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From: "Ng Kian Bee, SIT/CS" <ngkb@nyp.ac.sg>
To: Angus <dorbie@bitch.reading.sgi.com>,
        performer <info-performer@sgi.sgi.com>, OpenGL <opengl@AvalonCorp.com>
Subject: Question. Pls Need help.
Date: Mon, 01 Apr 96 13:01:00 PST
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Hi,
I dunno if these are the right questions to ask over here. If yes, pls help,
if no, appreciate if someone could direct me to the right place.

1. I'm trying to implement a pin-ball game using OpenGL. The trouble is
OpenGL doesnt seem to be able to recognise 2 simultaneous keyboard
input. I've 2 keys representing the 2 levels of the pin-ball machine. When
I've one key input, I cannot have another key input. So, I cant simulate
two levels being pressed together. Anyone knows how to do it? Or
is there similar codes out in the net?
Please help!

2. Last time I used to use the public doman of VOGL where I've
the function of getmatrix(). But in OpenGL, there doesnt
seem to have such function. Could someone help me how to implement
a getmatrix() function in OpenGL? What I want to do is to get the current
matrix from the Model/View matrix stack, and multiply it with my own
matrix. Anyone?

Thanx!!!

Rgds.
Kian
ngkb@nyp.ac.sg


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To: performer <info-performer@sgi.com>
From: Ulf Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR AB 
  <Ulf_Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR_AB.MANDATOR@mandator.se>
Date:  1 Apr 96 10:30:34 
Subject: Re: Unable to load DSO for .3ds file
Mime-Version: 1.0
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Status: O

Maybe you have set the setuid-bit on your file, then the runtime-linker won't 
use the
LD_LIBRARY_PATH environement variable. If that is the case link your program 
with
"-rpath /usr/lib/libpfdb".


From guest  Mon Apr  1 00:32:09 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9604010925.ZM10491@bitch.reading.sgi.com>
Date: Mon, 1 Apr 1996 09:25:38 +0100
In-Reply-To: "Ng Kian Bee, SIT/CS" <ngkb@nyp.ac.sg>
        "Question. Pls Need help." (Apr  1,  1:01pm)
References: <316045AB@mgate.nyp.ac.sg.>
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To: "Ng Kian Bee, SIT/CS" <ngkb@nyp.ac.sg>,
        performer <info-performer@sgi.sgi.com>, OpenGL <opengl@AvalonCorp.com>
Subject: Re: Question. Pls Need help.
Mime-Version: 1.0
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Status: O

You don't say how you are getting your input.

Rather than polling the keys try and read press & release events if this is
supported via whatever API youre using for your input, use this to keep your
own track of the key status.

Rgds,
Angus.

On Apr 1,  1:01pm, Ng Kian Bee, SIT/CS wrote:
> Subject: Question. Pls Need help.
>
> Hi,
> I dunno if these are the right questions to ask over here. If yes, pls help,
> if no, appreciate if someone could direct me to the right place.
>
> 1. I'm trying to implement a pin-ball game using OpenGL. The trouble is
> OpenGL doesnt seem to be able to recognise 2 simultaneous keyboard
> input. I've 2 keys representing the 2 levels of the pin-ball machine. When
> I've one key input, I cannot have another key input. So, I cant simulate
> two levels being pressed together. Anyone knows how to do it? Or
> is there similar codes out in the net?
> Please help!
>
> 2. Last time I used to use the public doman of VOGL where I've
> the function of getmatrix(). But in OpenGL, there doesnt
> seem to have such function. Could someone help me how to implement
> a getmatrix() function in OpenGL? What I want to do is to get the current
> matrix from the Model/View matrix stack, and multiply it with my own
> matrix. Anyone?
>
> Thanx!!!
>
> Rgds.
> Kian
> ngkb@nyp.ac.sg
>-- End of excerpt from Ng Kian Bee, SIT/CS



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


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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9604011047.ZM15902@barney.reading.sgi.com>
Date: Mon, 1 Apr 1996 10:47:06 +0100
In-Reply-To: "Ng Kian Bee, SIT/CS" <ngkb@nyp.ac.sg>
        "Question. Pls Need help." (Apr  1,  1:01pm)
References: <316045AB@mgate.nyp.ac.sg.>
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To: "Ng Kian Bee, SIT/CS" <ngkb@nyp.ac.sg>, OpenGL <opengl@AvalonCorp.com>,
        performer <info-performer@sgi.sgi.com>
Subject: Re: Question. Pls Need help.
Mime-Version: 1.0
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On Apr 1,  1:01pm, Ng Kian Bee, SIT/CS wrote:
> Subject: Question. Pls Need help.
>
> Hi,
> I dunno if these are the right questions to ask over here. If yes, pls help,
> if no, appreciate if someone could direct me to the right place.
>

a good place for straight OpenGL questions is comp.graphics.api.opengl

> 2. Last time I used to use the public doman of VOGL where I've
> the function of getmatrix(). But in OpenGL, there doesnt
> seem to have such function. Could someone help me how to implement
> a getmatrix() function in OpenGL? What I want to do is to get the current
> matrix from the Model/View matrix stack, and multiply it with my own
> matrix. Anyone?
>

checkout man on glget, use GL_MODELVIEW_MATRIX/GL_PROJECTION_MATRIX tokens

Cheers
Rob

> Thanx!!!
>
> Rgds.
> Kian
> ngkb@nyp.ac.sg
>-- End of excerpt from Ng Kian Bee, SIT/CS



-- 
________________________________________________________________
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 Apr  1 03:42:57 1996
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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
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Date: Mon, 1 Apr 1996 12:06:23 +0100
In-Reply-To: cheng@satchmo.virtualprototypes.ca (Thomas Cheng)
        "smoke trail" (Mar 29,  4:40pm)
References: <9603292140.AA18752@satchmo.virtualprototypes.ca>
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Subject: Re: smoke trail
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have a look at the libpfutil smoke functions with pfuSmokeType
PFUSMOKE_MISSILE, try man pfuSmoke - source is in the libpfutil dir.

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: Mon, 01 Apr 1996 17:23:14 +0200
From: Nuno Godinho <mgo@minerva.inesc.pt>
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To: Rob Jenkins <robj@barney.reading.sgi.com>
Cc: Veraart <rioj7@fel.tno.nl>, performer <info-performer@sgi.sgi.com>
Subject: Re: Unable to load DSO for .3ds file
References: <199603291442.PAA14522@s00sn1.fel.tno.nl> <9603291654.ZM8138@barney.reading.sgi.com>
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Rob Jenkins wrote:
> 
> 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.

Hi.

I have pf 2.0 and all the above files in the correct directory. Nevertheless I get the
following output:

mgo@eolo ~[19] = perfly cafetabl.3ds 
PF Warning:                    pfdFindConverterDSO() - Could not load DSO for extension
"3ds"
PF Info:                       All 4 processors available on this machine.
PF Warning/Usage:              No hardware support for VSYNC, frame sync may
vary.Assuming 60Hz.
PF Warning:                    pfdFindConverterDSO() - Could not load DSO for extension
"3ds"
PF Warning:                    pfdLoadFile() - Unable to load file cafetabl.3ds because
of problem finding pfdLoadFile_3ds
PF Notice:                     WARNING: could not load "cafetabl.3ds"


How can this be explained?
	Nuno


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Unsubscribe please!
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Date: Mon, 01 Apr 1996 18:03:30 +0200
From: Nuno Godinho <mgo@minerva.inesc.pt>
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To: Ulf Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR AB <Ulf_Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR_AB.MANDATOR@mandator.se>
Cc: performer <info-performer@sgi.com>
Subject: Re: Unable to load DSO for .3ds file
References: <9604011425.AA6726@mandator.se>
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Ulf Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR AB wrote:
> 
> Maybe you have set the setuid-bit on your file, then the runtime-linker won't
> use the
> LD_LIBRARY_PATH environement variable. If that is the case link your program
> with
> "-rpath /usr/lib/libpfdb".


This would work if I couldn't load any of the file types! I seem to only
have problems with 3dStudio format.

thanks
	Nuno


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Date: Mon, 1 Apr 1996 08:44:04 -0800
From: mtj@babar (Michael Jones)
Message-Id: <199604011644.IAA17897@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com, mgo@minerva.inesc.pt
Subject: RE: continuing 3ds saga
Status: O

Nuno:

Raise the notification level so that perfly/pfdLoadFile/Performer will print
a detailed log of their actions:

   perfly -n5 cafetabl.3ds

and let us all know what you see.

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: Mon, 01 Apr 1996 18:50:04 +0200
From: Nuno Godinho <mgo@minerva.inesc.pt>
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Mime-Version: 1.0
To: Michael Jones <mtj@babar>
Cc: info-performer@sgi.sgi.com, mgo@minerva.inesc.pt
Subject: Re: continuing 3ds saga
References: <199604011644.IAA17897@babar.asd.sgi.com>
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Status: O

Raise the notification level so that perfly/pfdLoadFile/Performer will print
> a detailed log of their actions:
> 
>    perfly -n5 cafetabl.3ds
> 
> and let us all know what you see.

Done it:

mgo@eolo ~[135] = perfly -n5 cafetabl.3ds
PF Debug:                      
PF Debug:                      pfdFindConverterDSO() - DSO search path is:
PF                               ".:"
PF                               ":"
PF                               ":"
PF                               "/usr/lib/libpfdb:"
PF                               "/usr/share/Performer/lib/libpfdb"
PF Debug:                      pfdFindConverterDSO() - can't get version of libpfdu.so, using sgi2.0
PF Debug:                      pfdFindConverterDSO() - Did not find optimized DSO "libpf3ds_igl.so"
PF Debug:                      pfdFindConverterDSO() - Did not find debug DSO "libpf3ds_igl-g.so"
PF Warning:                    pfdFindConverterDSO() - Could not load DSO for extension "3ds"
PF Info:                       All 1 processors available on this machine.
PF Warning/Usage:              No hardware support for VSYNC, frame sync may vary.Assuming 60Hz.
PF Debug/Resource:             pfDataPool::create() - pid 7239 - 131072 bytes at 0x2808e000 succeeded for /usr/tmp/pfutil7239.pfdpool
PF Debug:                      pfInitUtil(): pid 7239 created pfUtil data pool: pfutil7239
PF Debug:                      
PF Debug:                      pfdFindConverterDSO() - DSO search path is:
PF                               ".:"
PF                               ":"
PF                               ":"
PF                               "/usr/lib/libpfdb:"
PF                               "/usr/share/Performer/lib/libpfdb"
PF Debug:                      pfdFindConverterDSO() - can't get version of libpfdu.so, using sgi2.0
PF Debug:                      pfdFindConverterDSO() - Did not find optimized DSO "libpf3ds_igl.so"
PF Debug:                      pfdFindConverterDSO() - Did not find debug DSO "libpf3ds_igl-g.so"
PF Warning:                    pfdFindConverterDSO() - Could not load DSO for extension "3ds"
PF Warning:                    pfdLoadFile() - Unable to load file cafetabl.3ds because of problem finding pfdLoadFile_3ds
PF Notice:                     WARNING: could not load "cafetabl.3ds"

Tell me what you think.
Oh, I got a message from Angus saying that 3ds loader was not included in 2.0 release. What do you know about this?

thanks in advance
	Nuno


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Date: Mon, 1 Apr 96 10:57:31 CST
From: tpravata@rts.dseg.ti.com (Todd R Pravata)
Message-Id: <9604011657.AA14995@rts.dseg.ti.com>
To: info-performer@sgi.sgi.com
Cc: mtj@babar, matomira@lig.di.epfl.ch
In-Reply-To: <199603181917.LAA29945@babar.asd.sgi.com> (mtj@babar.asd.sgi.com)
Subject: 2.0.1 on IRIX 5.3
Reply-To: <todd.pravata@ti.com>
Status: O

Does anyone know if this list bug fixes for 2.0.1 went out?  If not,
will someone publish this?  Thanks

> 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

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

  "The significant problems that we face cannot be solved at the
  same level of thinking we were at when we created them."
	-- Albert Einstein

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


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From: "Don Hatch" <hatch@hell>
Message-Id: <9604010917.ZM18542@hell.asd.sgi.com>
Date: Mon, 1 Apr 1996 09:17:53 -0800
In-Reply-To: mtj@babar (Michael Jones)
        "RE: continuing 3ds saga" (Apr  1,  8:44am)
References: <199604011644.IAA17897@babar.asd.sgi.com>
X-Face: /7QDEc=iPrsQG=j>iQo4F||T'ys-t--1bb9IJ9qo~4|i0nB|OG%gK}I3J2{/u*-q.I8=OSv/&K}V(pw:~5aIV!Y4:y+Vk#AAX)|i'B-jHf+r(?U'"B'9"D|<-(/1PD32tUN
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To: info-performer@sgi.sgi.com, mgo@minerva.inesc.pt
Subject: Re: continuing 3ds saga
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Status: O

On Apr 1,  8:44am, Michael Jones wrote:
> Subject: RE: continuing 3ds saga
> Nuno:
> 
> Raise the notification level so that perfly/pfdLoadFile/Performer will print
> a detailed log of their actions:
> 
>    perfly -n5 cafetabl.3ds
> 
> and let us all know what you see.

Also do this:
    setenv PFLD_LIBRARY_PATH .
(as described in a dark corner in the pfdLoadFile man page)
to see all the error messages from the run-time linker.

Usually when this happens with the 3ds loader it means
you are missing libcil.so
(install it from the inst subsystem called "il_eoe.sw.c").

Don

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



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To: info-performer@sgi.com
Subject: Inventor loader, directional and spot lights
Mime-Version: 1.0
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Date: Mon, 01 Apr 1996 12:06:12 -0500
From: "Pierre P. Tremblay" <ppt@cae.ca>
Status: O

Hello Performers,

I am trying to find a quick way of creating a Performer 2.0 database
to demonstrate aircraft landing lights with projected textures, as
described in chapter 8 of the "IRIS Performer Programmer's Guide".

I have tried to use an Inventor ASCII database to do this, using the
Inventor SpotLight construct.  Unfortunately, with the environment
variable PFNFYLEVEL=5, I get the following message from the Inventor
loader:

PF Debug/Resource:             
PF Debug/Resource:             pfLoad_iv() SoLight conversion not enabled. Call 
PF Debug/Resource:             pfLoad_ivMode(PFIV_CONVERT_LIGHTS, 1) to enable 
PF Debug/Resource:             SoLight conversion.
PF Debug/Resource:             !!!WARNING: Converted lights will have GLOBAL sco
pe!!!

As could be expected, the result is that the spotlight is not loaded
and does not appear in the database tree structure that can be
displayed under perfly.

A grep of the Inventor loader source files for pfLoad_ivMode was
unsuccessful --- no definition of the function can be found.

I therefore have a few questions:
1) Is the ASCII Inventor format an appropriate way of testing out
   landing lights?  In particular, will it use projected textures?  If
   so, what does the texture it is going to project look like?  Some
   kind of circularly-symmetric lobe?
2) If an ASCII-format Inventor file is an appropriate route, where can
   I find the source to the pfLoad_ivMode() function?
3) What is an easy way to tie a landing light to the own-ship?

I am prepared to augment an existing loader / roll my own if required.

