficult, and that all registered 1.2
> users with software maintenance get a free copy, etc., and see if
> there is some way to make the transition happen. ...

OK... Since you addressed porting to 2.0, I've got a couple questions. 

First, I've been monitoring the Performer mail list for a couple months or so 
and it seems numerous bugs have been reported with 2.0.  I haven't researched 
the 1.2 bug list, but which is more stable (more to the point, how risky is the 
port)?  

Secondly, our apps are written in C++, not C.  I saw a message the other day 
that the porting scripts don't handle C++ apps.  Is this correct or did I 
misunderstand something?  If I did read it correctly, any suggestions on 
efficiently porting C++ apps?

I assume we'll need to go to 2.x at some point in the (near) future, but is this 
the best time or should we wait for things to settle out a bit?  We're running 
our high performance apps on Onyx RE^2s and we're still running IRIX 5.3.  I 
don't anticipate an upgrade to 6.x in the immediate future.  

Thanks in advance for pointing out migration issues we want to be sure to 
consider.

Gary   

******************************************************
GARY E. WILLIAMS, Capt, USAF         
Air Force Institute of Technology
MS Student in Computer Systems: Modeling & Simulation
Official Email: gewillia@afit.af.mil
Personal Email: Sleuth61@msn.com
http://www.afit.af.mil/ENGgraphics/people/gewillia/index.html








From guest  Thu Mar 21 23:15:32 1996
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Date: Thu, 21 Mar 1996 23:13:45 -0800
From: mace@lum.engr.sgi.com (Rob Mace)
Message-Id: <199603220713.XAA07440@lum.engr.sgi.com>
To: info-performer@sgi.sgi.com
Subject: ANNOUNCEMENT: .pfb Performer Fast Binary File Format (beta test)
Status: O

	Announcing .pfb Performer Fast Binary File Format

Support for the .pfb format is now available for ftp and beta testing.

.pfb is the newest Performer file format.  It was designed with load speed
in mind.  For example Performer town converted to this format loads in
2.8 seconds on a 200 Mhz Indigo2 IMPACT, and skiff_o.stla after conversion
loads at the rate of 190,000 primitives a second.  An added benefit is
that .pfb files tend to be around half the size of their pre converted form.

.pfb files are created using pfdStoreFile_pfb() and loaded using
pfdLoadFile_pfb().  These are written to preserve as much as possible
an exact snap shot of your Performer scene graph.  It should support
all legal Performer scene graphs.

A new utility called pfconv is also provided.  It will convert from
any format for which Performer has a loader to any format for which
Performer has a storer.  An example of it's usage would be:

	pfconv town.flt town.pfb

You can get a copy of libpfpfb and pfconv from:

   ftp://sgigate.sgi.com/pub/Performer/src/pf2.0/libpfpfb.beta1.tar.Z

If you have a bit of time please try it with your data.  We are planning
to release it with 2.1 and would like to shake out any last bugs that might
remain.

Here are some things to note.

pfconv does a pfFlatten() and pfdCleanTree() after loading from the old
format and before storing to the new.  You should edit pfconv.c if 
this behavior is not good for your data.

When saving textures pfdStoreFile_pfb() checks to see if it can find a
file matching the texture name.  If it does it will not save an image
for this texture and pfdLoadFile_pfb() will get the image by reading the
image file.  If it can't find a matching file it will save the whole 
image.

pfdLoadFile_pfb() will share the following objects when multiple files
are loaded:
	pfGeoState
	pfTexture
	pfMaterial
	pfLightModel
	pfLight
	pfTexEnv
	pfFog
	pfTexGen
	pfColortable
	pfHighlight

pfFonts are not currently shared.  This means that loading multiple
files with the same pfFont will result in a copy of that pfFont for
each file loaded.

pfGetLODTransition() had a bug in it that it would return -1 and
print an error for any Transitions that are not set.  This means
that pfconv will likely report lots of these false errors when
converting a file with a pfLOD in it.  When pfdStoreFile_pfb gets
this error it sets that transition to be the same as transition 0.
This may or may not be the default transition.  This bug is fixed
in Performer 2.1.

pfUserData is only saved if it is allocated with pfMalloc().  This is
because it is only through pfGetSize that the size of the user data
can be known.

Here are a few of the future enhancements planned:
   Control of texture saving behavior.
   User definable pfUserData save routines.
   Control of pfFont saving behavior.
   Control of object sharing behavior.
   Encryption.

The .pfb format is designed for backwards compatibility with future
versions of Performer.  This means you will not have to reconvert
your data when you get a new Performer version.  However this version is
still in beta and I am not going to guarantee compatibility of files
created with this beta version and future versions of .pfb.

I will be sending more info and caveats later.

Please report any problems, observations, etc. either directly to me
mace@sgi.com or through the Performer mailing list.

Thanks,

Rob Mace
mace@sgi.com



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From: "Tawfek Mukhtar" <tawfek@media1.rndtm.com.my>
Message-Id: <9603221552.ZM13359@media1.rndtm.com.my>
Date: Fri, 22 Mar 1996 15:52:20 -0800
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To: info-performer@sgi.com
Subject: Free .iv files
Mime-Version: 1.0
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Status: O

Does any knows where to get considerably complicated .iv files (for example
buildings ) for free.  Thank you



From guest  Fri Mar 22 00:30:43 1996
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Date: Fri, 22 Mar 1996 08:27:40 +0000 (GMT)
From: ROY RUDDLE <saprar@thor.cf.ac.uk>
Reply-To: Ruddle@cardiff.ac.uk
To: Gary Williams <gewillia@afit.af.mil>
Cc: info-performer@sgi.sgi.com
Subject: Re: Porting to 2.0 (Re: Performer 1.2 on Impact)
In-Reply-To: <ECS9603212357E@afit.af.mil>
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> 
> Secondly, our apps are written in C++, not C.  I saw a message the other day 
> that the porting scripts don't handle C++ apps.  Is this correct or did I 
> misunderstand something?  If I did read it correctly, any suggestions on 
> efficiently porting C++ apps?
> 
Gary,

I was the originator of the C++ question. I've been busy recently, so 
I've yet to get really stuck in to find out what my port will entail. 
However, my app is also in C++. PF 2.0 supports a C and a C++ API. Either 
or both may be used simultaneously (according to which PF_XXX_API flags 
are set). The port2.0 script helps with ports to the C API.

Unlike you, I have to go to 2.0 soon, because I've just got an Impact. 
I'll let you know how I get on.

cheers

roy


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From: "Tawfek Mukhtar" <tawfek@media1.rndtm.com.my>
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Date: Fri, 22 Mar 1996 19:52:44 -0800
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To: info-performer@sgi.com
Subject: .flt to .iv file format converter
Mime-Version: 1.0
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Status: O

Does anyone knows where to get .flt to .iv converter. Tried to find it from the
www but couldn't find one. Thanks


From guest  Fri Mar 22 05:05:40 1996
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Date: Fri, 22 Mar 1996 08:02:59 -0500
From: Dave Russell <drussell@vsl.ist.ucf.edu>
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To: gewillia@afit.af.mil
Cc: info-performer@sgi.sgi.com
Subject: Re: Porting to 2.0
References: <ECS9603212357E@afit.af.mil>
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Status: O

Gary Williams wrote:
> 
> > My advice is to go back to the customer and explain that porting
> > to 2.0 is really not that difficult, and that all registered 1.2
> > users with software maintenance get a free copy, etc., and see if
> > there is some way to make the transition happen. ...
> 
> OK... Since you addressed porting to 2.0, I've got a couple questions.
> 
> First, I've been monitoring the Performer mail list for a couple months or so
> and it seems numerous bugs have been reported with 2.0.  I haven't researched
> the 1.2 bug list, but which is more stable (more to the point, how risky is the
> port)?
> 
This I can't answer; hopefully, some of the SGI guys can give some of
their opinions.  In most cases, the bugs that have been reported tend to
be with the new features which you probably won't be using at first
anyway.  Still, I'm no authority.

> Secondly, our apps are written in C++, not C.  I saw a message the other day
> that the porting scripts don't handle C++ apps.  Is this correct or did I
> misunderstand something?  If I did read it correctly, any suggestions on
> efficiently porting C++ apps?
>
I'm not sure about the porting scripts handling C++.  I imagine that the
problem is not in your code being C++, but rather porting to the C++
API.  Just because you have your code written in C++ doesn't mean you
need to use the Performer C++ API.  Right now you are making standard C
calls to the Performer 1.2 API, so the port to 2.0 should be relatively
painless.  None of our ports have taken more than a day or two (no one
here has even used the porting scripts), and as far as I know, we don't
have any bugs created by 2.0.

I ported all of my code to the C++ API in a day.  That, of course, was a
quick and dirty port just to get everything working in the new
environment.  Since then, I've spent about three weeks completely
rewriting the structure of my code to utilize some of the new features
of 2.0.  Of course, my code is a database handler that I've rewritten to
use pfBuffer's so that created a serious overhaul.  Your mileage will
definitely vary.

For anyone that's interested, my pfBuffer bugs have disappeared along
the way.  Not sure why, but everything seems to be working very well.

<.....STUFF CUT.....>

> 
> Gary
> 
> ******************************************************
> GARY E. WILLIAMS, Capt, USAF
> Air Force Institute of Technology
> MS Student in Computer Systems: Modeling & Simulation
> Official Email: gewillia@afit.af.mil
> Personal Email: Sleuth61@msn.com
> http://www.afit.af.mil/ENGgraphics/people/gewillia/index.html

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


From guest  Fri Mar 22 06:56:37 1996
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From: flysiml@public.bta.net.cn
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Subject: where
To: info-performer@sgi.sgi.com
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Status: O

Hi,

Is there someone who can tell me where I can find the plastic reflect film,
which is used to builet the spherical mirror on flight simulator.

Thanks ahead.

flysiml@public.bta.net.cn



From guest  Fri Mar 22 09:22:46 1996
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199603231708.JAA27083@tubes.asd.sgi.com>
Subject: Re: pfGeoSet attributes and pfMemory question
To: guest (Nicolas Gauvin)
Date: Sat, 23 Mar 96 9:08:58 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199603211829.NAA24548@osprey.cae.ca>; from "Nicolas Gauvin" at Mar 21, 96 1:29 pm
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Status: O

> 
> 
> During database paging, I'm reading a big chunk of data from disk
> and copying all this data in a single pfMemory array. Parts of this data
> contains the various attributes list of pfGeoSets (vertices, tex coords, 
> colors and normals).
> 
> Now I would like to know the risks or consequences involved in setting
> the attributes of my pfGeoSet by giving as argument offsets addresses
> into this big chunk of data. In other workds I'm using a single 
> pfMemory for all my pfGeoSet attribute lists instead of using separate ones
> for each attribute lists.
> 
> In know that in Performer 2.0 it is now highly recommended to use
> pfMalloc to allocate arrays of attribute data but what about the  
> use of a single big pfMemory array? 


	As you say, it's not recommended but it will probably work.




From guest  Fri Mar 22 09:22:47 1996
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Date: Fri, 22 Mar 1996 09:15:45 -0800
From: Randy Stiles <stiles@aic.lockheed.com>
Organization: Lockheed Martin Advanced Technology Center
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To: Tawfek Mukhtar <tawfek@media1.rndtm.com.my>
Cc: info-performer@sgi.sgi.com
Subject: Re: Free .iv files
References: <9603221552.ZM13359@media1.rndtm.com.my>
Content-Type: text/plain; charset=us-ascii
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Status: O

Hi,

You should try using VRML models, for instance there are
quite a few good ones at:

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

If you have Inventor 2.1, you can read VRML (*.wrl) files
into Inventor applications (then save as Inventor if you like)
and you can also read them into
Performer 2.0, again making use of Inventor 2.1

There are buildings, etc at the ocnus VRML site.

Tawfek Mukhtar wrote:
> 
> Does any knows where to get considerably complicated .iv files 
> (for example buildings ) for free.  Thank you

-- 
// 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  Fri Mar 22 09:24:13 1996
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Date: Fri, 22 Mar 1996 18:03:39 GMT
From: Antonio Manuel Ferreira da Silva <asilva@garfield.fe.up.pt>
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To: info-performer@sgi.sgi.com
Subject: UNSUBSCRIBE PLEASE
Status: O

Please unsubscribe me.
Thanks in advance.
Antonio Silva


From guest  Fri Mar 22 09:32:52 1996
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From: jrohlf@tubes (John Rohlf)
Message-Id: <199603231724.JAA27114@tubes.asd.sgi.com>
Subject: Re: performer camera representation
To: guest (Jean-Marc Vezien)
Date: Sat, 23 Mar 96 9:24:57 PST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9603212251.AA25510@grip.cis.upenn.edu>; from "Jean-Marc Vezien" at Mar 21, 96 5:51 pm
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> 
> 
> 
> Hello,
> 
> 
> We are currently trying to input real calibration
> parameters extracted from Sony CCD cameras into
> a performer channel. Our parameters are the
> standard parameters used in computer vision, i.e.
> 
> (u0, v0) : center of the image (intersection of
> optical axis with image plane. Typically close
> to (256,256) for a 512x512 image. Close but *not*
> equal).
> 
> 
> (sx, sy): scaling factors in both directions, 
> which is the number of imaging cells (image
> pixels) per unit length.
> 
> 
> We've tried to interpret these parameters in
> term of the coordinates of a frustum and
> by calling pfMakePerspChan. Unfortunately
> we did not manage to obtain a matching between
> real and synthetic images. We computed the formulas
> for the (left,right,bottom,top) channel cordinates:
> 
> 
> left = -u0 / sx   (negative)
> right = (512 - u0) / sx
> bottom = -v0 / sy   (negative)
> up = (512 - v0) / sy
> 
> near = 0.001  (our unit was 1mm)
> far = 10   (arbitrarily large number).
> 
> (note that our frustum is not symetric).
> 
> But apparently this is wrong: the object
> is imaged shifted to the right in our
> viewport, instead of being centered like
> in the real image.
> 
> Does someone have a clue as to how to
> compute the frustum, given our parameters
> above ?
> 

	pfMakePerspChan assumes that the (left,right,bottom,top) coordinates 
	lie in the view plane and that the view plane is the near 
	clip plane. Thus if you call:

pfMakePerspChan(chan, l,r,b,t);
pfChanNearFar(chan, n, f);

	you will get different results than if you call:

pfChanNearFar(chan, n, f);
pfMakePerspChan(chan, l,r,b,t);

	This order-dependence is an API flaw, but hopefully you can
	work around it. (You should set near,far before l,r,b,t)




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From: as@picard.photon.com (Alex Szabo)
To: info-performer@sgi.sgi.com
Subject: 3-D Texture support
Message-Id: <96Mar22.115727pst.5890@gateway.photon.com>
Status: O


Are there plans for Performer to support 3-D textures --
specifically, geosets with three texture coordinates?

If yes, when might this functionality be available?

Alex.

Alex Szabo  (as@photon.com)
801-755-7649  /  FAX & Voicemail: 801-755-6085
Szabo Software, Inc.  /  1325 E 100 S  /  Logan, UT 84321


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Going on vacation, will resubscribe in 1 week.

Chris

////////////////////////////////////////////////////
//Chris Mitchell  --                              //
//Institute of Plasma and Fusion Research (IPFR)  //
//UCLA Physics Department 310-206-1772            //
//chris@scotch.physics.ucla.edu                   //
//mitchell@physics.ucla.edu                       //
//chrism@ucla.edu                                 //
//                                                //
//"Self Reliance, the height and perfection of    //
// man, is reliance on God."                      //
//              --Ralph Waldo Emmerson            //
////////////////////////////////////////////////////


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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9603221520.ZM11043@royalflush.engr.multigen.com>
Date: Fri, 22 Mar 1996 15:20:30 -0800
In-Reply-To: nicolas@cae.ca (Nicolas Gauvin)
        "pfGeoSet attributes and pfMemory question" (Mar 21,  1:29pm)
References: <199603211829.NAA24548@osprey.cae.ca>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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To: info-performer@sgi.sgi.com
Subject: Re: pfGeoSet attributes and pfMemory question
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On Mar 21,  1:29pm, Nicolas Gauvin wrote:
> Subject: pfGeoSet attributes and pfMemory question

[munch]

> Now I would like to know the risks or consequences involved in setting
> the attributes of my pfGeoSet by giving as argument offsets addresses
> into this big chunk of data. In other workds I'm using a single
> pfMemory for all my pfGeoSet attribute lists instead of using separate ones
> for each attribute lists.

[munch]

>-- End of excerpt from Nicolas Gauvin

I doubt that a call to pf[Async]Delete(), that reaches your geoset, will be
able to delete the geoset attributes, since they are not pfMemory objects.
 This may be what you want.  You'll be managing pfMemory blocks yourself.

Regards.
--
    __  ___      ____  _ ______          Marcus Barnes, Member Tech. Staff
   /  |/  /_  __/ / /_( ) ____/__  ____  MultiGen Inc, 550 S. Winchester
  / /|_/ / / / / / __/ / / __/ _ \/ __ \ Blvd. STE 500, San Jose CA 95128
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mlshen@mail.utexas.edu




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From: Ulf Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR AB   <Ulf_Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR_AB.MANDATOR@mandator.se>
Date: 24 Mar 96 17:37:51 
Subject: Color token
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Status: O

Why is performer 2.0 giving me this warning "unknown color token 4609 or 4610 
every
time I call pfLSourceColor(...,PFLT_DIFFUSEor PFLT_AMBIENT?
I have seen this warning in other calls too.