Thanks for any help,

		Pierre

--
Pierre P. Tremblay          ppt@cae.ca


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Date: Mon, 1 Apr 1996 10:03:13 -0800
From: chris@scotch.physics.ucla.edu (chris)
Message-Id: <199604011803.KAA27955@scotch.physics.ucla.edu>
To: info-performer@sgi.sgi.com
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Status: O


Resubscribe, please.

////////////////////////////////////////////////////
//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: "Simon Hayhurst" <simon@nirvana.neu.sgi.com>
Message-Id: <9604012025.ZM20229@nirvana.neu.sgi.com>
Date: Mon, 1 Apr 1996 20:25:23 -0600
In-Reply-To: "Pierre P. Tremblay" <ppt@cae.ca>
        "Inventor loader, directional and spot lights" (Apr  1, 12:06pm)
References: <199604011706.MAA07947@zola.cae.ca>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "Pierre P. Tremblay" <ppt@cae.ca>, info-performer@sgi.sgi.com
Subject: Re: Inventor loader, directional and spot lights
Mime-Version: 1.0
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Status: O

Pierre,


You can get the source to the Inventor loader from sgigate.sgi.com, by
anonymous ftp.

	pfiv_src1.6.tar.Z

at /pub/Performer/src/pf1.2


If you look in the file   pfiv16/src/lib/libpfiv/pfiv.C
		at lines around 1100 you'll see the part of the code that deals
with SoLights, so this is a problem you can fix. It hasn't yet been tackled by
anyone here at SGI ... sorry.


>From the source, you may want to speak to :-
		 jrohlf@sgi.com

who has put his name to this section. I don't guarantee that he has the time to
do anything, but he may be able to save you some time.


Hope this helps.

Simon

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


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Date: Mon, 1 Apr 1996 12:01:47 -0700 (MST)
From: Maria Gallegos <thecure@unm.edu>
To: info-performer@sgi.sgi.com
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Status: O




Please take me off of the list


thank you,
maria


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From: "Mark J. Collins" <mark@trifid.cleveland.sgi.com>
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Status: O

Please unsubscribe me.

Thanks.
Mark Collins


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Date: Mon, 1 Apr 1996 15:15:55 -0500
From: nicolas@cae.ca (Nicolas Gauvin)
Message-Id: <199604012015.PAA01484@osprey.cae.ca>
To: info-performer@sgi.sgi.com
Subject:  Tired of unsubscribe/subscribe request? 
Status: O


I am the only one tired of those never ending
subscribe/unsubscribe requests on the mailing list?

How about this idea:

An automatic message (via a cron) could be send
to the mailing list on a weekly basis.
It would be titled: How to subscribe/unsubscribe
and would contain the info-performer-request@sgi.com
adress that many people seem to forget ;)

I think this could decrease the amount of traffic.

     ___/     |       ___/ 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 Apr  1 12:40:13 1996
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From: sbrown@nestor.UCSD.EDU
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To: info-performer@sgi.sgi.com
Subject: Re: Tired of unsubscribe/subscribe request?
Mime-Version: 1.0
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Status: O


The mail volume is very high on this group.

How about another level of service?  One that would present a weekly digest,
perhaps just containing subject and author of each message.  The messages
themselves could then be accesable at a web site.

-- 
Sheldon Brown
Assistant Professor
Visual Arts Dept.
University of California at San Diego
9500 Gilman Drive
La Jolla, CA 92093
voice/fax (619) 534-2423

sgbrown@ucsd.edu
http://grasshopper.ucsd.edu/95_96/FACULTY/sheldon.html


From guest  Mon Apr  1 12:47:05 1996
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Date: Mon, 01 Apr 96 15:40:41 EST
Message-Id: <9603018284.AA828402191@CCMAIL.NTSC.NAVY.MIL>
To: info-performer@sgi.sgi.com, nicolas@cae.ca (Nicolas Gauvin)
Subject: Re: Tired of unsubscribe/subscribe request? 
Status: O

     

     Nicolas wrote:
>I am the only one tired of those never ending 
>subscribe/unsubscribe requests on the mailing 
list?
     
     No
     
>How about this idea:
     
>An automatic message (via a cron) could be send 
>to the mailing list on a weekly basis.
>It would be titled: How to subscribe/unsubscribe
>and would contain the info-performer-request@sgi.com 
>adress that many people seem to forget ;)
     
     Good idea.
     
>I think this could decrease the amount of traffic.
     
     I disagree with an inderlying assumption that caused you to make this 
     claim.
     



From guest  Mon Apr  1 13:43:22 1996
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Date: Mon, 1 Apr 1996 13:41:13 -0800 (PST)
From: Ken Lindsay <kl@ptolemy.arc.nasa.gov>
To: sbrown@nestor.UCSD.EDU
Cc: info-performer@sgi.sgi.com
Subject: Re: Tired of unsubscribe/subscribe request?
In-Reply-To: <9604011234.ZM15469@nestor.ucsd.edu>
Message-Id: <Pine.SUN.3.91.960401133909.23626A-100000@ptolemy-ethernet.arc.nasa.gov>
Mime-Version: 1.0
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Status: O

bravo sheldon!

in fact that is exactly what the java people did at sun a couple of
months ago. they too had a list with hundreds of messages per week.

now they send out a summary instead.

a better solution to the subscribe/unsubscribe errors would be for
the system person(s) on this list to add a filter which automatically
re-routes any message with either key word in the subject or body of
the message.

ken



On Mon, 1 Apr 1996 sbrown@nestor.UCSD.EDU wrote:

> 
> The mail volume is very high on this group.
> 
> How about another level of service?  One that would present a weekly digest,
> perhaps just containing subject and author of each message.  The messages
> themselves could then be accesable at a web site.
> 
> -- 
> Sheldon Brown
> Assistant Professor
> Visual Arts Dept.
> University of California at San Diego
> 9500 Gilman Drive
> La Jolla, CA 92093
> voice/fax (619) 534-2423
> 
> sgbrown@ucsd.edu
> http://grasshopper.ucsd.edu/95_96/FACULTY/sheldon.html
> 
> 


-==-

ken "fire a few neurons" lindsay	kl@ptolemy.arc.nasa.gov
neuro-graphics programmer		Neuro-Engineering Team (NET)
NASA Ames Research Center		Caelum Research Corp.
Mail Stop 269-1				(415) 604 3594 (fax)
Moffett Field, CA 94035-1000		(415) 604 3181 (vox)
OVERNIGHT DELIVERIES --> USE "BUILDING 269, ROOM 281" AND INCLUDE
MY NAME, PHONE NUMBER, P.O. NUMBER, AND OTHER PERTINENT TRACKING INFO




From guest  Mon Apr  1 13:58:45 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9604012253.ZM1685@bitch.reading.sgi.com>
Date: Mon, 1 Apr 1996 22:53:38 +0100
In-Reply-To: sbrown@nestor.ucsd.edu
        "Re: Tired of unsubscribe/subscribe request?" (Apr  1, 12:34pm)
References: <9604011234.ZM15469@nestor.ucsd.edu>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: sbrown@nestor.ucsd.edu, info-performer@sgi.sgi.com
Subject: Re: Tired of unsubscribe/subscribe request?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

No pain, no gain.

On Apr 1, 12:34pm, sbrown@nestor.ucsd.edu wrote:
> Subject: Re: Tired of unsubscribe/subscribe request?
>
> The mail volume is very high on this group.
>
> How about another level of service?  One that would present a weekly digest,
> perhaps just containing subject and author of each message.  The messages
> themselves could then be accesable at a web site.
>

>-- End of excerpt from sbrown@nestor.ucsd.edu




From guest  Mon Apr  1 14:17:21 1996
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Date: Mon, 1 Apr 1996 14:15:23 -0800
To: william_marinelli@ntsc.navy.mil, info-performer@sgi.sgi.com,
        nicolas@cae.ca (Nicolas Gauvin)
From: mckenna@cgsd.com (Gene McKenna)
Subject: Re: Tired of unsubscribe/subscribe request?
Status: O

>>An automatic message (via a cron) could be send
>>to the mailing list on a weekly basis.
>>It would be titled: How to subscribe/unsubscribe
>>and would contain the info-performer-request@sgi.com
>>adress that many people seem to forget ;)
>
>     Good idea.
>

A better idea - since no one wants to remember two addresses
make the list server (info-performer) filter out unsubscribe
and subscribe requests and eliminate the need for a separate
request address and the automail reminder.

We have computers to make things easier, remember

GENE


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




From guest  Mon Apr  1 14:33:58 1996
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Date: Mon, 1 Apr 96 16:30:24 -0600
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9604012230.AA07226@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: High volume of mail on info-performer
Status: O


I agree that the volume of mail is too high on info-performer, but
I disagree over both the cause, and the fix.

I think that what is needed is to have the following sequence of events:-

1) Person A mails a question/problem.

2) Persons B->Z should mail their responses *directly* to A and *not*
   to info-performer.

3) When person A has a good fix for his/her problem, they write a summary
   of the best answers (ie the ones that worked) and post that to info-performer
   so that everyone gets the benefit of the answers without reading 20 copies
   of variations on the same answer and 20 more incorrect suggestions.

This requires a little discipline and some consideration to others in the
group - but no change in the way the group operates. Since the ratio of
questions to answers is something like 1:5, we could reduce our mail
flow by 80% at a stroke.

The problem with a weekly digest is that if I ask a question, it could
take a week for my question to make it into the digest, and another week
for the reply to make the NEXT digest - maybe two weeks to get a reply - instead
of a few hours as it does now.

Also, I still need to read through exactly the same number of lines of email
as I would with the present scheme.

As for the large numbers of 'subscribe/unsubscribe' messages, I can skip over them
without reading them - I don't find them too intrusive (although it would be
more polite for people to send them to the correct mailing address)>

  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)



From guest  Mon Apr  1 15:19:46 1996
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From: "Greg Edwards, SGI UK." <gedwards@cordoba.reading.sgi.com>
Message-Id: <9604020017.ZM16746@cordoba.reading.sgi.com>
Date: Tue, 2 Apr 1996 00:17:46 +0100
Reply-To: gedwards@reading.sgi.com
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Noise traffic on info-performer
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hey folks,
Keep in mind this is a very unusual email alias. You have full
access to the whole Performer engineering team, including Director-
level people like Mike Jones. It's maintained by Alan Schaffer who
has a zillion other things to do. It can't last forever, but you
can make it last longer by keeping noise levels low. I'm sure
Alan will streamline the alias if he has time. But you can help
by keeping traffic to concise technical discussion. I'm sure the
Pf team will rapidly disconnect from this alias if they have to
wade through reams of flames and chit chat, well-meaning as they
might be.
Rgds,

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


From guest  Mon Apr  1 15:55:27 1996
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	 id PAA19039; Mon, 1 Apr 1996 15:53:35 -0800
From: "Michael Jones" <mtj@babar>
Message-Id: <9604011553.ZM19037@babar.asd.sgi.com>
Date: Mon, 1 Apr 1996 15:53:34 -0800
In-Reply-To: "Greg Edwards, SGI UK." <gedwards@cordoba.reading.sgi.com>
        "Noise traffic on info-performer" (Apr  2, 12:17am)
References: <9604020017.ZM16746@cordoba.reading.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: gedwards@reading.sgi.com, info-performer@sgi.sgi.com
Subject: Re: Noise traffic on info-performer
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Apr 2, 12:17am, Greg Edwards, SGI UK. wrote:
> Subject: Noise traffic on info-performer

:It's maintained by Alan Schaffer who
:has a zillion other things to do.

Actually, that's the issue recently -- he's on vacation (at a
wedding in India) and unavailable to handle unsubscribe requests.

:But you can help
:by keeping traffic to concise technical discussion. I'm sure the
:Pf team will rapidly disconnect from this alias if they have to
:wade through reams of flames and chit chat, well-meaning as they
:might be.

Actually, the more personal and inflamed, the more fun it is!
Fire away. Man-pages too long? function names too short? Speak
up and we'll do our best to answer and to improve.

Michael Jones
IRIS Performer/Cosmo3D

-- 

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 Apr  1 17:09:37 1996
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From: Hill_Brian@amelnx.advmar.com
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	id AA828418315; Mon, 01 Apr 96 20:05:30 EST
Date: Mon, 01 Apr 96 20:05:30 EST
Message-Id: <9603018284.AA828418315@amelnx.advmar.com>
To: info-performer@sgi.com
Subject: Re: High volume of mail on info-performer
Status: O

I think all answers to questions should be posted to the group.

It helps us learn more about why things are wrong as well as
why things are correct. 

I agree the subscribe and unsubscribe can be annoying so I have
a filter that weeds them out before I have a chance to read them.


Brian Hill



From guest  Mon Apr  1 17:35:11 1996
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From: "Dewey Anderson" <dewey@evt.com>
Message-Id: <9604011820.ZM23914@snowmass>
Date: Mon, 1 Apr 1996 18:20:46 -0800
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Subject: DxfToIV
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Status: O


Mike Jones, responding to Nuno wrote:

>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:

Just what I need!  I can save 3D Studio objects in DXF format and if this will
convert them to inventor and add the missing normals, I'll be a happy camper.

Where would I get DxfToIV?   We've got perf 2.0 and Inventor but I didn't
notice them there.  (Perhaps something got left out when we installed.)


Dewey Anderson
Evolving Video Technologies


From guest  Tue Apr  2 00:00:37 1996
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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9604020857.ZM20201@barney.reading.sgi.com>
Date: Tue, 2 Apr 1996 08:57:34 +0100
In-Reply-To: "Dewey Anderson" <dewey@evt.com>
        "DxfToIV" (Apr  1,  6:20pm)
References: <9604011820.ZM23914@snowmass>
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Status: O

There is a DxfToIv in the showcase.sw.showcase subsystem but you really should
get hold of '3D File Translators 1.1' or xlators which has:
DxfToIv, ObjToIv, SoftimageToIv, SlaToIv, IvToRib.

It's on the Desktop Special Edition CD and I'm sure you can get it from the
web, if I find a pointer I'll post it.

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  Tue Apr  2 02:16:51 1996
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From: Veraart <rioj7@fel.tno.nl>
Message-Id: <199604021002.MAA28569@s00sn1.fel.tno.nl>
Subject: Re: continuing 3ds saga
To: info-performer@sgi.com (performer)
Date: Tue, 2 Apr 1996 12:02:28 +0200 (MET DST)
In-Reply-To: <9604010917.ZM18542@hell.asd.sgi.com> from "Don Hatch" at Apr 1, 96 09:17:53 am
X-Mailer: ELM [version 2.4 PL24]
Content-Type: text
Status: O

> Also do this:
>     setenv PFLD_LIBRARY_PATH .
> (as described in a dark corner in the pfdLoadFile man page)
> to see all the error messages from the run-time linker.
> 
> Usually when this happens with the 3ds loader it means
> you are missing libcil.so
> (install it from the inst subsystem called "il_eoe.sw.c").
> Don
> -- 
> Don Hatch  hatch@sgi.com  (415) 933-5150  Silicon Graphics, Inc.

I look if this was the difference at the two Max Impacts that I tried.
On the one where libcil.so was missing I tried the following
   setenv PFNFYLEVEL 5
   setenv PFLD_LIBRARY_PATH .
   perfly crater.3ds

and yes, dlopen() complained it couldn't find libcil.so.
After copying it, the whole thing worked.

I have a question about the installation.
Why is this lib not installed when I tell performer not to install the
Performer/friends?

Mario


From guest  Tue Apr  2 15:37:32 1996
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From: "Daniela Rainer" <zrgr0390@visin1.rus.uni-stuttgart.de>
Message-Id: <9604021516.ZM29113@visin1.rus.uni-stuttgart.de>
Date: Tue, 2 Apr 1996 15:16:15 +0000
Reply-To: rainer@RUS.Uni-Stuttgart.DE
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To: info-performer@sgi.sgi.com
Subject: Why does XSGISetStereoBuffer not work with Performer?
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Status: O

Hi,

why does XSGISetStereoBuffer not work with Performer?

I have a GLX (mixed model) program, that sets the STR_BOT-stereo mode, opens a
GLX window (configured for stereo) and sets alternating the stereobuffer with
       XSGISetStereoBuffer(xdisplay, window, STEREO_BUFFER_LEFT),
                      XSGISetStereoBuffer(xdisplay, window,
STEREO_BUFFER_RIGHT)
and it works.

If I open a Performer window with
    pfPWinType(pw,  PFPWIN_TYPE_X);
    pfOpenPWin(pw);
    pfChoosePWinFBConfig(pw, FBAttr );
    xdisplay = pfGetCurWSConnection();
    glWindow = pfGetPWinWSWindow(pw);

and I link with the _igl libraries, the window should also be a GLX-window, but
XSGISetStereoBuffer(xdisplay, glwindow, STEREO_BUFFER_...) has no effect.

Thanks for any help,

Daniela

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


From guest  Tue Apr  2 15:36:58 1996
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Date: Tue, 2 Apr 96 15:21:53 -0500
From: donnaa@chlg1.boeing.com (Donna Allen)
Message-Id: <9604022021.AA02811@chlg1>
To: performerr@pgate.he.boeing.com, donnaa@chlg1.boeing.com
Subject: oil rig model?
Reply-To: allend@pgate.he.boeing.com
Status: O

				April 2, 1996

Hi performer friends,

I just heard from a colleague that SGI has a demo
tape of the "Infinite Reality" out.  On this tape,
there is a model of an ocean "oil rig".  I am in
need of a model of an oil rig,  does anyone know
where I could find this, or who I could talk to 
about it?

Thanks in advance

Donna
***************************************************************************
Donna N. Allen                                 Boeing Defense & Space Group
Phone: (610) 591-7963                          Helicopters Division
FAX: (610) 591-5636                            P.O. Box 16858  MS P38-61
allend@pgate.he.boeing.com                     Philadelphia, PA  19142-0858
***************************************************************************



From guest  Tue Apr  2 15:37:24 1996
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From: John Perser <jperser@paradigmsim.com>
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Subject: Audition Demo Software
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Status: O

Paradigm Simulation Inc. Announces Audition Demo Availability

Dallas - March 22, 1996

You may download a demo version of the Audition wave editor
from the Paradigm Simulation Web Server at

http://www.paradigmsim.com/products.html

or via anonymous ftp

ftp://ftp.paradigmsim.com/pub/outgoing



This demo is a working version of the editor without the
ability to save wave file modifications.

Audition is a high performance real-time sound wave editor
for Silicon Graphics workstations.  It supports not only the
standard features found in sound shaping tools but supplies
a unique real-time playback capability for many functions.
Unlike other tools that force you to wait to hear the
changes you have made to your wave form, Audition allows you
to hear the changes as you make them by using the same real-
time technology used by the AudioWorks2 spatial audio
system.

Audition comes stand alone or bundled with the AudioWorks2
spatial audio development system.  For more information on
AudioWorks2 please visit our web site at:

http://www.paradigmsim.com/products.html

In addition to wave editing using SGI audio hardware,
Audition supports Paradigm's Sound Engine II.

A technical overview of the product is also available from
our web site at
http://www.paradigmsim.com/auditiontech.html

Contatct:
mailto://marketing@paradigmsim.com
for more information about AudioWorks2 and other Paradigm
Simulation products.

Please visit our webpage at
http://www.paradigmsim.com

-- 
John Perser                             Manager/Audio Products
mailto://jperser@paradigmsim.com        Paradigm Simulation, Inc.
PHONE: 214-960-2301                     FAX: 214-960-2303
http://www.paradigmsim.com              http://web2.airmail.net/jperser


From guest  Tue Apr  2 15:37:07 1996
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From: "Morten Bro-Nielsen" <bro@lab3d.odont.ku.dk>
Message-Id: <9604021437.ZM15348@lab3d.odont.ku.dk>
Date: Tue, 2 Apr 1996 14:37:56 -0600
In-Reply-To: sbrown@nestor.UCSD.EDU
        "Re: Tired of unsubscribe/subscribe request?" (Apr  1, 12:34pm)
References: <9604011234.ZM15469@nestor.ucsd.edu>
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To: info-performer@sgi.sgi.com
Subject: Re: Tired of unsubscribe/subscribe request?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I have been wondering for a LONG time, why this group is not on the
regular newsgroup system. It would be both easier to handle and more
convenient if it was a moderated newsgroup.

Even with occasional noise from 'intruders' I would prefer that.

--Morten


-- 
                                ,,,
                               (o o)
---------------------------oOO--(_)--OOo-----------------------------------
Morten Bro-Nielsen                          Phone.: (Panum)   +45 3532 6758
Technical University of Denmark             Fax...:           +45 3532 6505                  
Department of Mathematical Modelling        E-mail:          bro@imm.dtu.dk 
Building 321, DK-2800 Lyngby, DENMARK            http://www.imm.dtu.dk/~bro

     .... Creator of the Mvox medical image visualization package .... 
                       http://www.imm.dtu.dk/~mvox 
---------------------------------------------------------------------------


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Subject: AudioWorks2 Demos
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Status: O

Paradigm Simulation Inc. Announces AudioWorks2 Demos Availability

Dallas - March 21, 1996

You may download AudioWorks2 demo applications from the
Paradigm Simulation Web Server at

http://www.paradigmsim.com/products.html

or via anonymous ftp

ftp://ftp.paradigmsim.com/pub/outgoing

Look for the links to AudioWorks2 as well as Audition
downloads.

These demos will quickly show the value of adding spatial
audio to your visual simulation and will run on
any SGI computer supporting internal audio capability.

Both Stereo and Quad are supported on your SGI workstation
through the audio outputs provided on your workstation.

AudioWorks2 is the premier audio simulation development
environment for Silicon Graphics workstations,  providing
the developer and end-user with high-level control of
multiple sound emitters and listeners in a virtual space.
As users move objects and listeners and modify environmental
and object sounds, AudioWorks2 automatically calculates
physical sound effects for each sound emitter and listener
(such as Doppler shifts and propagation delays), prioritizes
all simulation sounds and controls the sound generation
hardware.  AudioWorks2 also comes with Audition, the new
real-time sound wave editor from Paradigm.

AudioWorks2 can be used stand alone with any 3D real-time graphics
system.  AudioWorks2 is also fully integrated with Vega, Paradigm's
Performer based 3D graphics development environment.

For more information on Audition visit:
http://www.paradigmsim.com/audition.html

AudioWorks2 supports outboard rendering engines in addition
to SGI audio hardware.  Currently shipping is support for
Paradigm's Sound Engine II and the Acoustetron II from
Crystal River Engineering.

A technical overview of the product is also available from
our web site at
http://www.paradigmsim.com/awtechov.html


Contatct:
mailto://marketing@paradigmsim.com
for more information about AudioWorks2 and other Paradigm
Simulation products.

Please visit our webpage at
http://www.paradigmsim.com

-- 
John Perser                             Manager/Audio Products
mailto://jperser@paradigmsim.com        Paradigm Simulation, Inc.
PHONE: 214-960-2301                     FAX: 214-960-2303
http://www.paradigmsim.com              http://web2.airmail.net/jperser


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Date: Tue, 2 Apr 1996 06:53:41 -0800
Message-Id: <199604021453.GAA13611@box_office.rit.com>
Subject: Cosmo3D = Java3D?
From: Jayson Raymond <jraymond@RIT.com>
To: "Michael Jones" <mtj@babar>, <gedwards@reading.sgi.com>,
        <info-performer@sgi.sgi.com>
Mime-Version: 1.0
Content-Type: text/plain; charset="US-ASCII"
Status: O

A question intended to liven up the conversation, Michael.

The Java folks have started the Java3D mailing list... Cosmo3D is 
intended for Java... thus are they one and the same?

--Jayson

Jayson Raymond


From guest  Tue Apr  2 21:26:52 1996
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From: "Craig Phillips" <craig@binky.paradigmsim.com>
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Date: Tue, 2 Apr 1996 22:10:53 -0600
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: Tired of unsubscribe/subscribe request?" (Apr  1, 10:53pm)
References: <9604011234.ZM15469@nestor.ucsd.edu> 
	<9604012253.ZM1685@bitch.reading.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>, sbrown@nestor.ucsd.edu,
        info-performer@sgi.sgi.com
Subject: Re: Tired of unsubscribe/subscribe request?
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On Apr 1, 10:53pm, Angus Dorbie wrote:
> Subject: Re: Tired of unsubscribe/subscribe request?
> No pain, no gain.
>

damn right.


-- 


__________________________________________________
Craig Phillips  CTO, Paradigm Simulation Inc.
14900 Landmark, Suite 400, Dallas, Texas 75248
craig@paradigmsim.com	214-960-2301
__________________________________________________




From guest  Wed Apr  3 00:50:18 1996
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From: "P.Elton" <PTE@cadcentre.co.uk>
To: "'info-performer'" <info-performer@sgi.sgi.com>
Subject: RE: oil rig model?
Date: Wed, 03 Apr 96 07:56:00 PST
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Encoding: 51 TEXT
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Status: O



I think this is ours.
We do CAD and Walkthrough s/w (PDMS & Review Reality) for oil rigs, power 
plants, refineries etc..

Unfortunately the datasets are generally owned by our customers and used 
only with specific permissions each time. Also we use our own geometry 
format although we have experimented with outputing Wavefront's OBJ format.

Perhaps if you let me know what you would use the model for we might be able 
to help but with customer's data life can get complex getting permissions!!

Regards

     Paul

Paul T. Elton                                
Chief Designer -Visual Systems     Email     p.elton@cadcentre.co.uk
CADCentre Limited        Tel  (+44)-1223-556655
High Cross, Madingley Road,   Fax  (+44)-1223-556666
Cambridge, UK
CB3 OHB
 ----------
From: guest
To: performerr; donnaa
Subject: oil rig model?
Date: 02 April 1996 15:21

                                April 2, 1996

Hi performer friends,

I just heard from a colleague that SGI has a demo
tape of the "Infinite Reality" out.  On this tape,
there is a model of an ocean "oil rig".  I am in
need of a model of an oil rig,  does anyone know
where I could find this, or who I could talk to
about it?

Thanks in advance

Donna
***************************************************************************
Donna N. Allen                                 Boeing Defense & Space Group
Phone: (610) 591-7963                          Helicopters Division
FAX: (610) 591-5636                            P.O. Box 16858  MS P38-61
allend@pgate.he.boeing.com                     Philadelphia, PA  19142-0858
***************************************************************************




From guest  Wed Apr  3 02:09:36 1996
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From: "Lionel Maiaux" <maiaux@lucassg1.corys.fr>
Message-Id: <9604041053.ZM9582@lucassg1>
Date: Thu, 4 Apr 1996 10:53:41 -0600
In-Reply-To: "Morten Bro-Nielsen" <bro@lab3d.odont.ku.dk>
        "Re: Tired of unsubscribe/subscribe request?" (Apr  2,  2:37pm)
References: <9604011234.ZM15469@nestor.ucsd.edu> 
	<9604021437.ZM15348@lab3d.odont.ku.dk>
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To: info-performer@sgi.com
Subject: Re: Tired of unsubscribe/subscribe request?
Mime-Version: 1.0
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Status: O


> I have been wondering for a LONG time, why this group is not on the
> regular newsgroup system. It would be both easier to handle and more
> convenient if it was a moderated newsgroup.

Maybe because some of us (like me) can't access news ...



From guest  Wed Apr  3 02:48:37 1996
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From: aschaffe (Allan Schaffer)
Message-Id: <9604030147.ZM6487@holodeck.asd.sgi.com>
Date: Wed, 3 Apr 1996 01:47:05 -0800
In-Reply-To: "Michael Jones" <mtj@babar>
        "Re: Noise traffic on info-performer" (Apr  1,  3:53pm)
References: <9604020017.ZM16746@cordoba.reading.sgi.com> 
	<9604011553.ZM19037@babar.asd.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.1 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: Noise traffic on info-performer
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Apr 1,  3:53pm, Michael Jones wrote:
> On Apr 2, 12:17am, Greg Edwards, SGI UK. wrote:
> 
> :It's maintained by Alan Schaffer who has a zillion other things to do.
> 
> he's on vacation (at a wedding in India) and unavailable to 
> handle unsubscribe requests.

I'm back, tanned, rested, and ready.  Some unfocused thoughts about
info-performer traffic:

  - I have a system in place for mail digests but as of yet, it
    doesn't play nicely with the info-performer setup.  I'll add this
    to my to-do list for late-night extra-curricular projects.

  - The idea of moving info-performer to a newsgroup has floated
    around for a while.  Considering our current readership (~815
    people) and traffic (~10 messages/day) we could probably bring
    together the votes to pass.  

Personally, I'd prefer to try (optional, daily) digests before giving
more thought to creating a newsgroup.  Drop me a note if you'd like
to be a digest guinea-pig.

  - This doesn't yet help the subscribe/unsubscribe problem.  I've
    toyed with the idea of adding a "How-To" informational header or
    footer to each message, to the digest, or a periodic (weekly)
    administrivia message.  I think this will work well enough that
    filters won't be necessary.

Allan
ps.  No, it wasn't my wedding.  Keep those proposals coming.  ;-)

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


From guest  Wed Apr  3 03:24:40 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9604030928.ZM3651@bitch.reading.sgi.com>
Date: Wed, 3 Apr 1996 09:28:22 +0100
In-Reply-To: donnaa@chlg1.boeing.com (Donna Allen)
        "oil rig model?" (Apr  2,  3:21pm)
References: <9604022021.AA02811@chlg1>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: allend@pgate.he.boeing.com, performerr@pgate.he.boeing.com,
        donnaa@chlg1.boeing.com
Subject: Re: oil rig model?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I expect this was a demonstration of the Review Reality software by CAD Center,
a Cambridge UK based company. It's not performer based & renders pdms data
using the SMP to generate polygons from the parametric data as you fly through
the scene.

If you want an offshore platform model I expect it'd help if you are more
specific about why you need this model. The databases which the CAD Centre use
have nuts 'n bolts detail so may not be appropriate.

Rgds,
Angus.