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From: "Ran Yakir" <rany@bvr.co.il>
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Date: Sun, 24 Mar 1996 20:44:25 +0000
In-Reply-To: mace@lum.engr.sgi.com (Rob Mace)
        "ANNOUNCEMENT: .pfb Performer Fast Binary File Format (beta test)" (Mar 21, 11:13pm)
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Status: O

Works great !!! This library has just saved my from the wrath of my project
manager :-)

The user defineable save/load functions for pfUserdata are really crucial,
especially in cases where the user-data contains pointers.

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: "Ran Yakir" <rany@bvr.co.il>
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Date: Mon, 25 Mar 1996 07:09:33 +0000
In-Reply-To: Ulf Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR AB   <Ulf_Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR_AB.MANDATOR@mandator.se>
        "Color token" (Mar 24,  5:37pm)
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To: Ulf Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR AB   <Ulf_Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR_AB.MANDATOR@mandator.se>
Subject: Re: Color token
Cc: info-performer@sgi.sgi.com
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Status: O

> Why is performer 2.0 giving me this warning "unknown color token 4609 or 4610
> every
> time I call pfLSourceColor(...,PFLT_DIFFUSEor PFLT_AMBIENT?
> I have seen this warning in other calls too.

Let me guess : You are linking with IrisGL libraries, while compiling without
the -DIRISGL compilation flag. Performer/pr.h includes irisgl.h or opengl.h,
depending on that compilation constant (the default is OpenGL). If you follow
the PFLT_DIFFUSE constant in opengl.h, you'll see that they use the GL_DIFFUSE
constant from GL/gl.h, which is 4610.
To make a (very) long story short, you should define IRISGL in all your
compilations (unless you want to use OpenGL). To keep my makefile simple, I
have an environment variable - PF_GL, which is initialized to either IRISGL or
OPENGL at login, and is used by the makefiles.

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: "Tomas Moller" <tompa@clarus.se>
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Date: Mon, 25 Mar 1996 12:12:35 +0100
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To: info-performer@sgi.sgi.com
Subject: Problems with texture loading
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Status: O

Hello Performers!

I have been trying to do the following for a time now without much success:

First I am drawing some primitives in one color in a pfChannel (128x128
pixels),
then I want to use this image as a texture map for a rectangle.
I want the texture map to be an intensity-alpha-map and I want bilinear
interpolation since the resolution of the texture is small.

So I have tried a few ways of doing this:

1) My first approach was to read the framebuffer with GL and then
   download the texture into the texture memory. I downloaded the pfTexture
with

   tex->setImage(texturemap,2,texturesize,texturesize,1);

   This worked, but when I turned on multisampling, bilinear interpolation
   disappears. Also, when drawing the primitives in certain colors
   the texture disappears when multisampling is on, while the texture looked
   fine with multisampling off.
   To sum up, it worked as I wanted to when multisampling was off, but
   with multisampling enabled nothing worked as expected.
   Any ideas of what I am doing wrong or why I get different results?

Since this was a bit slow, I tried another approach.

2) I set up my pfTexture with:

   tex->setFormat(PFTEX_INTERNAL_FORMAT,PFTEX_IA_8);
   tex->setFormat(PFTEX_SUBLOAD_FORMAT,1);
   tex->setLoadImage(texturemap);
   tex->setLoadMode(PFTEX_LOAD_SOURCE,PFTEX_SOURCE_IMAGE);

   After reading the framebuffer with the one-colored primitives, I called
   tex->load() in order to load the new texture into the frambuffer.

   This was a bit faster, but still generated the same erraneous results as
   above.

3) So I abandoned GL and tried to use only Performer routines.
   My pfTexEnv is set to:

   tev->setComponent(PFTE_IA_GETS_RG);

   in order to use the red and green components as intensity and alpha.
   And then I tried reading the framebuffer directly into the texture memory
   with:

   tex->setFormat(PFTEX_INTERNAL_FORMAT,PFTEX_IA_8);
   tex->setFormat(PFTEX_SUBLOAD_FORMAT,1);
   tex->setLoadImage(texturemap);
   tex->setLoadMode(PFTEX_LOAD_SOURCE,PFTEX_SOURCE_FRAMEBUFFER);

   and using tex->load(); when the primitives had been rendered into the
   framebuffer to load the texture into the texture memory.

   This gave the correct shape of the texture but with wrong intensity
   and alpha. I looped through the different combinations of Intensity and
Alpha
   and I did not see any correlation between the IA on the primitives and
   on the texturemap. Also when turning on multisampling I get even more
   weird results: sometimes bilinear interpolation seems to be on, but it
   generates wrong results. For instance when it should interpolate from a grey
   value to a black, it interpolates to white in some areas.


I believe that the last approach should be the best one concerning performance,
 and I really hope that someone can help me with this problem.

Thanks!

/Tomas






Bilinear interpolation disappears when multisampling.

-- 



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From: "msdiorin@immd9.informatik.uni-erlangen.de" <msdiorin@faui91.informatik.uni-erlangen.de>
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Plese unsubscribe me.

(I tried hard to find the proper address for the administrativia but failed)

rgds
markellos

-- 
-------
Markellos J. Diorinos	
msdiorin@cip.informatik.uni-erlangen.de

Author of MakMan/2 on ftp://hobbes.nmsu.edu/os2/games/makman??.zip


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Date: Mon, 25 Mar 1996 13:18:50 +0100 (MET)
From: Kai Schaffors <bardo@HHI.DE>
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To: info-performer@sgi.sgi.com
Subject: subscribe
Status: O

subscribe bardo@hhi.de


From guest  Mon Mar 25 04:37:25 1996
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From: kslezak@ldsa.com (Ken Slezak)
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To: info-performer@sgi.sgi.com
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Status: O

Please unsubscribe.

info-performer has been quite useful but am not actively using the product
at the moment.

(couldn't find the admin address for this unsubscribe, sorry)

Tnx,
ken


From guest  Mon Mar 25 05:36:28 1996
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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9603251232.ZM24644@barney.reading.sgi.com>
Date: Mon, 25 Mar 1996 12:32:51 +0000
In-Reply-To: "msdiorin@immd9.informatik.uni-erlangen.de" <msdiorin@faui91.informatik.uni-erlangen.de>
        "Unsubscribe" (Mar 25, 12:46pm)
References: <9603251246.ZM3871@faui91.informatik.uni-erlangen.de>
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        info-performer@sgi.sgi.com
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Status: O

On Mar 25, 12:46pm, msdiorin@immd9.informatik.uni-erlangen.de wrote:
> Subject: Unsubscribe
>
> Plese unsubscribe me.
>
> (I tried hard to find the proper address for the administrativia but failed)

details of the mailing list are under the Performer web page:

http://www.sgi.com/Technology/Performer.html

info-performer-request@sgi.com is the place to send subscribe/unsubscribe type
messages to.

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,



From guest  Mon Mar 25 07:02:13 1996
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From: "Daniela Rainer" <zrgr0390@awssg7.rus.uni-stuttgart.de>
Message-Id: <9603251559.ZM9807@awssg7.rus.uni-stuttgart.de>
Date: Mon, 25 Mar 1996 15:59:10 +0000
Reply-To: rainer@rus.uni-stuttgart.de
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To: info-performer@sgi.sgi.com
Subject: Spaceball  and pfuInitInput
Mime-Version: 1.0
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Status: O

Hi,

is it possible to integrate a spaceball in pfuInput? I want to use the
spaceball and a mouse in the same application. If I call pfuInitInput(pwin,
PFUINPUT_X) before I initialize the spaceball with X11/extensions/XInput.h, I
get

	GL:  X error 10, X request = 2
	ERROR #93  Error in communication with window server: ERR_WMANIPC

My spaceball-init-function looks like this:


XSelectInput(display, xwin, ButtonPressMask | KeyPressMask |KeyReleaseMask |
ExposureMask);

list = (XDeviceInfoPtr) XListInputDevices(display, &ndevices);
for(i = 0; i < ndevices; i++)
{

  if (strcmp(list[i].name, "spaceball") == NULL)
  {
    spaceball_device = XOpenDevice(display, list[i].id);
  }
}

DeviceMotionNotify(spaceball_device,spaceball_ball_event_type,
spaceball_ball_event_class);
ListOfEventClass[0] = spaceball_ball_event_class;
DeviceButtonPress(spaceball_device,spaceball_button_press_event_type,
spaceball_button_press_event_class);
ListOfEventClass[1]=spaceball_button_press_event_class;
DeviceButtonRelease(spaceball_device, spaceball_button_release_event_type,
spaceball_button_release_event_class);
ListOfEventClass[2]=spaceball_button_release_event_class;
XSelectExtensionEvent(display, xwin, ListOfEventClass,3);


Thanks for any help
Daniela



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


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Date: Mon, 25 Mar 1996 10:02:47 -0500
From: nicolas@cae.ca (Nicolas Gauvin)
Message-Id: <199603251502.KAA06371@osprey.cae.ca>
To: info-performer@sgi.com
Subject:  pfGSetDrawMode(gset,PFGS_FLATSHADE) not working?
Status: O


I have a geoset composed of regular tristrips (non-flat).
When I set the drawing mode to PFGS_FLATSHADE it seems
that the geoset is still gouraud shared, not flat-shaded as
it should be. Is this normal? I'm using Performer 2.0 on
IRIX 5.3

Also, am I correct when I assume that the last color of
each triangles is the one that should be used to flat-shade
the triangles when the drawing mode is set to PFGS_FLATSHADE?

Thanks

     ___/     |       ___/ 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 Mar 25 09:22:12 1996
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From: "Bryan Stewart" <bcstewar@cs.nps.navy.mil>
Message-Id: <9603250918.ZM11594@grant.cs.nps.navy.mil>
Date: Mon, 25 Mar 1996 09:18:20 -0800
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Status: O

Plese unsubscribe me.

-- 
Bryan Stewart
bcstewar@cs.nps.navy.mil
Naval Postgraduate School
Monterey, CA



From guest  Mon Mar 25 10:50:04 1996
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From: Thomas Hudson <hudson@cs.unc.edu>
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Subject: Performer:  rewriting nb_flatten()
To: info-performer@sgi.com
Date: Mon, 25 Mar 1996 13:47:14 -0500 (EST)
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Content-Length: 481       
Status: O

Is there anywhere out there to go for advice on
rewriting PFINTERNAL functions? We have geometry
for which we believe we need to change the semantics
of pfNode::flatten() on a pfGeode, and so the obvious
thing to do is to rewrite pfGeode::nb_flatten().
Since this is a leaf node we shouldn't have to
worry too much about maintaining a proper traversal,
but has anybody else done anything like this?

Thanks.

Tom
UNC-Chapel Hill Modeing and Walkthrough groups
// hudson@cs.unc.edu


From guest  Mon Mar 25 14:44:13 1996
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From: cstanek@smtpgate.sm.tsc.com
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Date: Mon, 25 Mar 96 14:40:28 PST
Message-Id: <9602258277.AA827793640@smtpgate.sm.tsc.com>
To: engboksh@hpa2-11.cadcam.nus.sg, info-performer@sgi.sgi.com,
        "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Cc: engboksh@nus.sg
Subject: Re[2]: Newbie Questions
Status: O

     Feeback as far as the Phantom device goes...
     
     If I might throw in a plug for my old MIT buddy on his device, I think 
     you would be wisely spending your money for it while limiting your 
     costs as opposed to other systems.  
     
     I had the chance to watch him ( or at least his progress ) make a 
     prototype for his undergrad thesis.  He's one of the smartest gents I 
     know and you'll be getting a nifty piece of technology.
     
     and no, I don't get any commission if you buy one:)
     
     clay stanek


______________________________ Reply Separator _________________________________
Subject: Re: Newbie Questions
Author:  "Angus Dorbie" <dorbie@bitch.reading.sgi.com> at AAINTERNET
Date:    3/20/96 2:19 AM


Hi,
Here are some random comments.

On Mar 20,  9:26am, Mr Bok Shung Hwee wrote:
> Subject: Newbie Questions
>
> [ message/rfc822 ] :
content-type:text/plain;charset=us-ascii
> mime-version:1.0
>
> Hi
> This is my first time posting to the Performer Mailing List though
> I have been reading it for some time.
>
> I have several questions concerning a project on medical VR.
> I humbly hope that fellow Performers can help me.
>
> Firstly, we are intending to acquire an Onyx IR soon.
> We have been engaged in doing a detailed study of a slipped disc
> surgery problem since the beginning of the new year.  MRI and CT images
> are to be used in conjunction with a package like ANALYZE.  I believe
> contour data and voxel data can be extracted.  And the slice images in 16-bit
> or 24-bit can also be extracted.

On IR, depending on the size of dataset & texture memory you have you may
want to use 8 bit information for texturing the database (you said it was
monochrome). If doing this you should use 2 component texturing & component
selection to fully utilise the texture memory, storing one half in one
component & the other half of the data in the other. If you have only one
8 bit component you waste 8bits per texel because the texel size = 16bits.

I have been given more details on the OpenGL calls you need for this, but
performer on IR may do this anyway...?

>
> I'd like to first attempt to represent using what I read abt 3D textures
> to represent in Performer the 'work' volume of the intervertebral area
> in question.  I hope this is a sensible and relatively quicker way to show
> some results.  There is no detail whatsoever for simulation.
>
> Any direct answers on how this would be done inside Performer ?

I don't see any support for 3D texture coordinates in performer
geosets so if you want to do the 3D volume rendering using performer then
you'll have to use pfTexGen, which you probably want to do in any case.
I'm not sure what performer brings much to the party here, youre going to
be seriously pixel limited & I don't think structuring the volume data
across some sort of hierarchy of polygons would help performance in any
way, unless you wanted to work out some sort of texture paging strategy
for huge datasets. Otherwise the arithmetic suggests it's just not worth
trying to cull polygons with this sort of data (unless you do something fancy
like distorting the data which would require meshing & 3d coordinates rather
than texgen), you should be trying to cull pixels by optimising the shape of
the stacked polygons you write to the framebuffer.

The contour data can be meshed in geosets, performer helps you with this.
The volume rendering should be done afterwards with depth testing enabled
to merge the datasets.

> What about introducing colour values to the images since MRI and CT data are
> 'colorless' ?

Texture look up tables let you do this, there's no support in performer that
I'm aware of but you can use OpenGL.

>
> More importantly, has anybody tried representing inside the scene graph
> a hierarchical structure of voxels and at the same time, this structure also
> contains surface polygons of the anatomical objects such as bone and ligament
> and spinal cord ?
>
> I hope to receive some opinions.
>
> We are also looking at the use of the PHANToM haptic device for interfacing
> and providing finger tracking and eventually some force feedback.
> Anybody has any comments ?
>
> That is all for now.
>
> Thank you for attention.
>
> Regards .... Bok
> CAD/CAM Specialist
> National University of Singapore
>
>-- End of excerpt from Mr Bok Shung Hwee



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




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From: "Bill Storma" <BILL@p3.enzian.com>
To: info-performer@sgi.sgi.com
Date:          Mon, 25 Mar 1996 17:46:12 EDT
Subject:       Questions & comments on loading Performer 2.0
X-Mailer: Pegasus Mail v3.22
Message-Id: <7EDC31925@P3.ENZIAN.COM>
Status: O

This e-mail is directed to SGI, but other Performer users may be 
interested.  We have recently loaded Performer 2.0 onto our REII 
system.  Initially, we loaded the _ogl libraries to use with the new 
Vega 2.0 software from Paradigm simulation.  We found out that the 
_ogl libraries do not work well with the REII and Paradigm folks 
recommended we switch to the _igl libraries.  The switch did fix some 
of our problems.

However, the Performer 2.0 demo programs require both _igl and _ogl 
libraries be loaded.  We wish to remove the _ogl libraries, to avoid 
any future confusion problems, since the non-postfixed file names 
(i.e. libpfdu versus libpfdu_igl) are linked to the _ogl files, not 
the _igl files.  However, we cannot remove the _ogl libraries without 
also having to remove perfly, even though perfly actually is linked 
to perfly_igl.

It would have been nice to have a choice on which demos to load, as 
it was with all of the other libraries.  At this time I see no way to 
remove the _ogl libraries withou losing perfly (if I work within the 
constraints of swmgr).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
Bill Storma                     Phone:  407-282-1884
Enzian Technology               FAX:    407-282-3013
Orlando, Fl.  32817             e-mail: bill@p3.enzian.com


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To: info-performer@sgi.sgi.com, nicolas@cae.ca (Nicolas Gauvin)
Subject: Re: pfGSetDrawMode(gset,PFGS_FLATSHADE) not working?
Status: O

     I believe the color and normal attribute lists have  a special case 
     for geosets with a primitive type of flat t strips and a bind of per 
     vertex.  You don't need the first two entries in an attribute list in 
     this case.  Check the man pages carefully on pfGeoSet.  It describes 
     what you are asking pretty clear.
     
     clay
     


______________________________ Reply Separator _________________________________
Subject: pfGSetDrawMode(gset,PFGS_FLATSHADE) not working?
Author:  nicolas@cae.ca (Nicolas Gauvin) at AAINTERNET
Date:    3/25/96 7:30 AM



I have a geoset composed of regular tristrips (non-flat).
When I set the drawing mode to PFGS_FLATSHADE it seems
that the geoset is still gouraud shared, not flat-shaded as
it should be. Is this normal? I'm using Performer 2.0 on
IRIX 5.3

Also, am I correct when I assume that the last color of
each triangles is the one that should be used to flat-shade
the triangles when the drawing mode is set to PFGS_FLATSHADE?