On Apr 2,  3:21pm, Donna Allen wrote:
> Subject: oil rig model?
> 				April 2, 1996
>
> Hi performer friends,
>
> I just heard from a colleague that SGI has a demo
> tape of the "Infinite Reality" out.  On this tape,
> there is a model of an ocean "oil rig".  I am in
> need of a model of an oil rig,  does anyone know
> where I could find this, or who I could talk to
> about it?
>
> Thanks in advance
>
> Donna
> ***************************************************************************
> Donna N. Allen                                 Boeing Defense & Space Group
> Phone: (610) 591-7963                          Helicopters Division
> FAX: (610) 591-5636                            P.O. Box 16858  MS P38-61
> allend@pgate.he.boeing.com                     Philadelphia, PA  19142-0858
> ***************************************************************************
>
>
>-- End of excerpt from Donna Allen



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


From guest  Wed Apr  3 04:24:03 1996
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Sender: Rune.Torkildsen@cmr.no
Message-Id: <31626074.66CC@cmr.no>
Date: Wed, 03 Apr 1996 13:26:46 +0200
From: Rune Torkildsen <Rune.Torkildsen@cmr.no>
Organization: Christian Michelsen Research AS
X-Mailer: Mozilla 2.0 (X11; I; HP-UX B.10.01 9000/715)
Mime-Version: 1.0
To: allend@pgate.he.boeing.com
Cc: info-performer@sgi.sgi.com
Subject: Re: oil rig model?
References: <9604022021.AA02811@chlg1>
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
Status: O

Hi,

Donna Allen wrote:
> 
>                                 April 2, 1996
> 
> Hi performer friends,
> 
> I just heard from a colleague that SGI has a demo
> tape of the "Infinite Reality" out.  On this tape,
> there is a model of an ocean "oil rig".  I am in
> need of a model of an oil rig,  does anyone know
> where I could find this, or who I could talk to
> about it?
> 
> Thanks in advance
> 
> Donna
> ***************************************************************************
> Donna N. Allen                                 Boeing Defense & Space Group
> Phone: (610) 591-7963                          Helicopters Division
> FAX: (610) 591-5636                            P.O. Box 16858  MS P38-61
> allend@pgate.he.boeing.com                     Philadelphia, PA  19142-0858
> ***************************************************************************

We have models of all major oil rigs in the Norwegian sector of the
North Sea modelled in Multigen Flight format (flt).

If you have a look at an article about our Crisis Management
Training System you will be able to see one of the models in
action.

The article is available via the following URL:
http://www.cmr.no/english/articles/epti.html

Unfortunately, the models are owned by our customer and if you want
to obtain some of the  models, some agreement have to be made.

If you are interested, I will get in contact with the customer and
see whether any agreements on this matter is possible.


Regards

---
Rune Torkildsen

Christian Michelsen Research AS, 
Phone: +47 55 57 43 54, Fax: +47 55 57 40 41, email:
Rune.Torkildsen@cmr.no
, 
WWW: http://www.cmr.no


From guest  Wed Apr  3 07:15:30 1996
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Date: 03 Apr 96 09:13:33 EST
From: Jean BENOIT <101372.3460@compuserve.com>
To: Infos Performer <info-performer@sgi.sgi.com>
Subject: Spherical projection on I.Reality
Message-Id: <960403141332_101372.3460_JHP123-1@CompuServe.COM>
Status: O

I need to project a Performer visual on a dome.To do that i have to made a image
distorsion . A SGI solution is to keep the image in the framebuffer, to use it
like a texture to map on a spherical form. I think it' s possible to do that
with a postDraw multipass callback.

First, does Performer have functions to do that ( keep the image on Framebuffer)
Second, my customer want to use only  3 channels to have a Fov of 180 by 80.
Do you think if  it's possible and what are the problems with this sort of large
angles.

Thank you for all to answer me .

Yoel



From guest  Wed Apr  3 07:56:50 1996
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Message-Id: <31629159.41C67EA6@minerva.inesc.pt>
Date: Wed, 03 Apr 1996 16:55:21 +0200
From: Nuno Godinho <mgo@minerva.inesc.pt>
X-Mailer: Mozilla 2.0 (X11; I; SunOS 4.1.3 sun4c)
Mime-Version: 1.0
To: Performer Mailing List <info-performer@sgi.sgi.com>
Subject: QUESTION: Clipping a submerged terrain?
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
Status: O

I am simulating a beach. Having already modeled the terrain I created a
single mesh that defines both the beach and the submerged ground.

I have two questions:

-I then make use of the pfEarthSky clipping capacities to hide the
underwater part of the terrain when I'm not under water. Is the
underwater part of the mesh dealying the animation? Should I create two
separate objects (underwater and overwater) and switch between them?

-When moving underwater I have to simulate the water line above me (like
a ceiling). Unlike overwater I cannot use pfEarthSky to do the clipping
for me. I am planning on creating a biiig square that stands above my
head hiding the overwater terrain. Is there a better solution?

thanks
	Nuno


From guest  Wed Apr  3 11:25:14 1996
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From: "Javier Castellar" <javier@sixty>
Message-Id: <9604031122.ZM2870@sixty.asd.sgi.com>
Date: Wed, 3 Apr 1996 11:22:44 -0800
In-Reply-To: Jean BENOIT <101372.3460@compuserve.com>
        "Spherical projection on I.Reality" (Apr  3,  9:13am)
References: <960403141332_101372.3460_JHP123-1@CompuServe.COM>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: Infos Performer <info-performer@sgi.sgi.com>,
        Jean BENOIT <101372.3460@compuserve.com>
Subject: Re: Spherical projection on I.Reality
Cc: daly@sixty
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Regarding distortion correction we are going to release a pfu API that let you
perform both static and dynamic distortion correction on iR (InfiniteReality)
systems.

The current API is looks like:


pfuDistortion    *pfuNewDistortion (pfChannel *, int mode, pfGeoSet *);
void             pfuDeleteDistortion (pfuDistortion *);
void             pfuCorrectDistortion (pfuDistortion *);

and is going to be available right after the Performer 2.1 release [iR support
for performer]. You should expect a posting on this mailing list soon.

The main aproach is to render first a planar projection on a pbuffer and then
perform a framebuffer to texture copy. After this copy we render again over a
undistorted mesh (with the proper isoFOVs). This mesh have to be provided by
the user and you can undistort the following effects in ones:

a) Perspective distortion (from planar to spherical isoFOVs)
b) Offset distortion
c) Optical distortion.

It is important to expose here the following restrictions:

1) The limits in resolution for the corrected channel will depend on:
	1.1.- frame rate
	1.2.- scene depth complexity
	1.3.- number of RMs
     => you should expect resolutions less than 1088x810 at 60hz with four RM6
at a decent depth complexity. (single channel per pipe)

2) There is a minimum trade-off of mesh resolution vs. scene geometry,
	1.1.- For an static mesh is neglectable
	1.2.- For a dynamic mesh depends if you are fill or geometry limited.

3) There is a trade-off between corrected resolution vs. fill rate

4) There is NO ADDITIONAL LATENCY, all is done in the same frame time.

5) We make full use of the BEF FIFO in iR which in other words means that we
save most of the fill on the last pass.

You should expend one pipe per distorted channel if you are running at 60hz.

The spirit of the main design of iR is to change the way in which visual
simulation has been solving classic problems on a COT system and open new
possibilities and markets for our integrators. We beleive that although this
distortion correction system is very decent and generic the main battle is to
use more pixels, this is why it is a pfu and not a pf.

The aproach in which you have and Area Of Interest + a background channel is
fine for us (a two pipe iR can solve the problem with one pipe for the dome and
another for the AOI + instrumentation) but we think that now we have available
much more pixels and fill rate than ever, which let us to go into more channels
without distortion correction versus fewer channel with d.c.

Off course you can find requeriments in which the number of channels will be
too high to be implemented in the projection system and then i agree that you
will need to go to a distortion corrected channel configuration.

Anyway, the display system intergrators are becoming with nice solutions in
multichannel domes (6 channel and 8 channel configurations) that provide us a
nice  arena to play.

Anyway is up to you, intergrators and developers, to decide wisely if you
should use or not the AOI+bakcground aproach or an multichannel dome, but
keeping in mind the trade offs related with your choice (resolution,
integration problems ... etc)

Hope this helps.

-Javier








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



From guest  Wed Apr  3 11:50:48 1996
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	for info-performer@sgi.com id LAA02926; Wed, 3 Apr 1996 11:48:34 -0800
From: "Javier Castellar" <javier@sixty>
Message-Id: <9604031148.ZM2924@sixty.asd.sgi.com>
Date: Wed, 3 Apr 1996 11:48:33 -0800
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: Spherical projection on I.Reality
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Regarding distortion correction we are going to release a pfu API that let you
perform both static and dynamic distortion correction on iR (InfiniteReality)
systems.

The current API is looks like:


pfuDistortion    *pfuNewDistortion (pfChannel *, int mode, pfGeoSet *);
void             pfuDeleteDistortion (pfuDistortion *);
void             pfuCorrectDistortion (pfuDistortion *);

and is going to be available right after the Performer 2.1 release [iR support
for performer]. You should expect a posting on this mailing list soon.

The main aproach is to render first a planar projection on a pbuffer and then
perform a framebuffer to texture copy. After this copy we render again over a
undistorted mesh (with the proper isoFOVs). This mesh have to be provided by
the user and you can undistort the following effects in ones:

a) Perspective distortion (from planar to spherical isoFOVs)
b) Offset distortion
c) Optical distortion.

It is important to expose here the following restrictions:

1) The limits in resolution for the corrected channel will depend on:
	1.1.- frame rate
	1.2.- scene depth complexity
	1.3.- number of RMs
     => you should expect resolutions less than 1088x810 at 60hz with four RM6
at a decent depth complexity. (single channel per pipe)

2) There is a minimum trade-off of mesh resolution vs. scene geometry,
	1.1.- For an static mesh is neglectable
	1.2.- For a dynamic mesh depends if you are fill or geometry limited.

3) There is a trade-off between corrected resolution vs. fill rate

4) There is NO ADDITIONAL LATENCY, all is done in the same frame time.

5) We make full use of the BEF FIFO in iR which in other words means that we
save most of the fill on the last pass.

You should expend one pipe per distorted channel if you are running at 60hz.

The spirit of the main design of iR is to change the way in which visual
simulation has been solving classic problems on a COT system and open new
possibilities and markets for our integrators. We beleive that although this
distortion correction system is very decent and generic the main battle is to
use more pixels, this is why it is a pfu and not a pf.

The aproach in which you have and Area Of Interest + a background channel is
fine for us (a two pipe iR can solve the problem with one pipe for the dome and
another for the AOI + instrumentation) but we think that now we have available
much more pixels and fill rate than ever, which let us to go into more channels
without distortion correction versus fewer channel with d.c.

Off course you can find requeriments in which the number of channels will be
too high to be implemented in the projection system and then i agree that you
will need to go to a distortion corrected channel configuration.

Anyway, the display system intergrators are becoming with nice solutions in
multichannel domes (6 channel and 8 channel configurations) that provide us a
nice  arena to play.

Anyway is up to you, intergrators and developers, to decide wisely if you
should use or not the AOI+bakcground aproach or an multichannel dome, but
keeping in mind the trade offs related with your choice (resolution,
integration problems ... etc)

Hope this helps.

-Javier

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



From guest  Wed Apr  3 20:07:56 1996
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	 id UAA03398; Wed, 3 Apr 1996 20:05:44 -0800
From: "Javier Castellar" <javier@sixty>
Message-Id: <9604032005.ZM3396@sixty.asd.sgi.com>
Date: Wed, 3 Apr 1996 20:05:43 -0800
In-Reply-To: "Dennis Pierce" <dpierce@dolphin.orlando.sgi.com>
        "Re: Spherical projection on I.Reality" (Apr  3, 10:30pm)
References: <9604031148.ZM2924@sixty.asd.sgi.com> 
	<9604032230.ZM19314@dolphin.orlando.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "Dennis Pierce" <dpierce@dolphin.orlando.sgi.com>
Subject: Re: Spherical projection on I.Reality
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O


In general we would like to relay for both disotortion correction and blending
on the display system (i.e. we have here two SEOS Prodas with 3 channels and
155 degrees which perform the blending and the distortion correction).

In case that the display system can not deal with distortion correction or
blending (like some LCD light valve projectors) then you have to go in a trade
off of distortion correction vs. resolution/n_RMs.

In cases of blending for LCD projectors the developer/integrator could use a
 2D polymesh frame with source alpha and HIGH quality alpha to make a digital
blending. There is a small overhead of fill rate depending on the area being
fade but ... this is again a developer choice.

We are not planning any specific support for this blending since we prefer to
relay on integrators. SGI is not an integrator and we will not compete with our
own clients (integrators). Anyway the implementation of this aproach is easy
using libpr or ogl in the draw callback.


On Apr 3, 10:30pm, Dennis Pierce wrote:
> Subject: Re: Spherical projection on I.Reality
>
> how are you going to handle the meshing of adjacent images?  most high-
> end projectors allow feathering, but this is only at the edge of the
> "normal" horizontal edges - are you going to require planetary projectors,
> or have you folks thought through other clever schemes?
>
>
> --
> --
> Dennis Pierce
> SGI / Ste 130 / 900 Winderley PL / Maitland FL 32751
>
> work : 407.660.0073
> late : 407.660.2789
> cell : 407.256.8447
> vmail: 800.326.1020 x58548
>-- End of excerpt from Dennis Pierce



-- 
*************************************************************************
* 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 Apr  4 01:21:07 1996
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From: <neefs@beatrix.fss.fokker.nl>
Message-Id: <199604040915.LAA04941@chopstix>
Subject: shadows in performer
To: info-performer@sgi.sgi.com
Date: Thu, 4 Apr 1996 11:15:40 +0200 (MDT)
X-Mailer: ELM [version 2.4 PL24 PGP2]
Content-Type: text
Content-Length: 627       
Status: O


Hello all,


I want to generate a scene using performer with a light source casting
shadows. I have been playing with the example fastshadows GL code of
Paul Haeberli e.a. (shad.c).
I was wondering if somebody has used this technique in combination with
performer? Example code would be greatly appreciated.

Thanks Marc.



-- 
Marc  J. Neefs                              Fokker Space BV
email:      neefs@fss.fokker.nl             B.U Simulation & Robotics
phone:      071-245269                      Newtonweg 1
fax:        071-245499                      Leiden
home phone: 015-144599                      The Netherlands


From guest  Thu Apr  4 03:05:08 1996
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	 id MAA06628; Thu, 4 Apr 1996 12:03:12 +0100
From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9604041203.ZM6626@bitch.reading.sgi.com>
Date: Thu, 4 Apr 1996 12:03:11 +0100
In-Reply-To: "Javier Castellar" <javier@sixty.asd.sgi.com>
        "Re: Spherical projection on I.Reality" (Apr  3,  8:05pm)
References: <9604031148.ZM2924@sixty.asd.sgi.com> 
	<9604032230.ZM19314@dolphin.orlando.sgi.com> 
	<9604032005.ZM3396@sixty.asd.sgi.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Javier Castellar" <javier@sixty>,
        "Dennis Pierce" <dpierce@dolphin.orlando.sgi.com>
Subject: Re: Spherical projection on I.Reality
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

For blending for ROI you could use the underlying vertex colour and use a
texture modulation texture function & make your ROI mesh vertices black. This
would mean you'd save the a screen clear and you wouldn't have to blend.

You could also use the remaining vertec colours as a local brightness control
on the dome.

Rgds,
Angus.