Thanks

     ___/     |       ___/ 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: David Luebke <luebke@cs.unc.edu>
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	id VAA01701; Tue, 26 Mar 1996 21:31:07 -0500
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Subject: pfPortals library available for 2.0
To: info-performer@sgi.sgi.com (Performer-help mailing list)
Date: Tue, 26 Mar 1996 21:31:07 -0500 (EST)
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Status: O

Hello,

This is to announce the release of the pfPortals visibility software
for Performer 2.0. The current release is a straightforward port of
the pfPortals package for Performer 1.2 and does not take advantage of
any of 2.0's new features yet. Eventually I'll have a C++ API, better
integration with standard Performer culling, and some other neat
features, but the existing version should be enough to get you
going. Introducing the new features will extend rather than change the
existing API, so go ahead and check out the new version -- upgrading
to future releases should involve minimal effort.

PfPortals is a FREE public domain library which provides portal-based
culling in Performer applications. The package can be downloaded via
anonymous ftp at:
    ftp.cs.unc.edu:/pub/users/luebke/pfPortals.tar.Z
or over the World Wide Web at:
    http://www.cs.unc.edu/~luebke/pfPortals/visibility.html.

New in pfPortals2.0:

        - Full support for multiprocessing
        - A "builder" API for easily constructing pfPortal-compatible scenes
	- fltLoader, a Performer library for reading MultiGen 14.2
	  OpenFlight (tm) files with portal information embedded in
	  the comments.
	- perfport, a simple perfly-based application designed to work
	  with pfPortals and fltLoader.
	- Numerous bug fixes, cosmetic code cleanups, etc.

Documentation is provided in html and postscript form.  Here is an
extract from the introduction:

------

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

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

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

--Copyright--

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


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

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

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

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

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

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

  Phone:               (919)962-1825

  EMail:               luebke@cs.unc.edu

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

Enjoy! 

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



From guest  Tue Mar 26 01:36:07 1996
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From: "Tomas Moller" <tompa@clarus.se>
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Date: Tue, 26 Mar 1996 10:33:15 +0100
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To: info-performer@sgi.sgi.com
Subject: Animated texture with PFTEX_QUADLINEAR?
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Content-Type: text/plain; charset=us-ascii
Status: O

Hello Performers!
I was just wondering is PFTEX_QUADLINEAR is working. The man page says it only
works for 3D textures and I would like to use pfTexture::setList and
pfTexture::setFrame(float frame) to make an animated texture.
Since frame is a float, that implies that you could set non-integer values and
I was hoping that setting frame=0.5 would interpolate between texture 0 and
texture 1.
I have used

texture->setFilter(PFTEX_MINFILTER,PFTEX_QUADLINEAR);
texture->setFilter(PFTEX_MAGFILTER,PFTEX_QUADLINEAR);

to set the interpolation methods. However, this does not seem to work.

Is this implemented? Any ideas of what I am doing wrong?

/Tomas

-- 



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From: "Nicolas Farcet" <farcet@thomson-lcr.fr>
Message-Id: <9603261551.ZM12166@cyclope.thomson-lcr.fr>
Date: Tue, 26 Mar 1996 15:51:55 -0600
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To: info-performer@sgi.com
Subject: specific culling into Performer 2.0
Mime-Version: 1.0
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Status: O

Hello,


I would like to test a special culling architecture
with Performer 2.0. It's a "meta-culling" compared
to typical Performer hierarchical Bounding Volume culling.

In order to implement this culling, I use a special
structure that references objects, and an algorithm tells
me which ones to draw.

I wonder how this specific culling architecture would
fit in Performer 2.0.

The first approach I considered was to use culling callbacks
on nodes that I could control from the outside with my culling algorithm.
But it is a bit awkward and would produce an overhead
because my culling architecture has nothing to do with
Performer scene graph, and therefore, using Performer
depth-first scene graph evaluation for culling seems
inadequate.

The second approach would be to plug a general culling
callback, and discard pfCull(). This would allow me to
select the nodes I want to draw. But it implies that I
can do myself what pfCull() does - that is,  generate
pfDispList and so on.

The second method seems cleaner and more adequate to me.

So my questions are :

- Isn't it technically insane to replace pfCull() by my own function ?
- Are there hard problems I seem to be missing ?
- Where could I find informations on what pfCull exactly does ?

Thanks very much.

-- 
_______________________________________________________________________________

Nicolas Farcet                                  

Tel :   (+ 33 1) 69 33 08 07                   Thomson-CSF LCR
Fax :   (+ 33 1) 69 33 08 65                   Domaine de Corbeville
Email : farcet@thomson-lcr.fr                  F-91404 Orsay cedex - FRANCE
_______________________________________________________________________________



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From: "Angus Henderson" <angus@death.reading.sgi.com>
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Date: Tue, 26 Mar 1996 16:25:24 +0000
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To: info-performer@sgi.sgi.com
Subject: C++ node->setTravData
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Has anyone got an example of a Performer 2.0-C++-node->setTravData ?

I had a working version with Performer 1.2-C-pfNodeTravData, but when I cannot
get a valid pointer to my draw process in 2.0.

I do something like....

ExpTravData *edt[MAX_EXPLOSIONS];


    for(i = 0; i < MAX_EXPLOSIONS; i++)
    {
	edt[i] =
(ExpTravData*)pfMalloc(sizeof(ExpTravData),pfGetSharedArena());

	node->setTravData( PFTRAV_DRAW, edt[i] );
    }

In the pre node draw callback I always get a pointer to the last element of edt
and none of the others.

I am using a C type call to pfMalloc 'cos that's what perfly.C does, I could
also use an example of how to use pfMemory->malloc on user data instead.

ANGus





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From: "Angus Henderson" <angus@death.reading.sgi.com>
Message-Id: <9603261723.ZM26070@death.reading.sgi.com>
Date: Tue, 26 Mar 1996 17:23:31 +0000
In-Reply-To: "Angus Henderson" <angus@death.reading.sgi.com>
        "C++ node->setTravData" (Mar 26,  4:25pm)
References: <9603261625.ZM25952@death.reading.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: C++ node->setTravData
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I have found the problem myself.... the nodes on which I was setting the
travFuncs and travData were all cloned from one pfGeode - I did not realise
that a cloned geode returns the parent. As is says in the manual pages....

" ....An attempt to clone
     a leaf geometry node simply returns the handle to that node...."



ANGus


On Mar 26,  4:25pm, Angus Henderson wrote:
> Subject: C++ node->setTravData
> Has anyone got an example of a Performer 2.0-C++-node->setTravData ?
>
> I had a working version with Performer 1.2-C-pfNodeTravData, but when I
cannot
> get a valid pointer to my draw process in 2.0.
>
> I do something like....
>
> ExpTravData *edt[MAX_EXPLOSIONS];
>
>
>     for(i = 0; i < MAX_EXPLOSIONS; i++)
>     {
> 	edt[i] =
> (ExpTravData*)pfMalloc(sizeof(ExpTravData),pfGetSharedArena());
>
> 	node->setTravData( PFTRAV_DRAW, edt[i] );
>     }
>
> In the pre node draw callback I always get a pointer to the last element of
edt
> and none of the others.
>
> I am using a C type call to pfMalloc 'cos that's what perfly.C does, I could
> also use an example of how to use pfMemory->malloc on user data instead.
>
> ANGus
>
>
>
>-- End of excerpt from Angus Henderson




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From: "Angus Henderson" <angus@death.reading.sgi.com>
Message-Id: <9603261754.ZM26110@death.reading.sgi.com>
Date: Tue, 26 Mar 1996 17:54:17 +0000
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Status: O

OK, here's another....

....I had a Performer 1.2 / IRIS GL app that explicitly used "subtexload"
I used the mode flags to subtexload ( with a value of 1 ) to specify that I
wanted to load 64x64 texel sub-tiles of packed 16bit texels. Even when I used
this method to load an entire 256x256 texture in 16 chunks this was jolly fast
in comparison to using TX_IDLE or subtexloading a 32 bit texture.

So here I am porting the code to Performer 2.0.... I use the Performer api to
do the loading but I know that I am loading 32 bit texels at the moment.

Question 1 - how do I get the nice fast 16 bit mode I used to have in IRIS GL
using the Performer API ?

Question 2 - will I be able to compile for Open GL and still load 16bit texels
?

ANgus

I am using a Real Yatty Engine Too




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From: "Lionel Maiaux" <maiaux@silicium.corys.fr>
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Date: Tue, 26 Mar 1996 18:15:26 +0100
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To: info-performer@sgi.sgi.com
Subject: pfMalloc size
Mime-Version: 1.0
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Status: O

I would like to allocate 140Mo in a program.

If a write it without Performer, the allocation works well :

main()
{
	void* pt = malloc(140000000);
	printf("pt = 0x%08x\n", pt);
}

but if I use Performer (1.2) with pfMalloc, it fails :

main()
{
	pfInit();
	pfConfig();

	void* pt = pfMalloc(140000000, NULL);
	printf("pt = 0x%08x\n", pt);

	pfExit();
}

Does anybody know why ????

(I work on a RS 128Mo and I have the following limitations (getrlimit) :
getrlimit RLIMIT_CORE : soft 2147483647, hard 2147483647
getrlimit RLIMIT_CPU : soft 2147483647, hard 2147483647
getrlimit RLIMIT_DATA : soft 536870912, hard 536870912
getrlimit RLIMIT_FSIZE : soft 2147483647, hard -1
getrlimit RLIMIT_NOFILE : soft 200, hard 2500
getrlimit RLIMIT_STACK : soft 67108864, hard 536870912
getrlimit RLIMIT_VMEM : soft 536870912, hard 536870912
getrlimit RLIMIT_RSS : soft 124334080, hard 536870912)



From guest  Tue Mar 26 09:58:39 1996
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Date: Tue, 26 Mar 1996 09:51:32 -0800
From: kowsik@coryphaeus.com (Kowsik Guruswamy)
Message-Id: <9603260951.ZM22295@buggy.coryphaeus.com>
In-Reply-To: "Angus Henderson" <angus@death.reading.sgi.com>
        "C++ node->setTravData" (Mar 26,  4:25pm)
References: <9603261625.ZM25952@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: C++ node->setTravData
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Mar 26,  4:25pm, Angus Henderson wrote:
> Subject: C++ node->setTravData
> Has anyone got an example of a Performer 2.0-C++-node->setTravData ?
>
> I had a working version with Performer 1.2-C-pfNodeTravData, but when I
cannot
> get a valid pointer to my draw process in 2.0.
>
> I do something like....
>
> ExpTravData *edt[MAX_EXPLOSIONS];
>
>
>     for(i = 0; i < MAX_EXPLOSIONS; i++)
>     {
> 	edt[i] =
> (ExpTravData*)pfMalloc(sizeof(ExpTravData),pfGetSharedArena());
>
> 	node->setTravData( PFTRAV_DRAW, edt[i] );
>     }
>
> In the pre node draw callback I always get a pointer to the last element of
edt
> and none of the others.

Which is exactly what the code does. Inside the loop you are overwriting the
nodeTravData with the ith element in the array.

Try moving the 'setTravData' outside the loop and make it

node->setTravData (PFTRAV_DRAW, edt);

K.

-- 
kowsik@coryphaeus.com     | pirts suiboM a hguorht neeb sah txet sihT
http://www.coryphaeus.com |
                          | You are not you, you are me! - arnie
work: (408)-395-4537 e201 |



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From: "Dave Russell" <drussell@vsl.ist.ucf.edu>
Message-Id: <9603261428.ZM23051@crusader.vsl.ist.ucf.edu>
Date: Tue, 26 Mar 1996 14:28:08 -0500
X-Face: S,2I_5VKb+qvoohP]<uG@T72~N0),Wu/,-i@$~\HeI>aM-hI"ln#&"["HRuLvG(kLkVX\Crtw&ADY&|w|&[%dwM!5|{RL(FcaX|CB[vgqz!B8fj-:g'KT}D\b!5&M5K?0>MU@F9dfKy7PH]2)K?zW7lxT(Gs-
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To: info-performer@sgi.sgi.com
Subject: GeoSet/GeoState Question
Mime-Version: 1.0
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Status: O

This seems like a very silly, basic question, but I'm stumped at the moment.
 I'm creating a pfGeoSet which contains a set of disjointed quadralaterals
(PFGS_QUADS).  I then attach a pfGeoState to this GeoSet which contains the
texture information for the polygons in the set.  When the object defined by
the GeoSet is drawn, however, one of the faces has the appropriate texture
while the other has a different texture that is being used elsewhere in the
scene.

Am I missing something simple?

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


From guest  Tue Mar 26 11:57:34 1996
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From: lelkins@relay.nswc.navy.mil
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Subject: OGL/2.0 Backface on...
To: info-performer@sgi.sgi.com
Date: Tue, 26 Mar 96 14:53:11 EST
X-Mailer: ELM [version 2.3 PL11]
Status: O

Hello...

I'm converting a 1.2/IrisGL program to 2.0/OpenGL.  The port to 2.0/IrisGL
seemed to work fine, but when I replaced my few GL callbacks with OpenGL
and recompiled, the entire database seems to not have backface culled.

I am also getting a warning: pfCullFace - bad mode:1
every frame.

Presumably the cull setup is confused?  

Any suggestions on fixing this will be gratefully appreciated...

I'm running on an Onyx RE2, under 5.3, with no patches (I think).

Thanks,

Les

----------------------------------------------------------------------
lelkins@relay.nswc.navy.mil      The views expressed herein do not 
                                   represent those of NSWC, the Navy, 
Les Elkins                         or the federal government.
Naval Surface Warfare Center 
Dahlgren Division                (And anybody who says otherwise is
Silver Spring, MD                      itching for a fight...)


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Subject: Font question for 2.0
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Status: O

Hello...

How do I generate a file with the .mf extension that pfdLoadFont_type1
seems to want?

Thanks,

Les 

----------------------------------------------------------------------
lelkins@relay.nswc.navy.mil      The views expressed herein do not 
                                   represent those of NSWC, the Navy, 
Les Elkins                         or the federal government.
Naval Surface Warfare Center 
Dahlgren Division                (And anybody who says otherwise is
Silver Spring, MD                      itching for a fight...)


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From: "Robert Carey" <rcarey@orbit16i.nesdis.noaa.gov>
Message-Id: <9603261615.ZM22523@orbit16i.nesdis.noaa.gov>
Date: Tue, 26 Mar 1996 16:15:25 -0500
In-Reply-To: "Dave Russell" <drussell@vsl.ist.ucf.edu>
        "GeoSet/GeoState Question" (Mar 26,  2:28pm)
References: <9603261428.ZM23051@crusader.vsl.ist.ucf.edu>
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To: info-performer@sgi.sgi.com
Subject: scanning textures from 35mm slides
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Status: O


Hi All!

I've been lurking here a while and although a lot of
the posts go way over my head I do appreciate seeing
what others are doing with Performer.

I currently run Performer 2.0 on an Indigo2 XZ3.

Yeah, I know, it is limited on that box, but I do intend
to purchase an Onyx/Infinite Reality system shortly.
Right now I am just getting used to programming with OpenGL
instead of GL.  And polishing up my C skills.

I want to use Performer to model VR simulations of
various severe storm scenarios for a NOAA sponsored
travelling science museum exhibition.

I want to make use of the texturing capabilities of the
IR to make the surfaces of the cloud systems look realistic.

Now, I know I can use various plasma fractal patterns to
mimic that effect, but I would rather use real textures
scanned in from 35mm slides of actual clouds.  I want to
use a slide scanner instead of a flatbed scanner for a
bunch of reasons, chiefly clarity and contrast related.

So, my questions are:  Are any of you scanning in textures
from 35mm slides on your SGI boxes?   And if so, what slide
scanner is the best bet to get?

The research I've done so far on slide scanners shows that
most models will interface easily on PCs or Macs, but there
are no clear choices for scanners that can be used on SGI
workstations.

Any help or pointers would be appreciated.

Thanks,

bobzilla


Robert M. Carey, Research Physical Scientist
NOAA/NESDIS Satellite Research Laboratory
rcarey@nesdis.noaa.gov



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From: "Philip Nemec" <nemec@precious>
Message-Id: <9603261420.ZM27686@precious.asd.sgi.com>
Date: Tue, 26 Mar 1996 14:20:51 -0800
In-Reply-To: "Lionel Maiaux" <maiaux@silicium.corys.fr>
        "pfMalloc size" (Mar 26,  6:15pm)
References: <9603261815.ZM26498@silicium>
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Subject: Re: pfMalloc size
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Status: O

man pfSharedArenaSize...




From guest  Tue Mar 26 14:28:18 1996
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From: "Philip Nemec" <nemec@precious>
Message-Id: <9603261426.ZM27838@precious.asd.sgi.com>
Date: Tue, 26 Mar 1996 14:26:16 -0800
In-Reply-To: "Angus Henderson" <angus@death.reading.sgi.com>
        "" (Mar 26,  5:54pm)
References: <9603261754.ZM26110@death.reading.sgi.com>
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        info-performer@sgi.sgi.com
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Status: O

I've done all the texture paging stuff that you would like to do on an Infinite Reality machine...  Performer 2.1 has cleaned up the interface to do this so my suggestion would be using that (if you are on a IR machine).

If you are sticking with a RE2 I strongly suggest sticking with IrisGL...



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Date: Wed, 27 Mar 1996 08:23:34 -0800
To: "Robert Carey" <rcarey@orbit16i.nesdis.noaa.gov>,
        info-performer@sgi.sgi.com
From: mckenna@cgsd.com (Gene McKenna)
Subject: Re: scanning textures from 35mm slides
Status: O

>Now, I know I can use various plasma fractal patterns to
>mimic that effect, but I would rather use real textures
>scanned in from 35mm slides of actual clouds.  I want to
>use a slide scanner instead of a flatbed scanner for a
>bunch of reasons, chiefly clarity and contrast related.
>
>So, my questions are:  Are any of you scanning in textures
>from 35mm slides on your SGI boxes?   And if so, what slide
>scanner is the best bet to get?
>
>The research I've done so far on slide scanners shows that
>most models will interface easily on PCs or Macs, but there
>are no clear choices for scanners that can be used on SGI
>workstations.
>
>Any help or pointers would be appreciated.

I recommend Kodak Photo CD. They can process your film onto a CD in
multiple resolutions and convert old slides onto CD format as well.
You save the hassle of finding a scanner and all the time it takes
to scan. We've used this method extensively and have had good results.

You can open the Photo CD images in Photoshop and probably other
imaging packages.

If you want your photographic textures to tile, I recommend a product
we are selling. The RealTexture Tools (www.cgsd.com/texture)

Finally, if you want to take the easier route and not even have to take
the pictures, we have built a library of over 1000 patterns, all made
from photographs, and all tilable and color corrected to match measured
real world sources. RealTexture Library (www.cgsd.com/texture)

GENE

+-----------------------------------------------------+
|                  Gene McKenna                       |
|  mckenna@cgsd.com            CGSD Corporation       |
| voice 415.903.4928          Software Engineer       |
|   fax 415.967.5252        Webmaster  www.cgsd.com   |
+-----------------------------------------------------+




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Date: Wed, 27 Mar 1996 19:40:06 +0100
From: Sergio Papiani <papiani@aguirre.ing.unifi.it>
Subject: Textures on Performer 1.2
To: info-performer@sgi.sgi.com
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Status: O

Hi,

I've a problem with my Perfly environment when I turn textures on:
I have built a lot of colored polygons and I want to attach
a texture on some of them. It works very well, but when I turn on the texture
(pushing the Texture button on the GUI) all the non textured polygons become
dark.
Could someone explain me why this happens?

Thanks in advance

Sergio Papiani
Universita' di Firenze (Florence, Italy)
papiani@aguirre.ing.unifi.it



From guest  Wed Mar 27 11:46:09 1996
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From: "Lionel Maiaux" <maiaux@silicium.corys.fr>
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To: info-performer@sgi.com
Subject: ogldebug on perfly ?
Mime-Version: 1.0
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Status: O

I would like to use ogldebug on perfly (2.0), but on the command :

"ogldebug perfly"

I get :
"3989:perfly: rld: Error: unresolvable symbol in /usr/lib/libGLF.so:
glTexImage3DEXT
3989:perfly: rld: Error: unresolvable symbol in /usr/lib/libGLF.so:
__glx_dispatch
3989:perfly: rld: Error: unresolvable symbol in /usr/lib/libGLF.so:
__glx_nopDispatch
3989:perfly: rld: Fatal Error: this executable has unresolvable symbols"

Any ideas ?


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Unsubscribe me.


From guest  Wed Mar 27 16:53:48 1996
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Date: Wed, 27 Mar 1996 16:54:22 -0800
From: as@picard.photon.com (Alex Szabo)
To: info-performer@sgi.sgi.com
Subject: 3-D Textures
Message-Id: <96Mar27.165232pst.5891@gateway.photon.com>
Status: O


Are there plans for Performer to support 3-D textures --
specifically, geosets with three texture coordinates?

If yes, when might this functionality be available?

Alex.

Alex Szabo  (as@photon.com)
801-755-7649  /  FAX & Voicemail: 801-755-6085
Szabo Software, Inc.  /  1325 E 100 S  /  Logan, UT 84321


From guest  Wed Mar 27 17:20:33 1996
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From: Hill_Brian@amelnx.advmar.com
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Date: Wed, 27 Mar 96 20:18:29 EST
Message-Id: <9602278279.AA827986912@amelnx.advmar.com>
To: info-performer@sgi.com
Subject: Infinite Reality Pixel Processing
Status: O

Hello out there in performer/SGI land.

Does anyone have any experience with the Infinite Reality systems?

Here are some numbers I have heard and that form the basis of my question:

        RM performance 155 Mpixels/sec/RM
        DG performance 310 Mpixels/sec

I have a situation where I want to run 6 channels 1024x768 from a
single IR pipe with an MCO. My calculation for pixel performance would be:

First look at RMs:

1024 x 768 x 30 Hz x 2.5 depth x 6 channels = 354 Mpixels

This would require 3 RMs. 3 x 155 = 465 Mpixels which is more than 354.

Now look at DG:

1024 x 768 x 60 Hz x 6 channels = 283 Mpixels

This should work because 283 < 310.

I heard from someone who heard from someone (who might have been
an SGI sales rep) that the only way to do this was to reduce the 
Display Generator scan rate from 60 Hz to 50 Hz.

Can someone tell me if this is true or not?

Running at 50 Hz would limit my realistic scene update rate to 25 Hz 
which isn't OK.

I am very interested in knowing if and why I would have to do this?

Thanks,

Brian



From guest  Wed Mar 27 20:05:47 1996
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	 id UAA26589; Wed, 27 Mar 1996 20:04:01 -0800
From: "Javier Castellar" <javier@sixty>
Message-Id: <9603272004.ZM26587@sixty.asd.sgi.com>
Date: Wed, 27 Mar 1996 20:04:01 -0800
In-Reply-To: Hill_Brian@amelnx.advmar.com
        "Infinite Reality Pixel Processing" (Mar 27,  8:18pm)
References: <9602278279.AA827986912@amelnx.advmar.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: Hill_Brian@amelnx.advmar.com, info-performer@sgi.sgi.com
Subject: Re: Infinite Reality Pixel Processing
Mime-Version: 1.0
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Status: O

The DG performance is not as easy as an upper limit of 310Mpixels/s.
The channel layout as well as framebuffer format have influences on the legal
video combinations.

The closest configuration at 60hz that works is:

5 x 960x680+60 + 1024x768_60

If you wish to reduce the actual "rendering" resolution is some of the 960x680
channels you could get more 1024x768

Or you can work with 6 channels at 1024x768_60 or 1280x1024 and use the dynamic
resolution in function of the viewer position. (like a modern version of the
old area of interest)

Regarding the fill rate perfomance of the RM6 we have measured 220 Mpixels/s
but in a typical visual simulation application you can see from 155 to 180
(depending of the databases). Anyway keep in mind that with the dynamic
resolution feature you don't need to design the system to the worst case in the
database.

-Javier

On Mar 27,  8:18pm, Hill_Brian@amelnx.advmar.com wrote:
> Subject: Infinite Reality Pixel Processing
> Hello out there in performer/SGI land.
>
> Does anyone have any experience with the Infinite Reality systems?
>
> Here are some numbers I have heard and that form the basis of my question:
>
>         RM performance 155 Mpixels/sec/RM
>         DG performance 310 Mpixels/sec
>
> I have a situation where I want to run 6 channels 1024x768 from a
> single IR pipe with an MCO. My calculation for pixel performance would be:
>
> First look at RMs:
>
> 1024 x 768 x 30 Hz x 2.5 depth x 6 channels = 354 Mpixels
>
> This would require 3 RMs. 3 x 155 = 465 Mpixels which is more than 354.
>
> Now look at DG:
>
> 1024 x 768 x 60 Hz x 6 channels = 283 Mpixels
>
> This should work because 283 < 310.
>
> I heard from someone who heard from someone (who might have been
> an SGI sales rep) that the only way to do this was to reduce the
> Display Generator scan rate from 60 Hz to 50 Hz.
>
> Can someone tell me if this is true or not?
>
> Running at 50 Hz would limit my realistic scene update rate to 25 Hz
> which isn't OK.
>
> I am very interested in knowing if and why I would have to do this?
>
> Thanks,
>
> Brian
>
>
>-- End of excerpt from Hill_Brian@amelnx.advmar.com



-- 
*************************************************************************
* 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 Mar 27 21:12:30 1996
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Date: Wed, 27 Mar 1996 23:11:05 -0600 (CST)
From: Swaminathan <swami@evl.eecs.uic.edu>
To: info-performer@sgi.sgi.com
Subject: subclassing pfGroup
Message-Id: <Pine.SGI.3.91.960327225956.23686B-100000@idesk.eecs.uic.edu>
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O


Hi, I implementing a vrml viewer using Performer and the inventor loader. 
I'm subclassing pfGroup into pfWWWinline and pfWWWAnchor nodes to help 
me have full vrml functionality. Unfortunately, I dont have much 
information on subclassing nodes, other than the instances in the pfiv 
source code. A specific question is whether to include other functions 
besides pfWWWInline::app(pfTraverser *) as detailed in the inventor 
loader. Pointers to source code examples of subclassing and comments in 
general are greatly appreciated.

bye
Swami


P.S. I've added name, and bounding box fields to extend the pfGroup node 
to be a pfWWWInline node. When I load in the inlines, I attach the 
subgraphs to the pfWWWinline node using AddChild(). 



 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
v       Swaminathan Narayanan                    ^
v       swami@evl.eecs.uic.edu                   ^
v       Office: 996-3002                         ^
v       Home:   850-3725                         ^
v       Fax:    413-0447                         ^
v       http://www.eecs.uic.edu/~snarayan        ^
 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 



From guest  Wed Mar 27 21:45:27 1996
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Sender: stiles@aic.lockheed.com
Message-Id: <315A2714.2781@aic.lockheed.com>
Date: Wed, 27 Mar 1996 21:43:48 -0800
From: Randy Stiles <stiles@aic.lockheed.com>
Organization: Lockheed Martin Advanced Technology Center
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Mime-Version: 1.0
To: Swaminathan <swami@evl.eecs.uic.edu>
Cc: info-performer@sgi.sgi.com
Subject: Re: subclassing pfGroup
References: <Pine.SGI.3.91.960327225956.23686B-100000@idesk.eecs.uic.edu>
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Status: O

Hi,

There are examples of subclassing Performer nodes in 
the source code for libpfiv, the Inventor loader.  Jim
Helman subclassed pfDCS for Inventor-like rotors, etc.

<stiles@gabriel> pwd
/usr/share/Performer/src/lib/libpfdb/libpfiv
<stiles@gabriel> ls
Makefile        Pendulum.h      Rotor.h         Shuttle.h       pfiv.C
Pendulum.C      Rotor.C         Shuttle.C       pfSoClasses.h   pfivdefs.h

You will probably have to look in the Inventor loader
code anyways, since I found you have to modify it to 
deal with SoWWWAnchor properly if your are using Inventor 2.1
to load VRML files (recommended).  If your system admin
is like most, he/she did not install the libpfdb source
code from the Performer 2.0 CD since it is not installed
by default.  So you will want to use swmgr or inst to install
it from the Performer 2.0 CD.

performer_dev.src.loader  03/03/96  Performer2.0 Loader Code

-Randy

Swaminathan wrote:
> 
> Hi, I implementing a vrml viewer using Performer and the inventor loader.
> I'm subclassing pfGroup into pfWWWinline and pfWWWAnchor nodes to help
> me have full vrml functionality. Unfortunately, I dont have much
> information on subclassing nodes, other than the instances in the pfiv
> source code. A specific question is whether to include other functions
> besides pfWWWInline::app(pfTraverser *) as detailed in the inventor
> loader. Pointers to source code examples of subclassing and comments in
> general are greatly appreciated.
> 
> bye
> Swami
> 
> P.S. I've added name, and bounding box fields to extend the pfGroup node
> to be a pfWWWInline node. When I load in the inlines, I attach the
> subgraphs to the pfWWWinline node using AddChild().
> 
>  <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
> v       Swaminathan Narayanan                    ^
> v       swami@evl.eecs.uic.edu                   ^
> v       Office: 996-3002                         ^
> v       Home:   850-3725                         ^
> v       Fax:    413-0447                         ^
> v       http://www.eecs.uic.edu/~snarayan        ^
>  >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>

-- 
// Randy Stiles  stiles@aic.lockheed.com      Orgn 9620 Bldg 255
// Lockheed Martin Advanced Technology Center 3251 Hanover Street 
// office: 415.354.5256  fax: 415.354.5235    Palo Alto, CA 94304-1192
// http://vet.parl.com/~vet/people/stiles/


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Date: Wed, 27 Mar 1996 22:36:58 -0800
From: Randy Stiles <stiles@aic.lockheed.com>
Organization: Lockheed Martin Advanced Technology Center
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To: Randy Stiles <stiles@aic.lockheed.com>
Cc: Swaminathan <swami@evl.eecs.uic.edu>, info-performer@sgi.sgi.com
Subject: Re: subclassing pfGroup
References: <Pine.SGI.3.91.960327225956.23686B-100000@idesk.eecs.uic.edu> <315A2714.2781@aic.lockheed.com>
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Status: O

Hi Swami,

Sorry, I re-read your message, and indeed you are familiar
with the subclassing examples in pfiv.  A good question
for Jim Helman is if needsApp() is also needed always
(returning true or false?) because all 3 subclassing examples in 
the libpfiv source define it (probably because they
are 'live').

public:
    virtual int             app(pfTraverser *trav);
    virtual int             needsApp() { return TRUE; }

-Randy

Randy Stiles wrote:
> 
> Hi,
> 
> There are examples of subclassing Performer nodes in
> the source code for libpfiv, the Inventor loader.  Jim
> Helman subclassed pfDCS for Inventor-like rotors, etc.
> 
> <stiles@gabriel> pwd
> /usr/share/Performer/src/lib/libpfdb/libpfiv
> <stiles@gabriel> ls
> Makefile        Pendulum.h      Rotor.h         Shuttle.h       pfiv.C
> Pendulum.C      Rotor.C         Shuttle.C       pfSoClasses.h   pfivdefs.h
> 
> You will probably have to look in the Inventor loader
> code anyways, since I found you have to modify it to
> deal with SoWWWAnchor properly if your are using Inventor 2.1
> to load VRML files (recommended).  If your system admin
> is like most, he/she did not install the libpfdb source
> code from the Performer 2.0 CD since it is not installed
> by default.  So you will want to use swmgr or inst to install
> it from the Performer 2.0 CD.
> 
> performer_dev.src.loader  03/03/96  Performer2.0 Loader Code
> 
> -Randy
> 
> Swaminathan wrote:
> >
> > Hi, I implementing a vrml viewer using Performer and the inventor loader.
> > I'm subclassing pfGroup into pfWWWinline and pfWWWAnchor nodes to help
> > me have full vrml functionality. Unfortunately, I dont have much
> > information on subclassing nodes, other than the instances in the pfiv
> > source code. A specific question is whether to include other functions
> > besides pfWWWInline::app(pfTraverser *) as detailed in the inventor
> > loader. Pointers to source code examples of subclassing and comments in
> > general are greatly appreciated.
> >
> > bye
> > Swami
> >
> > P.S. I've added name, and bounding box fields to extend the pfGroup node
> > to be a pfWWWInline node. When I load in the inlines, I attach the
> > subgraphs to the pfWWWinline node using AddChild().

-- 
// Randy Stiles  stiles@aic.lockheed.com      Orgn 9620 Bldg 255
// Lockheed Martin Advanced Technology Center 3251 Hanover Street 
// office: 415.354.5256  fax: 415.354.5235    Palo Alto, CA 94304-1192
// http://vet.parl.com/~vet/people/stiles/


From guest  Wed Mar 27 22:45:39 1996
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Hi,
Does anyone knows how/(or what software to use) to convert EPS data into iv
format. Thank you


From guest  Thu Mar 28 00:24:52 1996
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Date: Thu, 28 Mar 1996 09:23:06 +0100 (MET)
From: Morten Eriksen <mortene@pvv.unit.no>
To: info-performer@sgi.sgi.com
Subject: lrectwrite in an overlay plane
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Hi,

I'm having some trouble with the gl call 'lrectwrite' in my
application. Here's the code I use:


unsigned long parray[] = {
  0x80ff00ff,0x80ff00ff,0x80ff00ff,
  0x80ff00ff,0x80ff00ff,0x80ff00ff,
  0x80ff00ff,0x80ff00ff,0x80ff00ff,
};

drawmode(ViewState->overlay);
lrectwrite(x-1, y-1, x+1, y+1, parray);
drawmode(NORMALDRAW);


Where ViewState->overlay is earlier in the program found with:

ViewState->overlay = (getgdesc(GD_BITS_OVER_SNG_CMODE) ? OVERDRAW : 
                     (getgdesc(GD_BITS_PUP_SNG_CMODE) ? PUPDRAW  : 0));
 

As far as I can understand, this should draw me a square 3x3 rectangle
in yellow (RGB = 0xff00ff), with center in (x, y). I've tested it on
three different SGI machines, with different results all over:

On an Indy system with 8 bit gfx: white 3x3 square.
On an Indigo system with 24 bit Elan gfx: black 3x3 square.
On an Onyx with RE2 gfx: nothing at all!