On Apr 3,  8:05pm, Javier Castellar wrote:
> Subject: Re: Spherical projection on I.Reality
>
> In general we would like to relay for both disotortion correction and
blending
> on the display system (i.e. we have here two SEOS Prodas with 3 channels and
> 155 degrees which perform the blending and the distortion correction).
>
> In case that the display system can not deal with distortion correction or
> blending (like some LCD light valve projectors) then you have to go in a
trade
> off of distortion correction vs. resolution/n_RMs.
>
> In cases of blending for LCD projectors the developer/integrator could use a
>  2D polymesh frame with source alpha and HIGH quality alpha to make a digital
> blending. There is a small overhead of fill rate depending on the area being
> fade but ... this is again a developer choice.
>
> We are not planning any specific support for this blending since we prefer to
> relay on integrators. SGI is not an integrator and we will not compete with
our
> own clients (integrators). Anyway the implementation of this aproach is easy
> using libpr or ogl in the draw callback.
>
>
> On Apr 3, 10:30pm, Dennis Pierce wrote:
> > Subject: Re: Spherical projection on I.Reality
> >
> > how are you going to handle the meshing of adjacent images?  most high-
> > end projectors allow feathering, but this is only at the edge of the
> > "normal" horizontal edges - are you going to require planetary projectors,
> > or have you folks thought through other clever schemes?
> >
> >
> > --
> > --
> > Dennis Pierce
> > SGI / Ste 130 / 900 Winderley PL / Maitland FL 32751
> >
> > work : 407.660.0073
> > late : 407.660.2789
> > cell : 407.256.8447
> > vmail: 800.326.1020 x58548
> >-- End of excerpt from Dennis Pierce
>
>
>
> --
> *************************************************************************
> * 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
>
>
>-- End of excerpt from Javier Castellar



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


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From: "Daniela Rainer" <zrgr0390@visin2.rus.uni-stuttgart.de>
Message-Id: <9604041713.ZM4745@visin2.rus.uni-stuttgart.de>
Date: Thu, 4 Apr 1996 17:13:48 +0000
Reply-To: rainer@rus.uni-stuttgart.de
X-Mailer: Z-Mail (3.2.1 6apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: PF Warning/SysErr
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi,

please help! What means

PF Warning/SysErr:             _pfDirtCheck: bad pfObject index 9831109

It happens, if I create a part of the scene graph (dcs - text - string), add it
to a group (group - dcs - text - string)
later remove the dcs from this group, delete the dcs, and later create and add
it again.

Thanks for any information.

Regards
Daniela

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


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Date: Thu, 4 Apr 1996 09:26:26 -0800
From: mtj@babar (Michael Jones)
Message-Id: <199604041726.JAA15550@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com, rainer@rus.uni-stuttgart.de
Subject: PF Warning/SysErr
Status: O

Daniela writes:

:PF Warning/SysErr:             _pfDirtCheck: bad pfObject index 9831109

:It happens, if I create a part of the scene graph (dcs - text - string), add it
:to a group (group - dcs - text - string) 
:later remove the dcs from this group, delete the dcs, and later create and add
:it again.

Is there any chance that you keep pointers to the text or string
objects and try to use them after deleting the dcs?  If so, then
that's the problem since they will both be deleted by the deletion
of the dcs. the answer is simple enough, either pfRef() the text
or else detach it from the dcs before deleting the dcs.

If this is not the problem, then we'll need more informatio to
be able to help you solve your problem.

Michael Jones

Be seeing you,      Phone:415.933.1455  Fax:415.965.2658 M/S:8U-590
Michael T. Jones    Silicon Graphics, Advanced Systems Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311
                    "Du musst Amboss oder Hammer sein" -- Goethe



From guest  Thu Apr  4 09:48:22 1996
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From: "Javier Castellar" <javier@sixty>
Message-Id: <9604040945.ZM3894@sixty.asd.sgi.com>
Date: Thu, 4 Apr 1996 09:45:41 -0800
In-Reply-To: <neefs@beatrix.fss.fokker.nl>
        "shadows in performer" (Apr  4, 11:15am)
References: <199604040915.LAA04941@chopstix>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: <neefs@beatrix.fss.fokker.nl>
Subject: Re: shadows in performer
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

In performer 2.0 you have a NICE simple example using only the Performer API
(no ogl/gl callbacks):

/usr/share/Performer/src/pguide/libpf/C/shadows.c

./shadows cow.obj is the way to go

-Javier

-- 
*************************************************************************
* Javier Castellar Arribas     * Email:              javier@asd.sgi.com *                 
*                              * Vmail:            		 3-1589 *            
* Member of Technical Staff    * Phone: (415)-933-1589 | 933-2108 (lab) *
* Applied Engineering 	       * Fax:                    (415)-964-8671 *     
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************************************************************************* 
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To: rainer@rus.uni-stuttgart.de
Cc: info-performer@sgi.sgi.com, dsmall@media.mit.edu
Subject: Re: PF Warning/SysErr 
In-Reply-To: Your message of "Thu, 04 Apr 96 17:13:48 GMT."
             <9604041713.ZM4745@visin2.rus.uni-stuttgart.de> 
Date: Thu, 04 Apr 96 16:48:52 -0500
From: David Small <dsmall@media.mit.edu>
X-Mts: smtp
Status: O

I've had a very similar problem on a very simple program. It simply creates a
series of rectangles (dcs -> geode -> gset), each with its own pfMaterial
and pfTexEnv. After it makes about 130 of them, it gives me this error:

PF Warning/SysErr:             _pfDirtCheck: bad pfObject index 2304
PF Warning/SysErr:             _pfDirtCheck: bad pfObject index 2304
PF Warning/SysErr:             _pfDirtCheck: bad pfObject index 2304
PF Warning/SysErr:             _pfDirtCheck: bad pfObject index 2304

over and over again. This problem only occurs on our Onyx/RE2, not on our 
Indigo^2.  Anyone else experience this problem?

-David Small
MIT Media Lab


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Subject: Re: shadows in performer 
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Date: Fri, 05 Apr 1996 01:24:08 -0500
From: Gentaro Hirota <hirota@cs.unc.edu>
Status: O

Does the InfiniteReality support shadow maps?
Are there any features RE supports but iR doesn't?
e.g. image processing calls?
-- 
#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%
 Gentaro Hirota
 UNC Computer Science Department
#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%#%



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Message-Id: <31652EB0.167E@luc.ac.be>
Date: Fri, 05 Apr 1996 16:31:12 +0200
From: David Nouls <dnouls@luc.ac.be>
Organization: L.T.I. - E.D.M.
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Status: O

Hello,

How can I simulate gluLookAt with Performer calls ?

/)avid
-- 
Expertisecentrum Digitale Media - Wetenschapspark 2 - B-3590 Diepenbeek
Tel: +32-(0)11-268412           -                 Fax: +32-(0)11-268400
e-mail:  dnouls@luc.ac.be    dnouls@cbit.rma.ac.be    we39833@vub.ac.be


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From: murtland@jamaica.mti.sgi.com (Jeff Murtland)
Message-Id: <199604051629.LAA18539@jamaica>
To: info-performer@sgi.sgi.com
Subject: PfiPick path access?
Reply-To: murtland@martinique.ndhm.gtegsc.com
Status: O

Hi,

I'm  using the PfiPick functions from a C app.
I wanted to get the path associated with the pick, so added a C binding
for the getPath C++ method.  

However, the path in the structure is not being used, 
a local path variable is loaded in _doPick instead. 

My Questions::::  
Is this a known problem?
Is it safe for me to change pfiPick.C to load the path in the structure,
or are there side effects that I don't see?

Thanks,
Jeff Murtland
--------------------------------------------------------------------
Jeff Murtland           Email: murtland@martinique.ndhm.gtegsc.com
GTE Government Systems  Voice: (617) 455-4806                     
77 "A" street           FAX:   (617) 455-5887                     
Needham MA, 02194       Product Team: Collaborative-3D (C-3D)                                           


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From: Veraart <rioj7@fel.tno.nl>
Message-Id: <199604051638.SAA29502@s00sn1.fel.tno.nl>
Subject: Transparency on MaxImpact
To: info-performer@sgi.com (performer)
Date: Fri, 5 Apr 1996 18:38:14 +0200 (MET DST)
X-Mailer: ELM [version 2.4 PL24]
Content-Type: text
Status: O

Hello,

I have a Performer 2.0 application that visualises a database.
The applications runs on a Onyx RE2 and a MaxImpact.
On the MaxImpact there is an error visible when there are 2 textured
polygons that have a texture with transparency and they
both share a region of the screen. The error is when the calculated transparency
value of the pixel is between 0.0 and 1.0. Then the Z-buffer value
is changed to the value of the polygon that is first drawn.
The effect you get is an edge of the background color drawn
over an opague part of the polygon that is further away.

I have the same effect if I load the database in perfly.ogl.
On the RE2 it looks the way it should be.

The graphics info of the MaxImpact is:
Graphics board 0 is "IMPACT" graphics.
Managed (":0.0") 1280x1024
2 GEs,  2 REs,  4 TRAMs,
HQ rev A, GE11 rev B, RE4 rev A, PP1 rev A, TE1 rev A
MGRAS revision 3, RA revision 5, RB revision 4
VC3 rev A, Cmap rev D, MC rev C

Can anybody tell me if this because of the graphics hardware in the MaxImpact
or due to Performer 2.0?

Mario


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Message-Id: <01BB2308.EA6022A0@helser75.res.iastate.edu>
From: Allen Bierbaum <allenb@icemt.iastate.edu>
To: "'Performer List'" <info-performer@sgi.sgi.com>
Subject: Findin global vertex coordinates
Date: Fri, 5 Apr 1996 15:59:40 -0600
Mime-Version: 1.0
Content-Type: text/plain; charset="us-ascii"
Content-Transfer-Encoding: quoted-printable
Status: O

Here is my problem,
=09
	I have a triangle in a geoset.  I want to shoot rays out of the center =
of the triangle in a hemispherical pattern, in order to see what =
polygons the triangle can "see".  To do this I find the center of the =
triangle and the triangle's normal, and then construct a set of segments =
form this information.  The problem is that I am intersecting the =
segments with the whole scene graph, so since my triangle is below some =
DCS's, the center point in the global coordinate system (at the root =
node) is different than my value.  Because of this, the intersection is =
being passed the wrong values.  I believe that I need to transform the =
segments into the global coordinate system before the intersection.

	1.    Am I correct in my assessment of the problem??? =20
2.  How do I solve this problem???  (I know that I have to find the =
transform matrix up to the triangle, but then do I multiply my segments =
by that matrix, or it's inverse) =20
3.  How do I find this matrix knowing only the geoset the triangle is =
in??? (I can guarantee that geosets are not shared)

Thanks in advance for any help

-Allen

=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D
Allen Bierbaum   ISU Vislab - ISU CAVE
allenb@iastate.edu
RA - Carolina Cruz
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D




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To: info-performer@sgi.sgi.com, performer_mail@esun1.las.lockheed.com
Subject: Need info
Status: O




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In-Reply-To: Allen Bierbaum <allenb@icemt.iastate.edu>
        "Findin global vertex coordinates" (Apr  5,  3:59pm)
References: <01BB2308.EA6022A0@helser75.res.iastate.edu>
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To: Allen Bierbaum <allenb@icemt.iastate.edu>,
        "'Performer List'" <info-performer@sgi.sgi.com>
Subject: Re: Findin global vertex coordinates
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Status: O

On Apr 5,  3:59pm, Allen Bierbaum wrote:
> Subject: Findin global vertex coordinates
>
> [ plain text
>   Encoded with "quoted-printable" ] :
Here is my problem,
>
> 	I have a triangle in a geoset.  I want to shoot rays out of the center
of the triangle in a hemispherical pattern, in order to see what polygons the
triangle can "see".  To do this I find the center of the triangle and the
triangle's normal, and then construct a set of segments form this information.
 The problem is that I am intersecting the segments with the whole scene graph,
so since my triangle is below some DCS's, the center point in the global
coordinate system (at the root node) is different than my value.  Because of
this, the intersection is being passed the wrong values.  I believe that I need
to transform the segments into the global coordinate system before the
intersection.
>
> 	1.    Am I correct in my assessment of the problem???

I seems so.

> 2.  How do I solve this problem???  (I know that I have to find the transform
matrix up to the triangle, but then do I multiply my segments by that matrix,
or it's inverse)

Construct the matrix (not the inverse) and call pfXformVec3() to transform the
vector to global coordinates.

> 3.  How do I find this matrix knowing only the geoset the triangle is in???
(I can guarantee that geosets are not shared)

pfGetParent() for everything above the geode, but I don't see an easy way
of getting a geode from a geoset.

How did you get tour hands on the geoset in the first place? Can't you get the
Geode?


>
> Thanks in advance for any help
>
> -Allen
>
> ==============================
> Allen Bierbaum   ISU Vislab - ISU CAVE
> allenb@iastate.edu
> RA - Carolina Cruz
> ==============================
>
>
>
>-- End of excerpt from Allen Bierbaum




From guest  Sat Apr  6 08:39:32 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Sat, 6 Apr 1996 17:26:04 +0100
In-Reply-To: Veraart <rioj7@fel.tno.nl>
        "Transparency on MaxImpact" (Apr  5,  6:38pm)
References: <199604051638.SAA29502@s00sn1.fel.tno.nl>
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To: Veraart <rioj7@fel.tno.nl>, info-performer@sgi.sgi.com (performer)
Subject: Re: Transparency on MaxImpact
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On Apr 5,  6:38pm, Veraart wrote:
> Subject: Transparency on MaxImpact
> Hello,
>
> I have a Performer 2.0 application that visualises a database.
> The applications runs on a Onyx RE2 and a MaxImpact.
> On the MaxImpact there is an error visible when there are 2 textured
> polygons that have a texture with transparency and they
> both share a region of the screen. The error is when the calculated
transparency
> value of the pixel is between 0.0 and 1.0. Then the Z-buffer value
> is changed to the value of the polygon that is first drawn.
> The effect you get is an edge of the background color drawn
> over an opague part of the polygon that is further away.

This old favourite again :).
Well you've just explained what the problem is, this isn't a bug. As you say
the first polygon drawn writes to the zbuffer & hides more distant polygons
even where the first polygon is transparent.

The easiest fix is to use
pfAlphaFunc()
and
pfAlphaRef()
calls (or modify the geostates) to cull most of the transparent pixels.

The best quality solution is to depth sort all transparent objects in the
scene, unless they overlap.

>
> I have the same effect if I load the database in perfly.ogl.
> On the RE2 it looks the way it should be.

This is because the RE2 will be using multisample transparency which stores
multiple values for z and colour at a blended pixel rather than a single value
(like the IMPACT) which cannot hold enough information to resolve a subsequent
non-depth-ordered pixel write.

>
> The graphics info of the MaxImpact is:
> Graphics board 0 is "IMPACT" graphics.
> Managed (":0.0") 1280x1024
> 2 GEs,  2 REs,  4 TRAMs,
> HQ rev A, GE11 rev B, RE4 rev A, PP1 rev A, TE1 rev A
> MGRAS revision 3, RA revision 5, RB revision 4
> VC3 rev A, Cmap rev D, MC rev C
>
> Can anybody tell me if this because of the graphics hardware in the MaxImpact
> or due to Performer 2.0?

This effect will happen on everything except ONYX & IR when multisampling, it's
due to zbuffered rendering with blended transparency.

>
> Mario
>
>-- End of excerpt from Veraart

Rgds,
Angus.