I've been playing around with different pixmode()-values and
color-setting calls, but with no luck.. so, what am I doing wrong?

Regards,
Morten Eriksen


From guest  Thu Mar 28 00:29:57 1996
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Date: Thu, 28 Mar 1996 09:27:48 +0100 (MET)
From: Morten Eriksen <mortene@pvv.unit.no>
To: info-performer@sgi.sgi.com
Subject: Blank cursor?
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Hi,

I'm using the cursoff()-call to remove the X-Window cursor in my
application. This works fine on an 8-bit Indy and a 24-bit Indigo
Elan, but not on a RE2-equipped Onyx. Why? And how can I fix this?

Regards,
Morten


From guest  Thu Mar 28 01:24:51 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9603280945.ZM4972@bitch.reading.sgi.com>
Date: Thu, 28 Mar 1996 09:45:49 +0100
In-Reply-To: Sergio Papiani <papiani@aguirre.ing.unifi.it>
        "Textures on Performer 1.2" (Mar 27,  7:40pm)
References: <9603271940.ZM320@virtual>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Sergio Papiani <papiani@aguirre.ing.unifi.it>, info-performer@sgi.sgi.com
Subject: Re: Textures on Performer 1.2
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Sounds like ou have texturing on when you are drawing your non textured data,
this means that the last texture used will remain bound and the last texture
coordinate sent down the pipe will be used. The classic symptom of this is
untextured objects suddenly becoming darker because they are being modulated
by the colour of a single point on a texture.

Do you find that the colour changes depending on your frustum content?
This is the clincher.

Likely problems are that your turning on texturing and overriding it to
remain on, or there's some dodgy state information in your scene graph
perhaps even introduced by the loader your using.

This type of problem is one of the reasons the concept of global state
information was introduced in Performer 2.0.

Rgds,
Angus.

On Mar 27,  7:40pm, Sergio Papiani wrote:
> Subject: Textures on Performer 1.2
> Hi,
>
> I've a problem with my Perfly environment when I turn textures on:
> I have built a lot of colored polygons and I want to attach
> a texture on some of them. It works very well, but when I turn on the texture
> (pushing the Texture button on the GUI) all the non textured polygons become
> dark.
> Could someone explain me why this happens?
>
> Thanks in advance
>
> Sergio Papiani
> Universita' di Firenze (Florence, Italy)
> papiani@aguirre.ing.unifi.it
>
>
>-- End of excerpt from Sergio Papiani



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


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From: "Sharon Clay" <src@rose>
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Date: Thu, 28 Mar 1996 01:01:40 -0800
In-Reply-To: Morten Eriksen <mortene@pvv.unit.no>
        "lrectwrite in an overlay plane" (Mar 28,  9:23am)
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To: Morten Eriksen <mortene@pvv.unit.no>, info-performer@sgi.sgi.com
Subject: Re: lrectwrite in an overlay plane
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+>---- On Mar 28,  9:23am, Morten Eriksen wrote:
> Subject: lrectwrite in an overlay plane
->From guest@holodeck  Thu Mar 28 00:49:42 1996
->Date: Thu, 28 Mar 1996 09:23:06 +0100 (MET)
->From: Morten Eriksen <mortene@pvv.unit.no>
->To: info-performer@sgi.sgi.com
->Subject: lrectwrite in an overlay plane
->
->Hi,
->
->I'm having some trouble with the gl call 'lrectwrite' in my
->application. Here's the code I use:
->
->unsigned long parray[] = {
->  0x80ff00ff,0x80ff00ff,0x80ff00ff,
->  0x80ff00ff,0x80ff00ff,0x80ff00ff,
->  0x80ff00ff,0x80ff00ff,0x80ff00ff,
->};
->
->drawmode(ViewState->overlay);
->lrectwrite(x-1, y-1, x+1, y+1, parray);
->drawmode(NORMALDRAW);
->
->Where ViewState->overlay is earlier in the program found with:
->
->ViewState->overlay = (getgdesc(GD_BITS_OVER_SNG_CMODE) ? OVERDRAW : 
->                     (getgdesc(GD_BITS_PUP_SNG_CMODE) ? PUPDRAW  : 0));
-> 
->
->As far as I can understand, this should draw me a square 3x3 rectangle
->in yellow (RGB = 0xff00ff), with center in (x, y). I've tested it on
->three different SGI machines, with different results all over:
->

Overlay planes are in colorindex mode, not rgb.
you'll need a color index buffer and will have to call 
rectwrite (instead of lrectwrite).

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 Mar 28 01:38:21 1996
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Date: Thu, 28 Mar 1996 10:36:25 +0100 (MET)
From: Morten Eriksen <mortene@pvv.unit.no>
To: info-performer@sgi.sgi.com
Subject: Re: Blank cursor?
In-Reply-To: <Pine.SOL.3.91.960328092533.3759D-100000@datter.pvv.unit.no>
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> I'm using the cursoff()-call to remove the X-Window cursor in my
> application. This works fine on an 8-bit Indy and a 24-bit Indigo
> Elan, but not on a RE2-equipped Onyx. Why? And how can I fix this?

Hm. I found the reason for this myself - multiprocessing, of
course. What I still don't understand, though, is why this gives a
segmentation fault when I fork the CULL and DRAW processes:

InitConfig();
cursoff();
pfConfig();

(Code snipped from perfly). I'm using Performer 1.2, BTW.

So - how can I accomplish the task of removing the cursor when
multiprocessing?

Sorry for being such a pest today. :-}

Regards,
Morten


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	 id KAA05000; Thu, 28 Mar 1996 10:11:46 +0100
From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9603281011.ZM4998@bitch.reading.sgi.com>
Date: Thu, 28 Mar 1996 10:11:46 +0100
In-Reply-To: Morten Eriksen <mortene@pvv.unit.no>
        "lrectwrite in an overlay plane" (Mar 28,  9:23am)
References: <Pine.SOL.3.91.960328091527.3759C-100000@datter.pvv.unit.no>
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To: Morten Eriksen <mortene@pvv.unit.no>, info-performer@sgi.sgi.com
Subject: Re: lrectwrite in an overlay plane
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Your overlay uses a colourmap (depth varies depending on platform).
Try setting colourmap colours and placing the colourmap indicies into the
array.

Rgds,
Angus.

On Mar 28,  9:23am, Morten Eriksen wrote:
> Subject: lrectwrite in an overlay plane
> Hi,
>
> I'm having some trouble with the gl call 'lrectwrite' in my
> application. Here's the code I use:
>
>
> unsigned long parray[] = {
>   0x80ff00ff,0x80ff00ff,0x80ff00ff,
>   0x80ff00ff,0x80ff00ff,0x80ff00ff,
>   0x80ff00ff,0x80ff00ff,0x80ff00ff,
> };
>
> drawmode(ViewState->overlay);
> lrectwrite(x-1, y-1, x+1, y+1, parray);
> drawmode(NORMALDRAW);
>
>
> Where ViewState->overlay is earlier in the program found with:
>
> ViewState->overlay = (getgdesc(GD_BITS_OVER_SNG_CMODE) ? OVERDRAW :
>                      (getgdesc(GD_BITS_PUP_SNG_CMODE) ? PUPDRAW  : 0));
>
>
> As far as I can understand, this should draw me a square 3x3 rectangle
> in yellow (RGB = 0xff00ff), with center in (x, y). I've tested it on
> three different SGI machines, with different results all over:
>
> On an Indy system with 8 bit gfx: white 3x3 square.
> On an Indigo system with 24 bit Elan gfx: black 3x3 square.
> On an Onyx with RE2 gfx: nothing at all!
>
>
> I've been playing around with different pixmode()-values and
> color-setting calls, but with no luck.. so, what am I doing wrong?
>
> Regards,
> Morten Eriksen
>
>-- End of excerpt from Morten Eriksen




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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9603281048.ZM5162@bitch.reading.sgi.com>
Date: Thu, 28 Mar 1996 10:48:22 +0100
In-Reply-To: "Angus Dorbie" <dorbie>
        "Re: lrectwrite in an overlay plane" (Mar 28, 10:11am)
References: <Pine.SOL.3.91.960328091527.3759C-100000@datter.pvv.unit.no> 
	<9603281011.ZM4998@bitch.reading.sgi.com>
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To: Morten Eriksen <mortene@pvv.unit.no>, info-performer@sgi.sgi.com
Subject: Re: lrectwrite in an overlay plane
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& read Sharons email, 'cos this shouldn't work.

On Mar 28, 10:11am, Angus Dorbie wrote:
> Subject: Re: lrectwrite in an overlay plane
> Your overlay uses a colourmap (depth varies depending on platform).
> Try setting colourmap colours and placing the colourmap indicies into the
> array.
>
> Rgds,
> Angus.

>-- End of excerpt from Angus Dorbie




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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9603281054.ZM5174@bitch.reading.sgi.com>
Date: Thu, 28 Mar 1996 10:54:01 +0100
In-Reply-To: Morten Eriksen <mortene@pvv.unit.no>
        "Re: Blank cursor?" (Mar 28, 10:36am)
References: <Pine.SOL.3.91.960328103451.4767C-100000@datter.pvv.unit.no>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Morten Eriksen <mortene@pvv.unit.no>, info-performer@sgi.sgi.com
Subject: Re: Blank cursor?
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Status: O

This is an Iris GL graphics call so it must be done in your draw process,
try your pipe initialisation callback.

You should really use pfuCursor functions to avoid OpenGL transitional
problems.

Rgds,
Angus.

On Mar 28, 10:36am, Morten Eriksen wrote:
> Subject: Re: Blank cursor?
> > I'm using the cursoff()-call to remove the X-Window cursor in my
> > application. This works fine on an 8-bit Indy and a 24-bit Indigo
> > Elan, but not on a RE2-equipped Onyx. Why? And how can I fix this?
>
> Hm. I found the reason for this myself - multiprocessing, of
> course. What I still don't understand, though, is why this gives a
> segmentation fault when I fork the CULL and DRAW processes:
>
> InitConfig();
> cursoff();
> pfConfig();
>
> (Code snipped from perfly). I'm using Performer 1.2, BTW.
>
> So - how can I accomplish the task of removing the cursor when
> multiprocessing?
>
> Sorry for being such a pest today. :-}
>
> Regards,
> Morten
>
>-- End of excerpt from Morten Eriksen




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Date: Thu, 28 Mar 1996 11:36:21 +0100 (MET)
From: Morten Eriksen <mortene@pvv.unit.no>
To: Sharon Clay <src@rose>
Cc: info-performer@sgi.com
Subject: Re: lrectwrite in an overlay plane
In-Reply-To: <9603280101.ZM4847@rose.asd.sgi.com>
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On Thu, 28 Mar 1996, Sharon Clay wrote:

> +>---- On Mar 28,  9:23am, Morten Eriksen wrote:
[]
> ->
> ->unsigned long parray[] = {
> ->  0x80ff00ff,0x80ff00ff,0x80ff00ff,
> ->  0x80ff00ff,0x80ff00ff,0x80ff00ff,
> ->  0x80ff00ff,0x80ff00ff,0x80ff00ff,
> ->};
> ->
> ->drawmode(ViewState->overlay);
> ->lrectwrite(x-1, y-1, x+1, y+1, parray);
> ->drawmode(NORMALDRAW);
[]
> ->As far as I can understand, this should draw me a square 3x3 rectangle
> ->in yellow (RGB = 0xff00ff), with center in (x, y). I've tested it on
> ->three different SGI machines, with different results all over:
> ->
> 
> Overlay planes are in colorindex mode, not rgb.
> you'll need a color index buffer and will have to call 
> rectwrite (instead of lrectwrite).
> 
> src.

Ouch, I should have known. Thanks.

Morten


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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
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Date: Thu, 28 Mar 1996 11:37:37 +0100
In-Reply-To: Morten Eriksen <mortene@pvv.unit.no>
        "Re: Blank cursor?" (Mar 28, 10:36am)
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cursoff() is a GL command so you need to call it from a draw callback so that
you have a current GL context. You'll get away with this with one process but
not MP ( so always cater for the MP case ).

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,



From guest  Thu Mar 28 02:47:54 1996
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Date: Thu, 28 Mar 1996 11:46:17 +0100 (MET)
From: Morten Eriksen <mortene@pvv.unit.no>
To: Rob Jenkins <robj@barney.reading.sgi.com>
Cc: info-performer@sgi.com
Subject: Re: Blank cursor?
In-Reply-To: <9603281137.ZM3668@barney.reading.sgi.com>
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On Thu, 28 Mar 1996, Rob Jenkins wrote:

> cursoff() is a GL command so you need to call it from a draw callback so that
> you have a current GL context. You'll get away with this with one process but
> not MP ( so always cater for the MP case ).

Yep, right. I'm sorry about this (my other problem was partly caused
by the same reason - me not making proper code for multiprocessing). I
should have guessed, after all I spent the whole of yesterday cleaning
up all kinda bugs popping up because I was too sloppy with allocation
of resources from the shared memory pool.. :-/

Maybe the best strategy is to run the application in multiprocessing
mode even when I'm developing on an Indy? There always seems to be a
few hours of debugging to do whenever I get the chance to test out the
code on the quadruple CPU Onyx. Heh.

Regards,
Morten


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From: "Daniela Rainer" <zrgr0390@awssg7.rus.uni-stuttgart.de>
Message-Id: <9603281455.ZM10769@awssg7.rus.uni-stuttgart.de>
Date: Thu, 28 Mar 1996 14:55:50 +0000
Reply-To: rainer@rus.uni-stuttgart.de
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To: info-performer@sgi.sgi.com
Subject: STR_TOP/STR_BOT stereo
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Status: O

Hi,

I asked the same some weeks ago and I didn't solve the problem till now.

Is there anybody who uses stereo in Performer in a GLX-window or who knows how
to use it? It's the STR_BOT or STR_TOP stereo mode with the
X11/extensions/SGIStereo commands.

Thanks for any help
Daniela

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


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Subject: Re: Blank cursor?
To: mortene@pvv.unit.no (Morten Eriksen)
Date: Thu, 28 Mar 1996 09:30:51 -0500 (EST)
Cc: robj@barney.reading.sgi.com, info-performer@sgi.sgi.com
In-Reply-To: <Pine.SOL.3.91.960328114142.4767E-100000@datter.pvv.unit.no> from "Morten Eriksen" at Mar 28, 96 11:46:17 am
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Morten writes:
> Maybe the best strategy is to run the application in multiprocessing
> mode even when I'm developing on an Indy? There always seems to be a
> few hours of debugging to do whenever I get the chance to test out the
> code on the quadruple CPU Onyx. Heh.

I've had our Indigo2s die a really nasty death under me, reproducably, when
I told it to use pfMultiprocess(PFMP_APP_CULL_DRAW) in 2.0.  Tries to dump
400+ MB of core and the parent process of my window manager goes away...

My sysadmin only said "Yes, if you hit your head with the hammer, IT WILL HURT"

Tom
UNC-CH Walkthrough and Modeling groups
// hudson@cs.unc.edu


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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9603280935.ZM25434@eagle.cae.ca>
Date: Thu, 28 Mar 1996 09:35:42 -0500
In-Reply-To: Morten Eriksen <mortene@pvv.unit.no>
        "Re: Blank cursor?" (Mar 28, 11:46am)
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To: Morten Eriksen <mortene@pvv.unit.no>,
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On Mar 28, 11:46am, Morten Eriksen wrote:

> Maybe the best strategy is to run the application in multiprocessing
> mode even when I'm developing on an Indy? There always seems to be a
> few hours of debugging to do whenever I get the chance to test out the
> code on the quadruple CPU Onyx. Heh.

You're perfectly right Morten. Our group has found that using
pfMultiprocess(PFMP_APP_CULL_DRAW) all the time is the best way to ensure that
the application is MP-safe.

--
      ___/      |        ___/	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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Subject: Re: Blank cursor?
To: bleclerc@cae.ca (Bernard Leclerc)
Date: Thu, 28 Mar 1996 10:08:26 -0500 (EST)
Cc: mortene@pvv.unit.no, robj@barney.reading.sgi.com,
        info-performer@sgi.sgi.com
In-Reply-To: <9603280935.ZM25434@eagle.cae.ca> from "Bernard Leclerc" at Mar 28, 96 09:35:42 am
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Bernard Leclerc writes:
> On Mar 28, 11:46am, Morten Eriksen wrote:
> 
> > Maybe the best strategy is to run the application in multiprocessing
> > mode even when I'm developing on an Indy? There always seems to be a
> > few hours of debugging to do whenever I get the chance to test out the
> > code on the quadruple CPU Onyx. Heh.
> 
> You're perfectly right Morten. Our group has found that using
> pfMultiprocess(PFMP_APP_CULL_DRAW) all the time is the best way to ensure that
> the application is MP-safe.

Oops, so I guess this mean the bug generating my previously-referred-to core
dumps was in my app, and not Performer.  :)

Tom, off fixing code to be MP-safe
UNC Walkthrough and Modeling groups
// hudson@cs.unc.edu


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Date: Thu, 28 Mar 1996 07:29:04 -0800
From: mtj@babar (Michael Jones)
Message-Id: <199603281529.HAA06745@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com, hudson@cs.unc.edu
Subject: mp problems
Status: O

Thomas Hudson writes:
:I've had our Indigo2s die a really nasty death under me, reproducably, when
:I told it to use pfMultiprocess(PFMP_APP_CULL_DRAW) in 2.0.  Tries to dump
:400+ MB of core and the parent process of my window manager goes away.
:
:My sysadmin only said "Yes, if you hit your head with the hammer, IT WILL HURT"

First, making a directory named "core" in the directory where you execute
your application will get you out of the "my core file is too big" state.

More importantly, though, is this -- I don't know of any case where MP on
an Indy, Indigo2, Crimson, RealityStation, or iStation has a problem not 
seen on a multiprocessor system.  I'll accept that there are certain very
minor differences (e.g. when running as root and isolating CPU's, IRIX will
ignore the request to isolate CPU 0, etc.). Other than that, I expect that
any core-dumping MP on SP situation would be a core dumping MP on MP as
well.

If you or anyone else has had contrary experiences, it would be a major bug,
and I request you to let us know about it ASAP.

I am not saying that applications can not break when going to MP. I'm only
saying that "simulated" multiprocessing (i.e. multiprogramming) and real
multi-CPU multiprocessing (PowerSeries or Onyx) are not distinguishable in
performer (exept for the minor isolate restriction above, which is harmless).

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: "Lionel Maiaux" <maiaux@silicium.corys.fr>
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Date: Thu, 28 Mar 1996 16:35:03 -0600
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Subject: pfFog (2.0) ?
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Status: O

Does anybody know why there is no SPLINE fog in perfly over OpenGL ?


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Date: Thu, 28 Mar 1996 17:31:49 +0100
From: Nuno Godinho <mgo@minerva.inesc.pt>
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Subject: Problems with .PFB format
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Status: O

Hi.

Having downloaded the .PFB beta routines I thought it would be easy to
start using it.

I  keep having problems with SGI Makefiles. When compiling libpfpfb
I get:

/usr/include/make/commondefs:457: *** missing separator.  Stop.

As I don't have access to this file I just decided to use a simple
Makefile I use with my Performer project. I listed a hundred undefined
identifiers and aborted.

This is the Makefile I used:

IGLLIB = -ignore_unresolved -lpf_igl -lpfdu_igl -lpfui -lpfutil_igl

LIBIRISGL  = -lgl

SYSTEM_IRISGL = \
        -lmpc \
	-limage \
	-lfm \
	${LIBIRISGL} \
	-lXirisw \
	-lXm \
	-lXt \
	-lfpe \
	-lXmu \
	-lX11 \
	-lm \
	-lmalloc \
	-lC

LIBRARIES = \
	${IGLLIB} ${SYSTEM_IRISGL}
${TARGET}: ${OBJS}
	CC ${CFLAGS} -o $@ ${OBJS} ${LIBRARIES}

.SUFFIXES: .c .o

.h.c:
	touch $@
.c.o:
	CC ${CFLAGS} -c $<
---------------------------------------

I also tried to compile the pfconv.c file with this same Makefile. I got
a strange 'undefined pfFlatten'. It should be defined as I include
pf.h!! After commenting out this line I was able to link it ok. I can't
use it because I need the lib anyway.

What am I doing wrong??

thanks
	Nuno


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From: "Randall Barker" <barker@cs.nps.navy.mil>
Message-Id: <9603280906.ZM27611@kahuna.cs.nps.navy.mil>
Date: Thu, 28 Mar 1996 09:06:46 -0800
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To: info-performer@sgi.sgi.com
Subject: pfMultiProcess problems.
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Status: O

Here is a small problem I'm having.

How do I find out what the process mode really is going to be if PFMP_DEFAULT
has be specified?  The reason I ask this is because PFMP_DEFAULT is defined as
-1 and not a bit mask, thus oring PFMP_FORK_DBASE with PFMP_DEFAULT causes
Performer to crash hard.  Any ideas how to get the actual process mode (ie
PFMP_APP_CULL_DRAW etc) with out having to check the number of processors and
guessing what Performer would have picked.  Thanks

-Randall

-- 
Randall E. Barker                 Spanagel Hall, Room 254
Naval Postgraduate School         e-mail: barker@cs.nps.navy.mil
Computer Science, Code CS/Barker  Phone:  408.656.XXXX
Monterey, California 93943        Fax:    408.656.2814
URL: http://www-npsnet.cs.nps.navy.mil/barker/


From guest  Thu Mar 28 08:34:26 1996
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From: fred@virtual.me.uic.edu (Fred Dech)
Message-Id: <199603281632.KAA11663@virtual.me.uic.edu>
Subject: pickfly in C++?
To: info-performer@sgi.sgi.com
Date: Thu, 28 Mar 1996 10:32:40 -0600 (CST)
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Status: O

hi.

please forgive me if this topic has already been tossed around.  i'm a
newbi(sp?).  i didn't see it in the FAQ list.

Performer 2.0 w/the C++ API doesn't have a PickFly on the install.  does
anyone (e.g., you SGI people) know if the C++ version of pickfly is available?

thanks.

--fred

--
  Fred Dech   fred@virtual.me.uic.edu
  (312) 413-3619  Fax: (312) 413-0447



From guest  Thu Mar 28 10:12:54 1996
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From: "Randall Barker" <barker@cs.nps.navy.mil>
Message-Id: <9603281010.ZM27769@kahuna.cs.nps.navy.mil>
Date: Thu, 28 Mar 1996 10:10:23 -0800
In-Reply-To: jaydee@ats.qc.ca (Jean Daigle)
        "Re: pfMultiProcess problems." (Mar 28, 12:54pm)
References: <199603281754.MAA21638@thor.ats.qc.ca>
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To: jaydee@ats.qc.ca (Jean Daigle)
Subject: Re: pfMultiProcess problems.
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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Status: O

On Mar 28, 12:54pm, Jean Daigle wrote:
> Subject: Re: pfMultiProcess problems.
> How about;
>
>   {
> 	int	iMode;
>
> 	pfMultiprocess(PFMP_DEFAULT);
> 	iMode = pfGetMultiprocess();
>
> 	assert(iMode != PFMP_DEFAULT);
>
> 	pfMultiProcess(iMode | PFMP_FORK_DBASE);
>
> 	/* ... */
>
> 	pfConfig();
>   }
>
>
> I'm assuming that pfMultiProcess() actually takes effect immediately,
> so that pfGetMultiprocess() returns something sensible.  The
> assert() call will test the hypothesis.
>
>-- End of excerpt from Jean Daigle

You would think that's the way it would be, but It wasn't the case when I tried
it, the second call to pfGetMultiprocess just returned PFMP_DEFAULT.  It does
not take effect until pfConfig has been called, but by then it is too late.
 Thanks though...

-Randall

-- 
Randall E. Barker                 Spanagel Hall, Room 254
Naval Postgraduate School         e-mail: barker@cs.nps.navy.mil
Computer Science, Code CS/Barker  Phone:  408.656.XXXX
Monterey, California 93943        Fax:    408.656.2814
URL: http://www-npsnet.cs.nps.navy.mil/barker/


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From: jaydee@ats.qc.ca (Jean Daigle)
Date: Thu, 28 Mar 1996 12:54:12 -0500
In-Reply-To: "Randall Barker" <barker@cs.nps.navy.mil>
       "pfMultiProcess problems." (Mar 28,  9:06am)
X-Mailer: Mail User's Shell (7.2.5 10/14/92)
To: "Randall Barker" <barker@cs.nps.navy.mil>
Subject: Re: pfMultiProcess problems.
Cc: info-performer@sgi.sgi.com
Status: O

Hi!

On Mar 28,  9:06am, "Randall Barker" wrote:
...
} How do I find out what the process mode really is going to be if PFMP_DEFAULT
} has be specified?  The reason I ask this is because PFMP_DEFAULT is defined as
} -1 and not a bit mask, thus oring PFMP_FORK_DBASE with PFMP_DEFAULT causes
} Performer to crash hard.  Any ideas how to get the actual process mode (ie
} PFMP_APP_CULL_DRAW etc) with out having to check the number of processors and
} guessing what Performer would have picked.  Thanks
...
}-- End of excerpt from "Randall Barker"


How about;

  {
	int	iMode;

	pfMultiprocess(PFMP_DEFAULT);
	iMode = pfGetMultiprocess();

	assert(iMode != PFMP_DEFAULT);

	pfMultiProcess(iMode | PFMP_FORK_DBASE);

	/* ... */

	pfConfig();
  }


I'm assuming that pfMultiProcess() actually takes effect immediately,
so that pfGetMultiprocess() returns something sensible.  The
assert() call will test the hypothesis.

The docs say you must call pfMultiprocess() before pfConfig(), 
and the latter may be invoked only once per application.

Hope this helps.


Regards,
Jean Daigle.



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From: acjank@aia.af.mil (Andrew C Jank)
Message-Id: <9603281749.AA17012@aia00>
Subject: Terrain Modeling Replies
To: info-performer@sgi.sgi.com
Date: Thu, 28 Mar 96 11:49:51 CST
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Hi,
     Thanks for the replies in response to my original terrain modeling
problem.  I elected to implement building "walls" to fill the cracks
downward for the lower resolution tiles, and it looks pretty good.  Since
I am limited by the rendering speed of an Indigo XZ, I limited the size of
the walls by forming independent triangles to cover only those places
where a crack would show (building ~75% fewer triangles than a full wall
mesh would require).  The problem with this method is that two tiles that 
differ in resolution level by more than one will show additional cracks 
(that the pre-computed, simplistic walls were not designed to 
accommodate).

     I also checked out the documentation on TerraVision (thanks for the 
reference) but I did not think that method of "averaging out" the 
elevation of the skipped points in the higher resolution tiles would work 
for me.  In my app, I know the extents of the terrain, so I load in the 
appropriate tiles and build the LODs/geodes/geosets ahead of time, not on 
the fly like TerraVision seemed to do.  For my tiles, the averaged 
elevation would work fine for adjacent tiles of equal or lower 
resolution, but the same tile would be presenting averaged elevation 
values to an adjacent higher resolution tile.  The higher resolution tile 
would be expecting a full complement of accurate elevation values (so it 
could average its skipped points and interface properly), BUT it is 
actually interfacing a set of values where part of the values have been 
averaged, ruining the neat tile interface, developing cracks, etc ... 
(I understand how their method could work when the vertex lists, geodes, 
etc are built on the fly, but it really does not seem to solve a problem 
where the geodes are built ahead of time).

     Anyhow, what I have should meet my needs until we get funding for 
Performer 2.1 and can use the new terrain building features.

Andy



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Date: Thu, 28 Mar 1996 13:42:06 -0500 (EST)
From: Benito Graniela <graniela@vsl.ist.ucf.edu>
To: info-performer@sgi.sgi.com
Subject: unsubscribe
Message-Id: <Pine.SGI.3.92.960328134107.8452A-100000@horus.vsl.ist.ucf.edu>
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Status: O


Please unsubscribe me for now

=======================VISUAL=SYSTEMS=LABORATORY===========================
      _______________________________ __ ______ __
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======================UNIVERSITY=OF=CENTRAL=FLORIDA========================



From guest  Thu Mar 28 10:30:11 1996
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From: Hill_Brian@amelnx.advmar.com
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Date: Thu, 28 Mar 96 13:20:42 EST
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To: info-performer@sgi.com
Subject: Infinite Reality Video Formats
Status: O

Steve and Javier, thanks for your info. 

I am looking to see how many combinations of 1024x768 channels 
I can get out of an Infinite Reality with an "MCO:. I would like
to be able to get combinations of 3, 4, 5, and 6.

Does anyone know what the valid video formats are for the
Infinite Reality with an "MCO"? 

Also, are there any differences in valid video formats between 
the iStation and regular Infinite Reality (other than number of
RMs)?

I realize the term MCO is not technically correct but it is the 
term I'm used to.

Thanks,

Brian Hill
hill_brian@advmar.com



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Sender: stiles@aic.lockheed.com
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Date: Thu, 28 Mar 1996 11:21:02 -0800
From: Randy Stiles <stiles@aic.lockheed.com>
Organization: Lockheed Martin Advanced Technology Center
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To: Thomas Hudson <hudson@cs.unc.edu>
Cc: Morten Eriksen <mortene@pvv.unit.no>, robj@barney.reading.sgi.com,
        info-performer@sgi.sgi.com
Subject: Re: Blank cursor? (Performer hard crashes)
References: <199603281430.JAA00992@borodin.cs.unc.edu>
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Status: O

Hi Tom,

We have experienced the same phenomenon here on our
Indigo2 Impacts, where Performer 2.0 in multi-process can die horribly
and kick us out to the login prompt, except it is when we have
other applications running as well as Performer, which
are also memory intensive.

I believe this has to do with swap space when running multi-process,
but I am not certain.  When mult-processing, more memory
is used for the memory copies of Performer nodes which are passed
between processes.  Try multi-process mode with much less scene
graph data and see if your experience is different (i.e. no crash?)

We also tend to build and test stuff in
PFMP_APP_CULL_DRAW mode even on single cpu machines because in
the end we run them on Onyx multi-cpu systems.

Thomas Hudson wrote:
> 
> Morten writes:
> > Maybe the best strategy is to run the application in multiprocessing
> > mode even when I'm developing on an Indy? There always seems to be a
> > few hours of debugging to do whenever I get the chance to test out the
> > code on the quadruple CPU Onyx. Heh.
> 
> I've had our Indigo2s die a really nasty death under me, reproducably, when
> I told it to use pfMultiprocess(PFMP_APP_CULL_DRAW) in 2.0.  Tries to dump
> 400+ MB of core and the parent process of my window manager goes away...
> 
> My sysadmin only said "Yes, if you hit your head with the hammer, IT WILL HURT"

-Randy

-- 
// Randy Stiles  stiles@aic.lockheed.com      Orgn 9620 Bldg 255
// Lockheed Martin Advanced Technology Center 3251 Hanover Street 
// office: 415.354.5256  fax: 415.354.5235    Palo Alto, CA 94304-1192
// http://vet.parl.com/~vet/people/stiles/


From guest  Thu Mar 28 11:09:47 1996
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From: "Javier Castellar" <javier@sixty>
Message-Id: <9603281108.ZM27442@sixty.asd.sgi.com>
Date: Thu, 28 Mar 1996 11:08:11 -0800
In-Reply-To: Hill_Brian@amelnx.advmar.com
        "Re[2]: Infinite Reality Pixel Processing" (Mar 28,  7:57am)
References: <9602288280.AA828028964@amelnx.advmar.com>
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To: Hill_Brian@amelnx.advmar.com
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Cc: info-performer@sgi.sgi.com
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Status: O

On Mar 28,  7:57am, Hill_Brian@amelnx.advmar.com wrote:
> Do you have a list of valid video formats and screen layouts that the
Infinite
> Reality will support?
>
> Brian Hill
> hill_brian@advmar.com


The good news about InfiniteReality DGs beside his higher bandwidth and number
of channels (8) is that THERE IS NOT A FIXED LIST OF MCO FORMATS. Also the base
configuration has TWO video channels without any additional hardware.

Unlike with MCO in RE2, the user can make his own format combinations using a
graphics tool in which you design the layout and combinations that you need.

In this tool called ircombine you can control:

a) Video Output format per each channel (from a list of formats)
b) Framebuffer location of each channel (the channels can overlap)
c) The static resolution scaling per channel (i.e. you can render 314x1003 and
zoomout to 1280x1024 video format)
d) Encoder location for the composite and Y-C output.
e) Location of the Sirius video out.

At the same time the tool will give you information about the framebuffer to DG
bandwidth, as well as if you are over the limits of the machine.

At the end you SAVE the format as  my_cool_mco_vof.cmb.

You can push a button call download and it will change it ON THE FLY (only if
the X managed area is equal or smaller).

There is a list of DG formats but you can combine it at you convenience.
This list of formats is even larger than in RE2 for a single channel since now
the DAC bw is very large for some channels.

In a second software release this year  we are going to ship even a video
compiler to let you program even your own list of vof choices (only for video
experts) but for "MCO" there is no list, you build your own.

... and with no additional cost or delays.

If you have a machine with 6.2 you can download the ircombine online books if
you wish more details, even if you did't buy yet an IR :-)





-- 
*************************************************************************
* 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  Thu Mar 28 15:29:15 1996
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From: "Bill Storma" <BILL@p3.enzian.com>
To: info-performer@sgi.sgi.com
Date:          Thu, 28 Mar 1996 18:26:18 EDT
Subject:       Shared memory left intact after exiting performer
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Message-Id: <509B1C196B@P3.ENZIAN.COM>
Status: O

I have been tracking down a problem with a shared memory segment that 
keeps cropping up on our IRIX 5.3, REII system.  At first, I thought 
the problem was with the Paradigm Vega product.  However, I can also 
create the same memory segment using perfly, so the problem appears 
to be in Performer.  The shared memory segment has key # 0x9a4.  Is 
there a reason that the shared memory segment is left in place after 
Performer exits, or did someone forget to release this memory ?
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
Bill Storma                     Phone:  407-282-1884
Enzian Technology               FAX:    407-282-3013
Orlando, Fl.  32817             e-mail: bill@p3.enzian.com


From guest  Thu Mar 28 18:03:07 1996
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To: "Bill Storma" <BILL@p3.enzian.com>
Cc: info-performer@sgi.sgi.com, akin@surreal
Subject: Re: Shared memory left intact after exiting performer 
In-Reply-To: Your message of "Thu, 28 Mar 96 18:26:18 EDT."
             <509B1C196B@P3.ENZIAN.COM> 
Date: Thu, 28 Mar 96 18:01:18 -0800
From: Jim Helman <jimh@surreal>
Status: O

Performer 2.0 only uses mmap() for shared memory, 
so it is not responsible.