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


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From: flysiml@public.bta.net.cn
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Subject: Where are these Unresolved?
To: info-performer@sgi.sgi.com
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Status: O

Hi,

I'm making a application with source code of perfly
and the MAKE tell me :

Warning: Unresolved :
glGenTexturesEXT
glDeleteTexturesEXT
glBindTextureEXT
glCopyTexSubImage2DEXT
glCopyTexSubImage3DEXT
glCopyTexSubImage1DEXT
glCopyTexImage1DEXT
glCopyTexImage2DEXT
glAreTexturesResidentEXT

what & where are these ?

flysiml@public.bta.net.cn




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From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9604080415.AA12150@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: Magazine Articles.
Status: O


I noticed an article in the February edition of SunExpert Magazine,
page 9/10, it says:-

  "InfiniteReality can concurrently
  process geometry, imaging and video
  data 100 times faster than its prede-
  cessor, Onyx RealityEngine2, also
  from SGI."

...well, I know the new box is *FAST* but 100 times as fast?!?
So, I put it down to the fact that a "SunExpert" might not
also be an SGI Expert - or maybe it was a misprint.

Well, imagine my surprise when today someone showed me an article in
FLIGHT INTERNATIONAL 3-9th April, page 24 in which it says:-

  "SGI says that InfiniteReality sys-
  tems are up to 100 times faster than
  the Onyx RealityEngine2 machines
  which they supersede."

This seems like too much of a coincidence. The remainder of each
article contains information that is not mentioned in the other - so
it's unlikely that one journalist copied it from the other.

Exactly which operations are 100 times faster? I can think of some that
might be 10 times faster...

Well, if this is a misprint in some SGI press release, it ought to be
corrected *soon*. I have customers out there who read FLIGHT magazine
and are going to be wondering why we are charging them so much money
for their InfiniteReality-based simulators!



  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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Date: Sun, 7 Apr 1996 22:57:13 -0700
From: mtj@babar (Michael Jones)
Message-Id: <199604080557.WAA24131@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com, steve@mred.bgm.link.com
Subject: RE: Magazine Articles
Status: O

The fabled 100x number is a misprint in one of the first-day's
press releases.  It was corrected that day and was communicated
to everyone who the first one was sent to.  It has been made as
clear as possible since then, and does not appear in any other
literature/releases/sales guides/etc. (perhaps we should find
some case where it's 100x faster just to answer this question,
one obvious case would be drawing >16MB of texture where lack
of paging could make such a difference if texture thrashing was
avoided).

It's clearly 10x at most things, faster than that in a few cases
and less than 10x in others. We generally say 4x to 5x the
polys for vis sim apps, and 3x to 4x the pixel fill per RM,
just to be sure.

We see more than 5 million triangles per second in perfly, in
IRIS Performer 2.1, so I know that it's fast, but just how much 
faster would depend on many subtle factors. Also, there is always 
the possibility of host limitation: if cpu's and busses can't 
keep up with the faster graphics then the application speedup 
will not be as much as the potential of the machine.

None of this is new news, and the customers we've had into the
InifiniteReality porting palace have seen excellent performance
in their applications. The biggest caveat is when a huge multi-
pipe application is crammed into a single-pipe iR -- you really
need to make sure that host limitation does not become a problem
for your application.

This is how it always is: graphics get faster, then CPUs, then
graphics, then CPUs, etc.

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: "Nicolas Gauvin" <nicolas@cae.ca>
Message-Id: <9604081157.ZM1518@osprey.cae.ca>
Date: Mon, 8 Apr 1996 11:57:11 -0400
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To: dnouls@luc.ac.be
Subject: Re: LookAt in Performer
Cc: hatch@sgi.sgi.com, info-performer@sgi.sgi.com
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Status: O

David Nouls <dnouls@luc.ac.be> was saying:

> How can I simulate gluLookAt with Performer calls ?

You need to compute a pfMatrix containing the correct rotations and
translations. Then you set this matrix as the viewing matrix of your pfChannel
via the C pfChanSetViewMat or C++ pfChannel::setViewMat call.

Here is an implementation of a function that will create this matrix for you:

Note that the restriction that the up vector must not be parallel to
the viewing direction still holds.

/* C version */
void pfMakeLookAtMat( pfMatrix mat, pfVec3 eye, pfVec3 center, pfVec3 up )
{
   /* row unit vectors representing axis rotations */
   pfVec3 x,y,z;

   /* Y vector points from eye to center */
   y[PF_X] = center[PF_X] - eye[PF_X];
   y[PF_Y] = center[PF_Y] - eye[PF_Y];
   y[PF_Z] = center[PF_Z] - eye[PF_Z];
   pfNormalizeVec3(y);

   /* Z vector is UP */
   z[PF_X] = up[PF_X];
   z[PF_Y] = up[PF_Y];
   z[PF_Z] = up[PF_Z];

   /* X vector = Y cross Z */
   pfCrossVec3(x, y, z);
   pfNormalizeVec3(x);

   /* Recompute Z = X cross Y to make it perpendicular to the others */
   pfCrossVec3(z, x, y);
   pfNormalizeVec3(z);

   /* create final matrix */

   /* first set translation */
   pfMakeTransMat(mat,eye[PF_X],eye[PF_Y],eye[PF_Z]);
   /* then set normalized axis rotation row vectors */
   pfSetMatRowVec3(mat,0,x);
   pfSetMatRowVec3(mat,1,y);
   pfSetMatRowVec3(mat,2,z);
}

/* C++ version */
void pfMakeLookAtMat( pfMatrix& mat, pfVec3& eye, pfVec3& center, pfVec3& up )
{
   // row unit vectors representing axis rotations
   pfVec3 x,y,z;

   // Y vector points from eye to center
   y = center - eye;
   y.normalize();

   // Z vector is UP
   z = up;

   // X vector = Y cross Z
   x.cross(y,z);
   x.normalize();

   // Recompute Z vector = X cross Y to make it perpendicular to the others
   z.cross(x,y);
   z.normalize();

   // create final matrix

   // first set translation
   mat.makeTrans(eye[PF_X],eye[PF_Y],eye[PF_Z]);
   // then set normalized axis rotation row vectors
   mat.setRow(0,x);
   mat.setRow(1,y);
   mat.setRow(2,z);
}

For the Performer team:

How about adding a similar pfMatrix function in a future Performer release?
Something like pfMatrix::makeLookAt would be nice.



-- 
     ___/     |       ___/ 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 Apr  8 09:04:49 1996
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Subject: How to Inst images?
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Status: O


I'm a novice on Performer and even poor on GL.
Please tell me more details such as what & where
are gl_dev , gl_dev.man.gldev.
By the way , my system has installed Irix5.3,
IDO5.3 and Performer2.0.

flysiml@public.bta.net.cn



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Date: Mon, 8 Apr 1996 13:07:43 -0400
From: madhu@cae.ca (Madhu Sethi)
Message-Id: <199604081707.NAA01932@popsie.cae.ca>
To: info-performer@sgi.sgi.com
Subject: frustum
Status: O

Hi,

I'm having some troubles with generating shadows - 

I was just wondering if there is a quick way/built in function, to 
get the outlines, or wire-frame drawing, of the frustum I've created
for the shadows.

Thanks,
Madhu Sethi


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	 id PAA02172; Mon, 8 Apr 1996 15:56:14 -0400
From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9604081556.ZM2170@eagle.cae.ca>
Date: Mon, 8 Apr 1996 15:56:09 -0400
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Gentaro Hirota <hirota@cs.unc.edu>
Subject: Re: shadows in performer
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Gentaro,

John Rolf from SGI sent me the following concerning shadows on Infinite
Reality. One question remains: Is this comment still valid considering the
soon-to-come release of Irix 6.2 and Performer 2.1?

--- Forwarded mail from jrohlf@tubes.asd.sgi.com (John Rohlf)

From: jrohlf@tubes.asd.sgi.com (John Rohlf)
Subject: Re: Performer 2.0 on InfiniteReality
To: guest@holodeck.asd.sgi.com (Bernard Leclerc)
Date: Thu, 15 Feb 96 10:03:18 PST
Cc: info-performer@sgi.sgi.com

>
> Question for the pfDeveloppers:
>
> 	Has Performer 2.0 been modified to take full advantage of the new
> 	InfiniteReality OpenGL-based Hardware?
>
> We're looking into replacing 2 RealityEngine2 with 2 InfiniteReality since we
> need the increased performance of the new graphics card right now. However,
> that kind of change has a side effect since the RE2 is IrisGL-based while the
> InfiniteReality is OpenGL-based.
>
> Specifically, Performer 2.0 comes with a sample program (shadows.C) that
> compiles and works only with IrisGL. Does it mean that shadows are not
> available with OpenGL and the InfiniteReality? I can't believe that. There
must
> be a fix.


	Performer 2.0 does not yet take full advantage of the new
 	InfiniteReality OpenGL-based Hardware since some OpenGL extensions
	which access the hardware have not yet been implemented.
	The shadow extension has not been implemented yet and even if it
	makes it for the InfiniteReality release, 2.0 will not be able
	to use it.





---End of forwarded mail from jrohlf@tubes.asd.sgi.com (John Rohlf)

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


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From: "Julia Kossack" <jkossack@westside.corp.sgi.com>
Message-Id: <9604081550.ZM21599@westside.corp.sgi.com>
Date: Mon, 8 Apr 1996 15:50:04 -0700
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To: info-performer@sgi.sgi.com
Subject: terrain paging
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Status: O

Hello Performer team,

Larry McDonough referred me to you regarding this question we received on the
Fastline:

"Does performer 2.0 support Terrain Paging?
Do you have a pointer for a website that talks about Color Imaging?"

I don't have any further details of what the rep is looking for; I assume he is
referring to Color Imaging in Performer, but if that doesn't make sense, please
let me know.

Meantime, thanks in advance for your help with the terrain paging issue.

-Julia



-- 
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Julia Kossack				Telephone: (415) 933-5899	                                                             
Sales Development			Fax: (415) 965-1395		
Silicon Graphics, Inc.			E-mail: jkossack@corp.sgi.com
2011 N. Shoreline Blvd.			
MS 24U-913				SEE THE SILICON GRAPHICS HOME PAGE:
Mountain View, CA 94043-1389		http://www.sgi.com
                                  


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To: flysiml@public.bta.net.cn
Cc: info-performer@sgi.sgi.com
Subject: Re: Where are these Unresolved? 
In-Reply-To: Your message of "Mon, 08 Apr 96 10:19:30 +0800."
             <199604080219.KAA04698@public.bta.net.cn> 
Date: Mon, 08 Apr 96 16:31:03 -0700
From: Simon Hui <shui@kid>
Status: O


Those are defined in the opengl library, /usr/lib/libGL.so.  However,
they are part of extensions to opengl; you need IRIX 5.3 with either
patch 154 or 918, or IRIX 6.2 in order to have these extensions.

> From:    flysiml@public.bta.net.cn
> Subject: Where are these Unresolved?
>
> I'm making a application with source code of perfly
> and the MAKE tell me :
>
> Warning: Unresolved :
> glGenTexturesEXT
> glDeleteTexturesEXT
> glBindTextureEXT
> glCopyTexSubImage2DEXT
> glCopyTexSubImage3DEXT
> glCopyTexSubImage1DEXT
> glCopyTexImage1DEXT
> glCopyTexImage2DEXT
> glAreTexturesResidentEXT



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From: "Anita Kishore" <kishore@electrogig.com>
Message-Id: <9604081700.ZM27540@tracey.electrogig.com>
Date: Mon, 8 Apr 1996 17:00:27 -0700
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To: info-performer@sgi.com
Subject: image memory for pfTexture
Mime-Version: 1.0
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Status: O

I want to change a texture's image during run time. I do this by using
pfLoadTexFile(tex, fileName). But I don't know if I need to first free
the memeory of the previous image, or if this is being done by pfLoadTexFile.

Does anyone know about it?

Thanks a lot
-anita

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


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From: "Richar Pitre" <pitre@cae.ca>
Message-Id: <9604082252.ZM1053@sol.cae.ca>
Date: Mon, 8 Apr 1996 22:52:27 -0400
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To: info-performer@sgi.sgi.com
Subject: perfly behavior
Mime-Version: 1.0
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	boundary="PART-BOUNDARY=.19604082252.ZM1053.cae.ca"
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--
--PART-BOUNDARY=.19604082252.ZM1053.cae.ca
Content-Type: text/plain; charset=us-ascii

 	I have been trying to display colored quad using the material
associated with the graphic state (Onyx RealityEngine 2, Performer 2.0,
openGL). I have created this simple example which is loaded and displayed by
perfly

		pfMaterial *m1 = new pfMaterial;
   		pfMaterial *m2 = new pfMaterial;
                pfGeoSet   *p1 = new pfGeoSet;
                pfGeoSet   *p2 = new pfGeoSet;
                pfGeoState *gs1 = new pfGeoState;
                pfGeoState *gs2 = new pfGeoState;
                pfVec3     *coord1 = new pfVec3[4];
                pfVec3     *coord2 = new pfVec3[4];
                pfGeode    *node = new pfGeode;

		// First quad
                coord1[0].set(0.0f,0.0f,0.0f);
                coord1[1].set(1.0f,0.0f,0.0f);
                coord1[2].set(1.0f,0.0f,1.0f);
                coord1[3].set(0.0f,0.0f,1.0f);
                p1->setPrimType(PFGS_QUADS);
                p1 ->setNumPrims(1);
                p1->setAttr(PFGS_COORD3,PFGS_PER_VERTEX,coord1,0);
                p1->setGState(gs1);

                // Second quad
   		coord2[0].set(2.0f,0.0f,0.0f);
   		coord2[1].set(3.0f,0.0f,0.0f);
   		coord2[2].set(3.0f,0.0f,1.0f);
   		coord2[3].set(2.0f,0.0f,1.0f);
   		p2->setPrimType(PFGS_QUADS);
   		p2 ->setNumPrims(1);
   		p2->setAttr(PFGS_COORD3,PFGS_PER_VERTEX,coord2,0);
   		p2->setGState(gs2);

		// First quad color: red
   		m1->setColor(PFMTL_DIFFUSE, 1.0f, 0.0f, 0.0f);

		// Second quad colour: green
   		m2->setColor(PFMTL_DIFFUSE, 0.0f, 1.0f, 0.0f);

		// Use material colour
		m1->setColorMode(PFMTL_FRONT,PFMTL_CMODE_OFF);
   		m2->setColorMode(PFMTL_FRONT,PFMTL_CMODE_OFF);

   		gs1->setAttr(PFSTATE_FRONTMTL,m1);
   		gs2->setAttr(PFSTATE_FRONTMTL,m2);

   		node->addGSet(p1);
   		node->addGSet(p2);

		return node;

Both quad come out white colored. The manual specifies that by setting the
color mode to PFMTL_CMODE_OFF the colour as specifyed by the material will be
used. If I don't use this setting then both quads are red( the first colour
encountered). Is there something specific that perfly do to disable this option
?

	Light points (using pfLPointState) do not work properly in Filled style
mode, it looks like the geometry is not recognize as being light points. It
work ok in all other style( except scribbed). How to fix ??

Thanks




-- 
Richard Pitre
CAE Electonics Ltd.
C.P. 1800, Saint-Laurent
Quebec, Canada H4L 4X4
Tel: (514) 341-6780 ext 3603
Fax: (514) 340-5496
Email: pitre@cae.ca

--PART-BOUNDARY=.19604082252.ZM1053.cae.ca
Content-Description: Transferred from mail from <rick@sol.cae.ca> ("Richar Pitre"): Text
Content-Type: text/plain ; charset=iso-8859-1 ; charset=iso-8859-1
Content-Transfer-Encoding: quoted-printable
X-Zm-Decoding-Hint: mimencode -q -u 

Bonjour,

	Je travaille =E0 la conversion des bases de donn=E9es MAXVUE =E0 Perform=
er.
J'ai pu faire toute la g=E9ometrie, la texture, les LOD, etc ... Mais il =
y un
petit probl=E8me que je n'arrive pas =E0 r=E9soudre.

         Comment afficher diff=E9rentes couleurs sur diff=E9rents polygon=
 en
utilisant la couleur du mat=E9riel associ=E9 au geoset.Voici un petit exe=
mple que
j'ai essay=E9

		pfMaterial *m1 =3D new pfMaterial;
   		pfMaterial *m2 =3D new pfMaterial;
                pfGeoSet   *p1 =3D new pfGeoSet;
                pfGeoSet   *p2 =3D new pfGeoSet;
                pfGeoState *gs1 =3D new pfGeoState;
                pfGeoState *gs2 =3D new pfGeoState;
                pfVec3     *coord1 =3D new pfVec3[4];
                pfVec3     *coord2 =3D new pfVec3[4];
                pfGeode    *node =3D new pfGeode;

		// First quad
                coord1[0].set(0.0f,0.0f,0.0f);
                coord1[1].set(1.0f,0.0f,0.0f);
                coord1[2].set(1.0f,0.0f,1.0f);
                coord1[3].set(0.0f,0.0f,1.0f);
                p1->setPrimType(PFGS_QUADS);
                p1 ->setNumPrims(1);
                p1->setAttr(PFGS_COORD3,PFGS_PER_VERTEX,coord1,0);
                p1->setGState(gs1);

                // Second quad
   		coord2[0].set(2.0f,0.0f,0.0f);
   		coord2[1].set(3.0f,0.0f,0.0f);
   		coord2[2].set(3.0f,0.0f,1.0f);
   		coord2[3].set(2.0f,0.0f,1.0f);
   		p2->setPrimType(PFGS_QUADS);
   		p2 ->setNumPrims(1);
   		p2->setAttr(PFGS_COORD3,PFGS_PER_VERTEX,coord2,0);
   		p2->setGState(gs2);

		// First quad color: red
   		m1->setColor(PFMTL_DIFFUSE, 1.0f, 0.0f, 0.0f);

		// Second quad colour: green
   		m2->setColor(PFMTL_DIFFUSE, 0.0f, 1.0f, 0.0f);

		// Use material colour
		m1->setColorMode(PFMTL_FRONT,PFMTL_CMODE_OFF);
   		m2->setColorMode(PFMTL_FRONT,PFMTL_CMODE_OFF);

   		gs1->setAttr(PFSTATE_FRONTMTL,m1);
   		gs2->setAttr(PFSTATE_FRONTMTL,m2);

   		node->addGSet(p1);
   		node->addGSet(p2);

		return node;

	D'apr=E8s le manuel, m2->setColorMode(PFMTL_FRONT,PFMTL_CMODE_OFF)
devrait
forcer l'utilisation de la couleur tel que d=E9crite dans le mat=E9riel m=
ais
j'obtiens deux polygons de m=EAme couleur blanche. Si j'enl=E8ve cette co=
mmande
j'obtiens deux polygons de couleurs rouges( le premier mat=E9riel rencont=
r=E9).

        Salut




-- =

Richard Pitre
CAE Electonics Ltd.
C.P. 1800, Saint-Laurent
Quebec, Canada H4L 4X4
Tel: (514) 341-6780 ext 3603
Fax: (514) 340-5496
Email: pitre@cae.ca

--PART-BOUNDARY=.19604082252.ZM1053.cae.ca--



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From: "Sharon Clay" <src@rose>
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Date: Mon, 8 Apr 1996 20:00:32 -0700
In-Reply-To: "Anita Kishore" <kishore@electrogig.com>
        "image memory for pfTexture" (Apr  8,  5:00pm)
References: <9604081700.ZM27540@tracey.electrogig.com>
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To: "Anita Kishore" <kishore@electrogig.com>, info-performer@sgi.sgi.com
Subject: Re: image memory for pfTexture
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+>---- On Apr 8,  5:00pm, Anita Kishore wrote:
> Subject: image memory for pfTexture
->I want to change a texture's image during run time. I do this by using
->pfLoadTexFile(tex, fileName). But I don't know if I need to first free
->the memeory of the previous image, or if this is being done by pfLoadTexFile.
->
->Does anyone know about it?


We only free the texture image data if you have called pfFreeTexImage()
_before_ the texture was formatted for the GL.  In this case, the image
pointer gets a pfUnrefDelete() after the texture is formatted and the
GL copy has been created.  The texture image pointer will then be changed to NULL.
If this was not done and and a new texture
image is assigned, we simply pfUnref() the old texture image pointer before
replacing it with the new one.

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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Unsubscribe me please. Thanks.



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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9604090934.ZM14495@bitch.reading.sgi.com>
Date: Tue, 9 Apr 1996 09:34:28 +0100
In-Reply-To: "Julia Kossack" <jkossack@westside.corp.sgi.com>
        "terrain paging" (Apr  8,  3:50pm)
References: <9604081550.ZM21599@westside.corp.sgi.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Julia Kossack" <jkossack@westside.corp.sgi.com>,
        info-performer@sgi.sgi.com
Subject: Re: terrain paging
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

It sounds like you are asking about Clip Mapping rather than database paging
but either or both may be required depending on the "Terrain Paging"
application.

Performer 2.0 supports database paging, you can use another process to load
portions of scene graph and merge them with your application later. There's
also a fast file format & loader which is not in the release.

Performer 2.1 supports Clip Mapping, the texture paging for large area
geospecific terrain images on Infinite Reality.

Rgds,
Angus.

On Apr 8,  3:50pm, Julia Kossack wrote:
> Subject: terrain paging
> Hello Performer team,
>
> Larry McDonough referred me to you regarding this question we received on the
> Fastline:
>
> "Does performer 2.0 support Terrain Paging?
> Do you have a pointer for a website that talks about Color Imaging?"
>
> I don't have any further details of what the rep is looking for; I assume he
is
> referring to Color Imaging in Performer, but if that doesn't make sense,
please
> let me know.
>
> Meantime, thanks in advance for your help with the terrain paging issue.
>
> -Julia
>
>
>
> --
> ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
> Julia Kossack				Telephone: (415) 933-5899
> Sales Development			Fax: (415) 965-1395
> Silicon Graphics, Inc.			E-mail: jkossack@corp.sgi.com
> 2011 N. Shoreline Blvd.
> MS 24U-913				SEE THE SILICON GRAPHICS HOME PAGE:
> Mountain View, CA 94043-1389		http://www.sgi.com
>
>
>-- End of excerpt from Julia Kossack



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


From guest  Tue Apr  9 11:04:40 1996
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	id AA11654; Tue, 9 Apr 96 12:11:34 -0400
Sender: kuehne@deneb.com
Message-Id: <316A8C46.41C6@deneb.com>
Date: Tue, 09 Apr 1996 12:11:50 -0400
From: Robert Kuehne <kuehne@deneb.com>
Organization: Deneb Robotics, Inc.
X-Mailer: Mozilla 2.0 (X11; I; IRIX 5.3 IP22)
Mime-Version: 1.0
To: info-performer@sgi.sgi.com
Subject: Problems sproc-ing a pf process...
Content-Type: multipart/mixed; boundary="------------167E2781446B"
Status: O

This is a multi-part message in MIME format.

--------------167E2781446B
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit

I'm having difficulties attempting to repeatedly launch Performer on a sproc.
My basic goal is this:

  o have the parent application have the ability to launch/destroy
    a performer process at will. Only one pf process will be active
    at any given time.

The problem I'm running into is that although the first sproc works great,
subsequent sprocs do not, complaining that:

PF Warning/Usage(2):	pfInit() Already initialized. Must call pfExit()
before reinitialization.
PF Warning/Usage:    	pfMultiprocess() Must call before pfConfig.
PF Warning/Usage:	pfConfig() Cannot config more than once.

and later, when attempting to launch a window:

X Error of failed request:  BadAccess

I have attached a small (1k) chunk of sample code which illustrates this
problem.

If anyone has any clues/ideas, I would be very appreciative of any help...
Thanks!

Bob

-- 
Robert P. Kuehne |                                                 |    _ o
kuehne@deneb.com |      There was coffee. Life would go on.        |  _ \<,_
Ph: 810.377.6900 |     - William Gibson, The Winter Market -       | (_)/ (_)

--------------167E2781446B
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
Content-Disposition: inline; filename="main.c++"

/*  Compile with:
 
/usr/bin/CC -o go main.c++ -nostdlib -L/lib -L/usr/lib \
-L/usr/lib/Performer/Debug -lpf_ogl -lpfdu_ogl -lpfui \
-lpfutil_ogl -lmpc -limage  -lGLw  -lGLU -lGL -lXext -lfpe \
-lXmu -lX11 -lm -lmalloc -lC 

*/

#include <iostream.h>

#include <Performer/pf.h>
#include <Performer/pf/pfChannel.h>
#include <Performer/pf/pfPipe.h>
#include <Performer/pf/pfPipeWindow.h>

#include <ulocks.h>

void
pfdemo( void * )
{
    cerr << "- beginning pf process" << endl;

    pfNotifyLevel( 7 );
    
    pfInit();
    pfMultiprocess( PFMP_DEFAULT );
    pfConfig();
    
    pfPipe *pipe = pfGetPipe(0);
    pfPipeWindow *pw = new pfPipeWindow( pipe );
    pw->setName("Test");
    pw->setWinType(PFWIN_TYPE_X);
    pw->setMode( PFWIN_NOBORDER, PF_ON );
    pw->setOriginSize(0, 0, 100, 60);
    pw->open();

    for ( int ii=0; ii<5; ii++ )
    {
	pfSync();
 	pfFrame();
    }

    pw->close();
    
    cerr << "- ending pf process" << endl;

    pfExit();
}

void
main()
{
    _uerror = _utrace = 1;
    
    for ( int ii=0; ii<3; ii++ )
    {
	cerr << "o--" << endl;
	cerr << "Process #: "
	     << sproc ( pfdemo, PR_SALL, (void*)NULL )
	     << endl;

	sleep( 1 );

	cerr << "--o" << endl;
    }
}

--------------167E2781446B--



From guest  Tue Apr  9 13:41:54 1996
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	for info-performer@sgi.com id QAA04571; Tue, 9 Apr 1996 16:17:58 -0400
Date: Tue, 9 Apr 1996 16:17:58 -0400
From: nicolas@cae.ca (Nicolas Gauvin)
Message-Id: <199604092017.QAA04571@osprey.cae.ca>
To: info-performer@sgi.sgi.com
Subject: Re: Problems sproc-ing a pf process
Status: O


Trying to sproc many Performer processes will never work. Try forking
them instead so they do not share the same virtual address space.

     ___/     |       ___/ 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: william_marinelli@ntsc.navy.mil
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Date: Tue, 09 Apr 96 16:18:39 EST
Message-Id: <9603098290.AA829092115@CCMAIL.NTSC.NAVY.MIL>
To: info-performer@sgi.sgi.com
Subject: Re[2]: terrain paging
Status: O

     Be interesting if we could page in individual levels of detail of 
     terrain. Example: If the terrain is represnted with three lods, and we 
     page it in because the ownship is sufficiently close to that tile. 
     When that terrain first comes into view, only the lowest lod is 
     visible. If the ownship continues, then the higher lods will be 
     blended in. But what if the ownship does a hard right when it's far 
     enough away that only the lowest lod could have possibly been visible?
     All that bandwidth would have ben wasted on the higher lods which 
     would now have to be discarded.
     
     Any thoughts about the ability of paging in individual terrain lods 
     when appropriate? I apologize for the ignorance if this is already 
     included in performer and I'm simply clueless.
     
     



From guest  Tue Apr  9 14:21:09 1996
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	for info-performer@sgi.sgi.com id PAA19824; Tue, 9 Apr 1996 15:33:52 -0400
From: "parviz" <parviz@pxp.stlaurent.sgi.com>
Message-Id: <9604091533.ZM19822@pxp.stlaurent.sgi.com>
Date: Tue, 9 Apr 1996 15:33:51 -0400
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.sgi.com
Subject: (Fwd) Problems with OpenGL conversion of distortion correction program
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

One of our Customer has the following problem with converting distortion
correction program to OpenGl,
any ideas??


"I modified the distortion correction demo program "hemisphere.c" that
I found on sgigate.sgi.com in the distribution file
/pub/Performer/RealityCentre/distort.tar.Z.  The modification works fine
under IrisGL.  I then attempted to convert the modified program to
OpenGL without much success; none of the OpenGL commands seem to draw
anything.  Could you ask one of your Performer/OpenGL gurus to have a look
at the program please?  I've attached copies of both the IrisGL and OpenGL
versions of the program.  Running the programs requires the .flt-format
models and textures found in the distributon file.  Thanks

PS - can I copy the frame buffer into a 1024x1280 texture map?  I'm not
sure what the restrictions on texture map size are.

----- IrisGL version (hemisphere.c) -----

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

#include <gl/device.h>

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

static void CullChannel(pfChannel *, void *);
static void DrawChannel(pfChannel *, void *);
static void OpenPipeline(int, uint);
static void UpdateView(void);
static void GetGLInput(void);
static void drawDistort(void);

/*
 * structure that resides in shared memory so that the
 * application, cull, and draw processes can access it.
 */
typedef struct
{
    long        exitFlag;
    pfCoord	view;
    float	sceneSize;
    int		drawStats;
    pfChannel      *chan;
} SharedData;

static SharedData *Shared;

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

static pfLight *Sun;

/* for configuring multi-process */
static long ProcSplit = PFMP_APPCULLDRAW;

/* write out scene upon read-in - uses pfDebugPrint */
static long WriteScene = 0;

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

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

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


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

int
main (int argc, char *argv[])
{
    int		    arg;
    int		    found;
    int		    i;
    pfNode	   *root;
    pfScene        *scene;
    pfPipe         *p;
    pfEarthSky     *eSky;
    pfBox           bbox;
    float	    far = 40000.0f;
    pfVec3	    xyz, hpr;
    pfPipeWindow*   pw;

    arg = docmdline(argc, argv);

    pfInit();

    /* configure multi-process selection */
    pfMultiprocess(ProcSplit);

    /* allocate shared before fork()'ing parallel processes */
    Shared = (SharedData*)pfMalloc(sizeof(SharedData), pfGetSharedArena());
    Shared->exitFlag = 0;
    Shared->drawStats = 0;

    /* initiate multi-processing mode set in pfMultiprocess call */
    pfConfig();

    scene = pfNewScene();

    /* specify directories where geometry and textures exist */
    if (!(getenv("PFPATH")))
        pfFilePath(".");

    /* load files named by command line arguments */
    for (found = 0; arg < argc; arg++)
    {
	if ((root = pfdLoadFile(argv[arg])) != NULL)
	{
	    pfAddChild(scene, root);
	    found++;
	}
    }

    /* if no files successfully loaded, terminate program */
    if (!found) exit(0);

    p = pfGetPipe(0);
    pfPhase(PFPHASE_FREE_RUN);

    /* Open and configure full screen GL window. */
    pw = pfNewPWin(pfGetPipe(0));
    /* pfPWinOriginSize(pw,0,0,511,511); */
    pfPWinOriginSize(pw,0,0,1024,1024);
    pfPWinName(pw,"IRIS Performer");
    pfOpenPWin(pw);
    pfStageConfigFunc( -1, PFPROC_DRAW, OpenPipeline );
    pfConfigStage( -1, PFPROC_DRAW );
    pfFrame();

    pfFrameRate(30.0f);