The small shared memory segment with key 0x9a4 is
created by GL for communicating with the window
server.  It's left around for reuse.

And by the way, Rob Mace says it's his fault (from
NeWS days).

rgds,

-jim helman

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




From guest  Fri Mar 29 00:12:46 1996
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From: "Lionel Maiaux" <maiaux@silicium.corys.fr>
Message-Id: <9603290845.ZM9270@silicium>
Date: Fri, 29 Mar 1996 08:45:28 -0600
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To: info-performer@sgi.com
Subject: blanktime ?
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Status: O

In a performer program over IrisGL (so, I can post this e-mail in this mailing
list), I would like to :
- save the current blank time with ??? and disable screen blanking with
blanktime(0) at the beginning,
- restore the saved blank time with blanktime(n) at the end

Does anybody know how to get the current blank time ???


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From: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>
Message-Id: <9603291207.ZM9031@lig.di.epfl.ch>
Date: Fri, 29 Mar 1996 12:07:07 -0600
In-Reply-To: Nuno Godinho <mgo@minerva.inesc.pt>
        "Problems with .PFB format" (Mar 28,  5:31pm)
References: <315ABEF5.41C67EA6@minerva.inesc.pt>
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
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Nuno Godinho <mgo@minerva.inesc.pt>,
        Performer Mailing List <info-performer@sgi.sgi.com>
Subject: Re: Problems with .PFB format
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Mar 28,  5:31pm, Nuno Godinho wrote:

> /usr/include/make/commondefs:457: *** missing separator.  Stop.

Tell your sysadm to get the IDO CDROM and install dev.hdr
This file is broken.






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From: Simon Bennett <simonb@wormald.com.au>
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Subject: Re: blanktime ?
To: maiaux@silicium.corys.fr (Lionel Maiaux)
Date: Fri, 29 Mar 1996 21:09:15 +1000 (EST)
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9603290845.ZM9270@silicium> from "Lionel Maiaux" at Mar 29, 96 08:45:28 am
X-Mailer: ELM [version 2.4 PL24]
Content-Type: text
Status: O

> 
> In a performer program over IrisGL (so, I can post this e-mail in this mailing
> list), I would like to :
> - save the current blank time with ??? and disable screen blanking with
> blanktime(0) at the beginning,
> - restore the saved blank time with blanktime(n) at the end
> 
> Does anybody know how to get the current blank time ???


Well..  not quite sure why you'd want to do this (reset the exact
blanktime) the default value is around 10-14 minutes...

The "time" n  is actually in graphics timer events, the speed of which you
can get with getgdesc(GD_TIMERHZ) not seconds.

I don't know of any way of getting the "blanktime" from GL but...

blanktime and the X screensaver extension interact which each other
(it's the implementation of the "preferred hardware blanking") so you
can get the value through X  -  use XGetScreenSaver() (3X11) from within your
application (it's talking to the server, so it doesn't matter that
you're running a GL program - you will need a handle to your display
however) or you can do it from the shell with "xset q" 

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

			Common Sense doesn't seem to be


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From: "Arend Abbing" <abbing%indigo-1@mscn.nl>
Message-Id: <9603291106.ZM15076@indigo-1.mscn.nl>
Date: Fri, 29 Mar 1996 11:06:48 +0100
In-Reply-To: "Lionel Maiaux" <maiaux@silicium.corys.fr>
        "blanktime ?" (Mar 29,  8:45am)
References: <9603290845.ZM9270@silicium>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Lionel Maiaux" <maiaux@silicium.corys.fr>
Subject: Re: blanktime ?
Cc: info-performer
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi,

On Mar 29,  8:45am, Lionel Maiaux wrote:
> Subject: blanktime ?
> In a performer program over IrisGL (so, I can post this e-mail in this
mailing
> list), I would like to :
> - save the current blank time with ??? and disable screen blanking with
> blanktime(0) at the beginning,
> - restore the saved blank time with blanktime(n) at the end
>
> Does anybody know how to get the current blank time ???
>
>-- End of excerpt from Lionel Maiaux

I guess the X server blanking capability is used so it should be something
like:

	Display *display;
	int timeout, interval, prefer_blanking, allow_exposures;

	/* Get current blanktime */
	display = XOpenDisplay(NULL);
	XGetScreenSaver(display, &timeout, &interval,
		&prefer_blanking, &allow_exposures);
	XCloseDisplay(display);

	blanktime(0);

	....

	/* restore old value */

	blanktime(timeout * getgdesc(GD_TIMERHZ));


Regards,

Arend.

-- 
----------------------------------------------------------------------------
Arend Abbing 					Simulator Development
Maritime Simulation Centre The Netherlands	Email:	abbing@mscn.nl
Van Uvenweg 9, Wageningen			Phone:	(31)317-479911
P.O. Box 90, 6700 AB Wageningen				(31)317-479962
The Netherlands					Fax:	(31)317-479999
----------------------------------------------------------------------------


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To: info-performer <info-performer@sgi.com>
From: Ulf Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR AB 
  <Ulf_Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR_AB.MANDATOR@mandator.se>
Date: 29 Mar 96 15:24:43 
Subject: Opening a window on a dual head XL
Mime-Version: 1.0
Content-Type: Text/Plain
Status: O

I use an Indigo2 dual head XL. When I try to open a gl-window on screeen #1 i 
get
"Open RN returned -1: Permission denied". The routine I try to use is 
pfPipeScreen(pipe,1);.
pfPipeScreen(pipe,0); works fine. I had the same problem when I used Performer 
1.2 but I was told
it should be fixed in version 2.0, am I doing something wrong?


From guest  Fri Mar 29 06:48:18 1996
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From: Veraart <rioj7@fel.tno.nl>
Message-Id: <199603291442.PAA14522@s00sn1.fel.tno.nl>
Subject: Unable to load DSO for .3ds file
To: info-performer@sgi.com (performer)
Date: Fri, 29 Mar 1996 15:42:54 +0100 (MET)
X-Mailer: ELM [version 2.4 PL24]
Content-Type: text
Status: O

Hello,

I tried to load the crater.3ds model from the directory
/usr/share/Performer/data with perfly on a Max Impact.
I have set the environment variable LD_LIBRARY_PATH to
point to /usr/lib/libpfdb .
Perfly gives the message

Can't find DSO loader for "3ds"

Whith the notify level set at 5 (DEBUG), by means of "setenv PFNFYLEVEL 5",
I see that perfly tries to locate the right filename in the right path
but it can't find it there. This procedure goes ok for many different
other file formats. Only 3ds files can't be loaded.
Can anybody give me a hint to what is wrong?

Mario


From guest  Fri Mar 29 07:57:24 1996
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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9603291654.ZM8138@barney.reading.sgi.com>
Date: Fri, 29 Mar 1996 16:54:34 +0100
In-Reply-To: Veraart <rioj7@fel.tno.nl>
        "Unable to load DSO for .3ds file" (Mar 29,  3:42pm)
References: <199603291442.PAA14522@s00sn1.fel.tno.nl>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Veraart <rioj7@fel.tno.nl>, info-performer@sgi.sgi.com (performer)
Subject: Re: Unable to load DSO for .3ds file
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

If you have Performer 2.0 installed ( as you should on Impact ) then in
/usr/lib/libpfdb you should have:

libpf3ds.so        libpf3ds_igl.so.2  libpf3ds_ogl.so.2
libpf3ds_igl.so    libpf3ds_ogl.so


if not then install from performer_eoe.sw. I beleive the 3ds loader is pf 2.0
only.

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,



From guest  Fri Mar 29 08:49:55 1996
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From: Veraart <rioj7@fel.tno.nl>
Message-Id: <199603291627.RAA16419@s00sn1.fel.tno.nl>
Subject: Re: Unable to load DSO for .3ds file
To: robj@barney.reading.sgi.com (Rob Jenkins)
Date: Fri, 29 Mar 1996 17:27:29 +0100 (MET)
Cc: info-performer@sgi.com (performer)
In-Reply-To: <9603291654.ZM8138@barney.reading.sgi.com> from "Rob Jenkins" at Mar 29, 96 04:54:34 pm
X-Mailer: ELM [version 2.4 PL24]
Content-Type: text
Status: O

> If you have Performer 2.0 installed ( as you should on Impact ) then in
> /usr/lib/libpfdb you should have:
> libpf3ds.so        libpf3ds_igl.so.2  libpf3ds_ogl.so.2
> libpf3ds_igl.so    libpf3ds_ogl.so
> if not then install from performer_eoe.sw. I beleive the 3ds loader is pf 2.0
> only.
I have Performer 2.0 installed and these files are in the /usr/lib/libpfdb
directory. I have found another Max Impact in our lab and I tried it there 
and by miracle it worked.
The difference with these machines is that on the first the Performer/friends
are not installed and on the one where it works Performer 2.0 is completely
installed.

Mario


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Date: Fri, 29 Mar 96 17:49:15 +0100
From: maurel@BAROCO.matra-espace.fr (Herve Maurel)
Message-Id: <9603291649.AA03026@BAROCO.matra-espace.fr>
To: rioj7@fel.tno.nl
Subject: Re: Unable to load DSO for .3ds file
Cc: info-performer@sgi.sgi.com
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.



May be this message can help you.

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


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From: "Anita Kishore" <kishore@electrogig.com>
Message-Id: <9603291255.ZM4449@tracey.electrogig.com>
Date: Fri, 29 Mar 1996 12:55:36 -0800
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To: info-performer@sgi.com
Subject: pfNewCBuffer crash
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi everyone:

	I load an inventor file in the DBASE process, then create some
data structures having various info about this new scene. During this
process I create a new cycle buffer with pfNewCBuffer having buffer of
type pfMatrix. All these steps are done in the DBASE process before calling
pfMerge. DBASE process crashes while doing pfNewCBuffer. If I put a dummy
pfMalloc(sizeof(pfMatrix), arena) just before pfNewCBuffer, then it doesn't
crash.

Any idea as to why this is happening? Can cycle buffers be created from
non-APP processes?

Thanks for any help.

-anita

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


From guest  Fri Mar 29 13:08:45 1996
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From: "Guy Russell" <guyr@thoth.engr.sgi.com>
Message-Id: <9603291306.ZM4383@thoth.engr.sgi.com>
Date: Fri, 29 Mar 1996 13:06:26 -0800
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: IMPACT Texture corruption
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

	The IMPACT graphics group has found a bug in the texture placement
logic for a 4MB Impact graphics system.  The bug occurs when a one or two
component texture is used.  The highest mipmap levels can be corrupted and will
appear as randomly assigned textures.  This bug has been fixed for the 6.2
release and will be available as a patch for 5.3 in the future.  As soon as
specific details about the fix are available I will post them to this
newsgroup.
   	Guy Russell

-- 
						Guy Russell
Member of the Technical Staff		Silicon Graphics Inc.
Email:guyr@engr.sgi.com				2011 N. Shoreline Blvd. M/S 2U-923
Phone:(415)933-6113					Mountain View CA 94043


From guest  Fri Mar 29 13:42:02 1996
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	for info-performer@sgi.com id AA18752; Fri, 29 Mar 96 16:40:56 -0500
From: cheng@satchmo.virtualprototypes.ca (Thomas Cheng)
Message-Id: <9603292140.AA18752@satchmo.virtualprototypes.ca>
Subject: smoke trail
To: info-performer@sgi.com
Date: Fri, 29 Mar 1996 16:40:55 -0500 (EST)
X-Mailer: ELM [version 2.4 PL24]
Content-Type: text
Content-Length: 549       
Status: O

Hello,

Does anyone have an example of attaching a missile trail to an 
object?

Thanks in advance

--
   :::     ::: ::::::::: ::::::::::: Thomas Cheng, Sim. Products
  :+:     :+: :+:    :+:    :+:      Virtual Prototypes Inc.
 +:+     +:+ +:+    +:+    +:+       4700 de la Savane, Suite 300
+#+     +:+ +#++:++#+     +#+        Montreal, QC  H4P 1T7
+#+   +#+  +#+           +#+         Tel: (514) 341-3874  Ext: 288
#+#+#+#   #+#           #+#          cheng@VirtualPrototypes.CA
 ###     ###       ###########       www.virtualPrototypes.CA





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Date: Fri, 29 Mar 96 15:48:58 -0600
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9603292148.AA00960@mred.bgm.link.com>
To: info-performer@sgi.sgi.com
Subject: Infinite Reality.
Status: O


  Can I plea for the adoption of 'iRE' as the contraction for Infinite
Reality Engine instead of 'IR' - many of our customers are getting really
confused between 'IR' for Infra-Red and 'IR' for Infinite Reality.

  I have seen 'iRE' used in a couple of SGI documents - the lowercase 'i'
fits in with their pretty artwork.

  Thanks....


    Steve


  Steve Baker                          817-323-1361 (Vox-Lab)
  Hughes Training Inc.                 817-695-8776 (Vox-Office/vMail)
  2200 Arlington Downs Road            817-695-4028 (Fax)
  Arlington, Texas. TX 76005-6171      steve@mred.bgm.link.com (eMail)



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From: "Michael Jones" <mtj@babar>
Message-Id: <9603291522.ZM14098@babar.asd.sgi.com>
Date: Fri, 29 Mar 1996 15:22:32 -0800
In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "Infinite Reality." (Mar 29,  3:48pm)
References: <9603292148.AA00960@mred.bgm.link.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: steve@mred.bgm.link.com (Steve Baker), info-performer@sgi.sgi.com
Subject: Re: Infinite Reality.
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Status: O

On Mar 29,  3:48pm, Steve Baker wrote:
> Subject: Infinite Reality.
:
:  Can I plea for the adoption of 'iRE' as the contraction for Infinite
:Reality Engine instead of 'IR' - many of our customers are getting really
:confused between 'IR' for Infra-Red and 'IR' for Infinite Reality.

Unfortunately, the name is InfiniteReality not InfiniteRealityEngine
so the only choice is IR or iR.  (We suggested "PerformerEngine" but
there were a few objections ;-)

:  I have seen 'iRE' used in a couple of SGI documents - the lowercase 'i'
:fits in with their pretty artwork.

iR  (but not iRE)

-- 

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: 29 Mar 96 19:56:32 EST
From: Philip Yanni <70571.2714@compuserve.com>
To: Performer NewsGroup <info-performer@sgi.sgi.com>
Subject: I agree with iRE, "IR" Drives me nuts..
Message-Id: <960330005631_70571.2714_IHD47-2@CompuServe.COM>
Status: O

As stated int eh subject, iRE would be much easier to read..
-Phil Yanni



From guest  Fri Mar 29 17:20:59 1996
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Date: Sat, 30 Mar 1996 02:17:17 +0100
From: Nuno Godinho <mgo@minerva.inesc.pt>
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Subject: Why are .iv files so smooth?
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
Status: O

When I load teapot.dxf into perfly I can see each polygon.

Using DxftoIv to convert it to Inventor format I find that when loading
the new teapot.iv into perfly I get a completely different result: The
surface is smoothed instead of faceted.

Why is this?


	Nuno


From guest  Sat Mar 30 03:09:48 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9603301206.ZM8860@bitch.reading.sgi.com>
Date: Sat, 30 Mar 1996 12:06:53 +0100
In-Reply-To: Philip Yanni <70571.2714@compuserve.com>
        "I agree with iRE, "IR" Drives me nuts.." (Mar 29,  7:56pm)
References: <960330005631_70571.2714_IHD47-2@CompuServe.COM>
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To: Philip Yanni <70571.2714@compuserve.com>,
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Subject: Re: I agree with iRE, "IR" Drives me nuts..
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Status: O

But all that extra typing !!!

How about plain "ir" that way I won't have to reach for my 'shift' key.


Rgds,
Angus.

On Mar 29,  7:56pm, Philip Yanni wrote:
> Subject: I agree with iRE, "IR" Drives me nuts..
> As stated int eh subject, iRE would be much easier to read..
> -Phil Yanni
>
>
>-- End of excerpt from Philip Yanni


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From: mdrp@swabiman.ernet.in
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Status: O

Hi,

We are planning to work in the area of "virtual prototypes for mechanical
design evaluation".  Planning to buy Infinite Reality system with VR 
periferals.  We are planning to visit US in the month of May to attend
the SGI developers conference.  At that time, we like to visit few sites
doing the similar kind of work( virtual prototyping).  Can some one let
me know, the sites worth visiting.   Can somebody send me invitation for
the same. 


Thanks in advance.
Prasad
------------------------------------------------------------
M.D.R.PRASAD
ADA
Vibudhipura
Bangalore, INDIA

E-mail: mdrp@ada.ernet.in
Tel: (80) 526 3710
-------------------------------------------------------------



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From: englim@sgisgp.singapore.sgi.com (Goh Eng Lim)
Message-Id: <9603301206.AA16011@sgisgp.singapore.sgi.com>
Subject: Re: Why are .iv files so smooth?
To: mgo@minerva.inesc.pt (Nuno Godinho)
Date: Sat, 30 Mar 96 20:06:44 SST
Cc: info-performer@sgi.sgi.com
In-Reply-To: <315C8B9D.41C67EA6@minerva.inesc.pt>; from "Nuno Godinho" at Mar 30, 96 2:17 am
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Status: O

Hi Nuno,

> When I load teapot.dxf into perfly I can see each polygon.
> 
> Using DxftoIv to convert it to Inventor format I find that when loading
> the new teapot.iv into perfly I get a completely different result: The
> surface is smoothed instead of faceted.
> 
> Why is this?

Could it be because, in the first case the teapot was flat shaded &
in the second case it was Gouraud ('smooth') shaded?


Cheers,
gel
englim@singapore.sgi.com




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From: fred@virtual.me.uic.edu (Fred Dech)
Message-Id: <199603301943.NAA10587@virtual.me.uic.edu>
Subject: isect question.
To: info-performer@sgi.sgi.com
Date: Sat, 30 Mar 1996 13:42:39 -0600 (CST)
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Status: O

hi.

i'm trying to get a pointer to a DCS who's child node has been collided
with.  i intersect the geometry and collect the results in a pfHit. that
part seems to be working correctly.  when i'm interesecting an object in
the application, and i test against the scene graph, scene->isect() returns
1 and when i'm not interesting anything scene->isect() returns zero.

i can't figure out how to get at the DCS of the object i've hit.
neither PFQHIT_GSET nor PFQHIT_NODE queries seem to get me access
to what i'm looking for.  i've tried various member functions on the
resulting pfGeode (e.g., getName(), getParent(), getNumParent()), but
i'm ivariably getting NULLs and 0s. i shouldn't be getting NULLs for 
nodes that i've named and 0s for getParent(), should i?

what might i be doing wrong?

thanks in advance.

--fred

--
  Fred Dech   fred@virtual.me.uic.edu
  (312) 413-3619  Fax: (312) 413-0447



From guest  Sat Mar 30 13:55:59 1996
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From: "Robert Doyle" <doyle@overlord.nrl.navy.mil>
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Date: Sat, 30 Mar 1996 16:54:25 -0500
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To: info-performer@sgi.sgi.com
Subject: Color loss.
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O


I'm losing color on Inventor objects loaded into perfly (without options) if
they've been previously optimized by ivfix. The object colors appear correct
when the same optimized files are read into ivview or SceneViewer. I've
included a short Inventor file below that exhibits this problem. Any ideas
would be appreciated.

Thanks,
Bob Doyle

*******************************************************************************************************************************
#Inventor V2.1 ascii

Separator {
    ShapeHints {
        vertexOrdering  COUNTERCLOCKWISE
    }
    IndexedTriangleStripSet {
        vertexProperty          VertexProperty {
            vertex      [ -32.9175 0 -10.3906,
                              -0.00329175 0 10.3906,
                              -23.2762 23.5113 -10.3906,
                              -0.00232762 0.00235113 10.3906,
                              -2.02545e-08 33.25 -10.3906,
                              -2.02545e-12 0.003325 10.3906,
                              23.2762 23.5113 -10.3906,
                              0.00232762 0.00235113 10.3906,
                              32.9175 1.36394e-08 -10.3906,
                              0.00329175 1.36394e-12 10.3906,
                              23.2762 -23.5113 -10.3906,
                              0.00232762 -0.00235113 10.3906,
                              6.75149e-09 -33.25 -10.3906,
                              6.75149e-13 -0.003325 10.3906,
                              -23.2762 -23.5113 -10.3906,
                              -0.00232762 -0.00235113 10.3906,
                              -0.00329175 0 -10.3906,
                              -0.00232762 0.00235113 -10.3906,
                              -2.02545e-12 0.003325 -10.3906,
                              0.00232762 0.00235113 -10.3906,
                              0.00329175 1.36394e-12 -10.3906,
                              0.00232762 -0.00235113 -10.3906,
                              6.75149e-13 -0.003325 -10.3906,
                              -0.00232762 -0.00235113 -10.3906,
                              -2.94305e-05 32.9175 -10.3906,
                              -2.94305e-09 0.00329175 10.3906,
                              23.5113 23.2762 -10.3906,
                              0.00235113 0.00232762 10.3906,
                              33.25 2.97481e-05 -10.3906,
                              0.003325 2.97481e-09 10.3906,
                              23.5113 -23.2762 -10.3906,
                              0.00235113 -0.00232762 10.3906,
                              2.94442e-05 -32.9175 -10.3906,
                              2.94442e-09 -0.00329175 10.3906,
                              -23.5113 -23.2762 -10.3906,
                              -0.00235113 -0.00232762 10.3906,
                              -33.25 -2.97346e-05 -10.3906,
                              -0.003325 -2.97346e-09 10.3906,
                              -23.5113 23.2762 -10.3906,
                              -0.00235113 0.00232762 10.3906,
                              23.2762 -23.2762 -10.4593,
                              0.00235183 -0.00233802 -31.2406,
                              33.0837 0.166287 -10.4593,
                              0.00333258 6.22579e-06 -31.2406,
                              23.5112 23.5113 -10.4594,
                              0.00237533 0.00234073 -31.2406,
                              0.16618 33.0838 -10.4594,
                              4.08241e-05 0.00329797 -31.2406,
                              -23.2762 23.2762 -10.4595,
                              -0.00230342 0.00231721 -31.2406,
                              -33.0838 -0.166267 -10.4595,
                              -0.00328417 -2.70294e-05 -31.2406,
                              -23.5113 -23.5113 -10.4594,
                              -0.00232692 -0.00236153 -31.2406,
                              -0.166229 -33.0837 -10.4594,
                              7.5836e-06 -0.00331878 -31.2406 ]
            normal      [ -0.533871 0 0.845566,
                              -0.377865 0.374434 0.846769,
                              0 0.530037 0.847974,
                              0.377865 0.374434 0.846769,
                              0.533871 0 0.845566,
                              0.377865 -0.374434 0.846769,
                              0 -0.530037 0.847974,
                              -0.377865 -0.374434 0.846769,
                              0 0 -1,
                              -4.77318e-07 0.533871 0.845566,
                              0.374434 0.377865 0.846769,
                              0.530037 4.7389e-07 0.847974,
                              0.374434 -0.377865 0.846769,
                              4.77318e-07 -0.533871 0.845566,
                              -0.374434 -0.377865 0.846769,
                              -0.530037 -4.7389e-07 0.847974,
                              -0.374434 0.377865 0.846769,
                              0.377506 -0.377504 -0.845565,
                              0.531958 -0.00242634 -0.846768,
                              0.374794 0.374792 -0.847974,
                              -0.00242468 0.531955 -0.846769,
                              -0.377502 0.377503 -0.845567,
                              -0.531954 0.00242464 -0.84677,
                              -0.374791 -0.374794 -0.847975,
                              0.00242863 -0.531956 -0.846768 ]
            texCoord    [  ]
            orderedRGBA [ 0xff00ff, 0xff0000ff, 0xff00ff, 0xff0000ff, 0xffff,
0xff0000ff, 0xff00ff, 0xff0000ff,
                              0xff00ff, 0xff0000ff, 0xff00ff, 0xff0000ff,
0xffff, 0xff0000ff, 0xff00ff, 0xff0000ff,
                              0xff00ff, 0xff00ff, 0xff0000ff, 0xff00ff,
0xff0000ff, 0xffff, 0xff0000ff, 0xff00ff,
                              0xff0000ff, 0xff00ff, 0xff0000ff, 0xff00ff,
0xff0000ff, 0xffff, 0xff0000ff, 0xff00ff,
                              0xff0000ff, 0xff00ff, 0xff00ff, 0xff0000ff,
0xff00ff, 0xff0000ff, 0xffff, 0xff0000ff,
                              0xff00ff, 0xff0000ff, 0xff00ff, 0xff0000ff,
0xff00ff, 0xff0000ff, 0xffff, 0xff0000ff,
                              0xff00ff, 0xff0000ff, 0xff00ff, 0xff00ff,
0xff0000ff, 0xff00ff, 0xff0000ff, 0xffff,
                              0xff0000ff, 0xff00ff, 0xff0000ff, 0xff00ff,
0xff0000ff, 0xff00ff, 0xff0000ff, 0xffff,
                              0xff0000ff, 0xff00ff, 0xff0000ff, 0xff00ff ]
            materialBinding     PER_VERTEX_INDEXED
            normalBinding       PER_VERTEX_INDEXED
        }

        coordIndex      [ 41, 40, 55, 54, 53, 52, 51, 50,
                          49, 48, 47, 46, 45, 44, 43, 42,
                          41, 40, -1, 0, 16, 14, 23, 12,
                          22, 10, 21, 8, 20, 6, 19, 4,
                          18, 2, 17, 0, 16, -1, 1, 0,
                          15, 14, 13, 12, 11, 10, 9, 8,
                          7, 6, 5, 4, 3, 2, 1, 0,
                          -1, 25, 24, 39, 38, 37, 36, 35,
                          34, 33, 32, 31, 30, 29, 28, 27,
                          26, 25, 24, -1, 0, 16, 14, 23,
                          12, 22, 10, 21, 8, 20, 6, 19,
                          4, 18, 2, 17, 0, 16, -1, 1,
                          0, 15, 14, 13, 12, 11, 10, 9,
                          8, 7, 6, 5, 4, 3, 2, 1,
                          0, -1 ]
        materialIndex   [ 51, 52, 53, 54, 55, 56, 57, 58,
                          59, 60, 61, 62, 63, 64, 65, 66,
                          67, 68, -1, 34, 35, 36, 37, 38,
                          39, 40, 41, 42, 43, 44, 45, 46,
                          47, 48, 49, 50, 51, -1, 34, 35,
                          36, 37, 38, 39, 40, 41, 42, 43,
                          44, 45, 46, 47, 48, 49, 50, 51,
                          -1, 17, 18, 19, 20, 21, 22, 23,
                          24, 25, 26, 27, 28, 29, 30, 31,
                          32, 33, 34, -1, 0, 1, 2, 3,
                          4, 5, 6, 7, 8, 9, 10, 11,
                          12, 13, 14, 15, 16, 17, -1, 0,
                          1, 2, 3, 4, 5, 6, 7, 8,
                          9, 10, 11, 12, 13, 14, 15, 16,
                          17, -1 ]
        normalIndex     [ 17, 17, 24, 24, 23, 23, 22, 22,
                          21, 21, 20, 20, 19, 19, 18, 18,
                          17, 17, -1, 8, 8, 8, 8, 8,
                          8, 8, 8, 8, 8, 8, 8, 8,
                          8, 8, 8, 8, 8, -1, 0, 0,
                          7, 7, 6, 6, 5, 5, 4, 4,
                          3, 3, 2, 2, 1, 1, 0, 0,
                          -1, 9, 9, 16, 16, 15, 15, 14,
                          14, 13, 13, 12, 12, 11, 11, 10,
                          10, 9, 9, -1, 8, 8, 8, 8,
                          8, 8, 8, 8, 8, 8, 8, 8,
                          8, 8, 8, 8, 8, 8, -1, 0,
                          0, 7, 7, 6, 6, 5, 5, 4,
                          4, 3, 3, 2, 2, 1, 1, 0,
                          0, -1 ]
    }
}

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

-- 
Robert J. Doyle, Jr.            http://overlord.nrl.navy.mil
Code 6110                       e-mail: doyle@overlord.nrl.navy.mil
Naval Research Laboratory       fax: 202-404-8119
Washington, DC  20375-5000      phone: 202-404-8513



From guest  Sat Mar 30 16:48:02 1996
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Date: Sat, 30 Mar 1996 16:46:34 -0800
From: Randy Stiles <stiles@aic.lockheed.com>
Organization: Lockheed Martin Advanced Technology Center
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To: Fred Dech <fred@virtual.me.uic.edu>
Cc: info-performer@sgi.sgi.com
Subject: Re: isect question.
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Hi Fred,

In your intersect query, also ask for the path of the intersection
(PFQHIT_PATH), which is also a pfList.  Start at the end of the
path (the intersected node) and work back till you get to 
a node which pfIsOfType for DCS.  That will probably be what
you want.  This is better than just getting parents, because
a node may have more than one parent, and you don't know
which one is appropriate unless you have path info.

-Randy

Fred Dech wrote:
> 
> hi.
> 
> i'm trying to get a pointer to a DCS who's child node has been collided
> with.  i intersect the geometry and collect the results in a pfHit. that
> part seems to be working correctly.  when i'm interesecting an object in
> the application, and i test against the scene graph, scene->isect() returns
> 1 and when i'm not interesting anything scene->isect() returns zero.
> 
> i can't figure out how to get at the DCS of the object i've hit.
> neither PFQHIT_GSET nor PFQHIT_NODE queries seem to get me access
> to what i'm looking for.  i've tried various member functions on the
> resulting pfGeode (e.g., getName(), getParent(), getNumParent()), but
> i'm ivariably getting NULLs and 0s. i shouldn't be getting NULLs for
> nodes that i've named and 0s for getParent(), should i?
> 
> what might i be doing wrong?

-- 
// Randy Stiles  stiles@aic.lockheed.com      Orgn 9620 Bldg 255
// Lockheed Martin Advanced Technology Center 3251 Hanover Street 
// office: 415.354.5256  fax: 415.354.5235    Palo Alto, CA 94304-1192
// http://vet.parl.com/~vet/people/stiles/


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From: Nuno Godinho <mgo@minerva.inesc.pt>
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To: Goh Eng Lim <englim@sgisgp.singapore.sgi.com>
Cc: Nuno Godinho <mgo@minerva.inesc.pt>, info-performer@sgi.sgi.com
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> > When I load teapot.dxf into perfly I can see each polygon.
> >
> > Using DxftoIv to convert it to Inventor format I find that when loading
> > the new teapot.iv into perfly I get a completely different result: The
> > surface is smoothed instead of faceted.
> >
> > Why is this?
> 
> Could it be because, in the first case the teapot was flat shaded &
> in the second case it was Gouraud ('smooth') shaded?


Yes, I believe so, but why does that happen? I mean, I didnt ask for it.
Are .iv files always Gouraud shaded? I just loaded it into perfly! I
didn't choose any shading options! Does the .iv format save shading
options?

thanks
	Nuno


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> > When I load teapot.dxf into perfly I can see each polygon.
 Using DxftoIv to convert it to Inventor format I find that when loading
the new teapot.iv into perfly I get a completely different result: The
surface is smoothed instead of faceted.

> Could it be because, in the first case the teapot was flat shaded &
> in the second case it was Gouraud ('smooth') shaded?

Hi.

I tried to call pfShadeModel() with Gouraud option and everything
remained the same! Why is this?


thanks
	Nuno


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From: mtj@babar (Michael Jones)
Message-Id: <199603310233.SAA15763@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com, mgo@minerva.inesc.pt
Subject: Re: Why are .iv files so smooth?
Status: O

Nuno writes:
> > When I load teapot.dxf into perfly I can see each polygon.
> >
> > Using DxftoIv to convert it to Inventor format I find that when loading
> > the new teapot.iv into perfly I get a completely different result: The
> > surface is smoothed instead of faceted.
> >
> > Why is this?

This is because the "DxfToIV" program has decided to do you a favor. It thinks
that the faceted geometry in the DXF-format files probably represents a smooth
surface and is doing the following:

 1: computing face normals from vertex positions
 2: using adjacency calculations to identify all
    the faces incident at a vertex
 3: averaging the vertex normals incident at each vertex to compute a
    "smooth" surface normal.

It actually has little to do with OpenInventor or IRIS Performer, it's simply
the case that one converter (DxfToIV) is doing a favor for you (presuming that
you want it smooth, that is) and the other (pfdLoad_dxf) simply loads what's 
in the file.

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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In-Reply-To: Nuno Godinho <mgo@minerva.inesc.pt>
        "Re: Why are .iv files so smooth?" (Mar 31,  3:38am)
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	<315DE203.167EB0E7@minerva.inesc.pt>
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To: Nuno Godinho <mgo@minerva.inesc.pt>,
        Goh Eng Lim <englim@sgisgp.singapore.sgi.com>
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Your shademodel call simply enables gouraud shading, you still require
different colours at each vertex.

Had you tried making the smooth model flat it would have worked, although the
surface normal for each facet would have been slightly off.

Rgds,
Angus.

On Mar 31,  3:38am, Nuno Godinho wrote:
> Subject: Re: Why are .iv files so smooth?
> > > When I load teapot.dxf into perfly I can see each polygon.
>  Using DxftoIv to convert it to Inventor format I find that when loading
> the new teapot.iv into perfly I get a completely different result: The
> surface is smoothed instead of faceted.
>
> > Could it be because, in the first case the teapot was flat shaded &
> > in the second case it was Gouraud ('smooth') shaded?
>
> Hi.
>
> I tried to call pfShadeModel() with Gouraud option and everything
> remained the same! Why is this?
>
>
> thanks
> 	Nuno
>
>-- End of excerpt from Nuno Godinho




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subscribe



________________________

Jeffrey Wallace
NCCOSC RDTE DIV
Code 44202
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jwallace@manta.nosc.mil