    Shared->chan = pfNewChan(p);

    pfChanTravFunc(Shared->chan, PFTRAV_CULL, CullChannel );
    pfChanTravFunc(Shared->chan, PFTRAV_DRAW, DrawChannel );
    pfChanScene(Shared->chan, scene);
    pfChanNearFar(Shared->chan, 0.1f, far);
/*  window(-2.5, 2.5, -1.05, 1.05, 1.0, 100.0);*/
    pfChanFOV(Shared->chan, 136.0f, 92.5f);

/*  512 x 512 */

    pfChanViewport( Shared->chan, 0.0, 1.0, 0.000, 1.0 );

/*  256 x 256
    pfChanViewport( Shared->chan, 0.0, .5, 0.000, 0.5 );
*/

    pfSetVec3(xyz, 0.0f, 0.0f, 0.0f);
    pfSetVec3(hpr, 0.0f, 45.0f, 0.0f);
    pfChanViewOffsets(Shared->chan, xyz, hpr);

    /* Create an earth/sky model that draws sky/ground/horizon */

    eSky = pfNewESky();
    pfESkyMode(eSky, PFES_BUFFER_CLEAR, PFES_FAST);
    pfChanESky(Shared->chan, eSky);

    pfChanLODAttr( Shared->chan, PFLOD_SCALE,  0.125 );

    /* main simulation loop */

    while (!Shared->exitFlag)
    {
	/* wait until next frame boundary */
	pfSync();

	/* Set view parameters. */
	UpdateView();
	pfChanView(Shared->chan, Shared->view.xyz, Shared->view.hpr);

	/* initiate traversal using current state */
	pfFrame();
    }

    /* terminate cull and draw processes (if they exist) */
    pfExit();

    /* exit to operating system */
    exit(0);
}

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

    /* update view direction */
    view->hpr[PF_H] = 0.0;
    view->hpr[PF_P] ++; /*= 0.0;*/
    view->hpr[PF_R] = 0.0;

    /* update view position */

    view->xyz[PF_X] = 0.0;
    view->xyz[PF_Y] = 0.0;
    view->xyz[PF_Z] = 50.0;
/*    view->xyz[PF_X] = 15023;
    view->xyz[PF_Y] = -7199.4;
    view->xyz[PF_Z] = -204.7 + 1000;
    */
}

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

static void
OpenPipeline(int pipe, uint stage )
{
    float xSize = 800;
    float ySize = 500;

    /* register events of note with event-queue manager */
    qdevice(ESCKEY);
    qdevice(F1KEY);

    /* negotiate with GL */
    gconfig();

    /* create a light source in the "south-west" (QIII) */
    Sun = pfNewLight(NULL);
    pfLightPos(Sun, -0.3f, -0.3f, 1.0f, 0.0f);

    /* create a default texture environment */
    pfApplyTEnv(pfNewTEnv(NULL));

    /* create a default lighting model */
    pfApplyLModel(pfNewLModel(NULL));

    pfApplyMtl(pfNewMtl(NULL));

    /* enable culling of back-facing polygons */
    pfCullFace(PFCF_BACK);

    /*
     * These enables should be set to reflect the majority of the
     * database. If most geometry is not textured, then texture
     * should be disabled. However, you then need to change the
     * FLIGHT-format file reader. (pfflt.c)
     */
    pfEnable(PFEN_TEXTURE);
    pfDisable(PFEN_WIREFRAME);
    pfDisable(PFEN_LIGHTING);
    pfDisable(PFEN_FOG);
}

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

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

static void
DrawChannel (pfChannel *channel, void *data)
{

    /* rebind light so it stays fixed in position */
    pfLightOn(Sun);

    /* erase framebuffer and draw Earth-Sky model */
    pfClearChan(channel);

    /* invoke Performer draw-processing for this frame */
    pfDraw();

    /* draw Performer throughput statistics */
    if (Shared->drawStats)
        pfDrawChanStats(channel);

    GetGLInput();
    drawDistort();
}

static void
GetGLInput(void)
{

    while (qtest())
    {
	short           value;
	long            device = qread(&value);

	/* only act on key-down transitions */
	if (value)
	{
	    switch (device)
	    {
		/* ESC-key signals end of simulation */
	    case ESCKEY:
		Shared->exitFlag = 1;
		break;

		/* F1-key toggles channel-stats display */
	    case F1KEY:
		Shared->drawStats = !Shared->drawStats;
		break;
	    }
	}
    }
}

#include "newuvarray.h"

float	texprops[] = {	TX_MAGFILTER, TX_BILINEAR,
			TX_MINFILTER, TX_BILINEAR,
			TX_WRAP, TX_REPEAT,
			TX_INTERNAL_FORMAT, TX_RGB_5,
			TX_FAST_DEFINE, TX_NULL};

Matrix ident = { 1.,0.,0.,0.,
                  0.,1.,0.,0.,
                  0.,0.,1.,0.,
                  0.,0.,0.,1.};

static void
drawDistort(void)
{

    static unsigned long map[1024 * 1024], flags;
    static int first = 1;
    int i, j;
    float vert[2];
    float tvert[2];

    if(first)
    {
        texdef2d(1024, 3, 1024, 1024, map, 10, texprops);
	first = 0;
    }

    viewport( 0, 1023,  0 ,  1023);
    texbind(TX_TEXTURE_0, 1024);
    fbsubtexload(0, 0, TX_TEXTURE_0, 1024, 0.0, 1.0, 0.0, 1.0, flags);

    ortho2(0.0, 16.0, 0.0, 16.0);
    loadmatrix(ident);

    zbuffer(0);
    backface(0);

    cpack(0xffffffff);

    for( i = 0; i < 16; i++) /* sixteen tmesh strips */
    {
        float yup, ydown;
        int tindexup, tindexdown;

        ydown = (float) (i);
        yup = (float) (i + 1);
        tindexdown = i * 17;
        tindexup = (i + 1) * 17;

	bgntmesh();

        tvert[0] = uvarray[tindexdown][0];
        tvert[1] = uvarray[tindexdown][1];
        t2f (tvert);
        vert[0] = 0.0;
        vert[1] = ydown;
        v2f (vert);

        tvert[0] = uvarray[tindexup][0];
        tvert[1] = uvarray[tindexup][1];
        t2f (tvert);
        vert[1] = yup;
        v2f (vert);

        for (j = 1; j < 17; j ++) {
            tvert[0] = uvarray[tindexdown + j][0];
            tvert[1] = uvarray[tindexdown + j][1];
            t2f (tvert);
            vert[0] = (float) (j);
            vert[1] = ydown;
            v2f (vert);

            tvert[0] = uvarray[tindexup + j][0];
            tvert[1] = uvarray[tindexup + j][1];
            t2f (tvert);
            vert[1] = yup;
            v2f (vert);
	}

	endtmesh();
    }

    zbuffer(1);
}

----- Makefile for hemisphere.c -----

OPT	=	-g
LFLAGS   =	\
		-lpfdu_igl \
		-lpfutil_igl \
		-lpf_igl \
		-lmpc  -limage  -lgl  -lX11  -lm  -lfpe  -lC

CFLAGS	=	-c \
		-DIRISGL \
		-I/home/camus2/Performer/include/Performer/pfdb \
		-I/home/camus2/Performer/include/Performer

OBJS	=	hemisphere.o

ALL	=	hemisphere

$(ALL): $(OBJS)
	$(CC) $(OPT) $(OBJS) -o $(ALL) $(LFLAGS)
	@echo "DONE"

.c.o:
	$(CC) $(OPT) $(CFLAGS)  $<

----- OpenGL version (hemiGL.c) -----

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

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

static void CullChannel(pfChannel *, void *);
static void DrawChannel(pfChannel *, void *);
static void OpenPipeline(int, uint);
static void UpdateView(void);
static void drawDistort(void);

/*
 * structure that resides in shared memory so that the
 * application, cull, and draw processes can access it.
 */
typedef struct
{
    long        exitFlag;
    pfCoord	view;
    float	sceneSize;
    int		drawStats;
    pfChannel      *chan;
} SharedData;

static SharedData *Shared;

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

static pfLight *Sun;

/* for configuring multi-process */
static long ProcSplit = PFMP_APPCULLDRAW;

/* write out scene upon read-in - uses pfDebugPrint */
static long WriteScene = 0;

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

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

    /* process command-line arguments */
    while ((opt = getopt(argc, argv, "wps:?")) != -1)
    {
	switch (opt)
	{
	case 'w':
	    WriteScene = 1;
	    break;
	case 'p':
	    ProcSplit = atoi(optarg);
	    break;
        case 's':
            Shared->drawStats = 1;
            break;
	}
    }
    return optind;
}


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

int
main (int argc, char *argv[])
{
    int		    arg;
    int		    found;
    int		    i;
    pfNode	   *root;
    pfScene        *scene;
    pfPipe         *p;
    pfEarthSky     *eSky;
    pfBox           bbox;
    float	    far = 40000.0f;
    pfVec3	    xyz, hpr;
    pfPipeWindow*   pw;

    pfInit();

    /* allocate shared before fork()'ing parallel processes */
    Shared = (SharedData*)pfMalloc(sizeof(SharedData), pfGetSharedArena());
    Shared->exitFlag = 0;
    Shared->drawStats = 0;
    arg = docmdline(argc, argv);

    /* configure multi-process selection */
    pfMultiprocess(ProcSplit);

    /* initiate multi-processing mode set in pfMultiprocess call */
    pfConfig();

    scene = pfNewScene();

    /* specify directories where geometry and textures exist */
    if (!(getenv("PFPATH")))
        pfFilePath(".");

    /* load files named by command line arguments */
    for (found = 0; arg < argc; arg++)
    {
	if ((root = pfdLoadFile(argv[arg])) != NULL)
	{
	    pfAddChild(scene, root);
	    found++;
	}
    }

    /* if no files successfully loaded, terminate program */
    if (!found) exit(0);

    p = pfGetPipe(0);
    pfPhase(PFPHASE_FREE_RUN);

    /* Open and configure full screen GL window. */
    pw = pfNewPWin(pfGetPipe(0));
    pfPWinOriginSize(pw,0,0,1024,1024);
    pfPWinName(pw,"IRIS Performer");
    pfOpenPWin(pw);
    pfStageConfigFunc( -1, PFPROC_DRAW, OpenPipeline );
    pfConfigStage( -1, PFPROC_DRAW );
    pfFrame();

    pfFrameRate(30.0f);

    Shared->chan = pfNewChan(p);

    pfChanTravFunc(Shared->chan, PFTRAV_CULL, CullChannel );
    pfChanTravFunc(Shared->chan, PFTRAV_DRAW, DrawChannel );
    pfChanScene(Shared->chan, scene);
    pfChanNearFar(Shared->chan, 0.1f, far);
    pfChanFOV(Shared->chan, 136.0f, 92.5f);

    pfChanViewport( Shared->chan, 0.0, 1.0, 0.000, 1.0 );

    pfSetVec3(xyz, 0.0f, 0.0f, 0.0f);
    pfSetVec3(hpr, 0.0f, 45.0f, 0.0f);
    pfChanViewOffsets(Shared->chan, xyz, hpr);

    /* Create an earth/sky model that draws sky/ground/horizon */

    eSky = pfNewESky();
    pfESkyMode(eSky, PFES_BUFFER_CLEAR, PFES_FAST);
    pfChanESky(Shared->chan, eSky);

    pfChanLODAttr( Shared->chan, PFLOD_SCALE,  0.125 );

    /* main simulation loop */

    while (!Shared->exitFlag)
    {
	/* wait until next frame boundary */
	pfSync();

	/* Set view parameters. */
	UpdateView();
	pfChanView(Shared->chan, Shared->view.xyz, Shared->view.hpr);

	/* initiate traversal using current state */
	pfFrame();
    }

    /* terminate cull and draw processes (if they exist) */
    pfExit();

    /* exit to operating system */
    exit(0);
}

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

    /* update view direction */
    view->hpr[PF_H] = 0.0;
    view->hpr[PF_P] ++; /*= 0.0;*/
    view->hpr[PF_R] = 0.0;

    /* update view position */

    view->xyz[PF_X] = 0.0;
    view->xyz[PF_Y] = 0.0;
    view->xyz[PF_Z] = 50.0;
/*    view->xyz[PF_X] = 15023;
    view->xyz[PF_Y] = -7199.4;
    view->xyz[PF_Z] = -204.7 + 1000;
    */
}

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

static void
OpenPipeline(int pipe, uint stage )
{
    float xSize = 800;
    float ySize = 500;

    /* negotiate with GL */
    /* gconfig(); */

    /* create a light source in the "south-west" (QIII) */
    Sun = pfNewLight(NULL);
    pfLightPos(Sun, -0.3f, -0.3f, 1.0f, 0.0f);

    /* create a default texture environment */
    pfApplyTEnv(pfNewTEnv(NULL));

    /* create a default lighting model */
    pfApplyLModel(pfNewLModel(NULL));

    pfApplyMtl(pfNewMtl(NULL));

    /* enable culling of back-facing polygons */
    pfCullFace(PFCF_BACK);

    /*
     * These enables should be set to reflect the majority of the
     * database. If most geometry is not textured, then texture
     * should be disabled. However, you then need to change the
     * FLIGHT-format file reader. (pfflt.c)
     */
    pfEnable(PFEN_TEXTURE);
    pfDisable(PFEN_WIREFRAME);
    pfDisable(PFEN_LIGHTING);
    pfDisable(PFEN_FOG);
}

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

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

static void
DrawChannel (pfChannel *channel, void *data)
{

    /* rebind light so it stays fixed in position */
    pfLightOn(Sun);

    /* erase framebuffer and draw Earth-Sky model */
    pfClearChan(channel);

    /* invoke Performer draw-processing for this frame */
    pfDraw();

    /* draw Performer throughput statistics */
    if (Shared->drawStats)
        pfDrawChanStats(channel);

    drawDistort(channel);
}

#include "newuvarray.h"

/* float	texprops[] = {	TX_MAGFILTER, TX_BILINEAR,
			TX_MINFILTER, TX_BILINEAR,
			TX_WRAP, TX_REPEAT,
			TX_INTERNAL_FORMAT, TX_RGB_5,
			TX_FAST_DEFINE, TX_NULL};   */

static void
drawDistort(void)
{

    static unsigned long map[1024 * 1024], flags;
    static int first = 1;
    int i, j;
    float vert[2];
    float tvert[2];

    if(first)
    {
        glEnable (GL_TEXTURE_2D);
	first = 0;
    }
    /* texdef2d(1024, 3, 1024, 1024, map, 10, texprops); */

    glTexImage2D (
        GL_TEXTURE_2D, 0, 3, 512, 512, 0, GL_RGB, GL_UNSIGNED_INT, map
    );
    glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    glViewport( 0, 0, 1024, 1024);
    /* texbind(TX_TEXTURE_0, 1024);
    fbsubtexload(0, 0, TX_TEXTURE_0, 1024, 0.0, 1.0, 0.0, 1.0, flags); */
    /* glCopyTexImage2DEXT (...); */ /* Don't know arguments yet */

    gluOrtho2D(0.0, 16.0, 0.0, 16.0);
    glLoadIdentity();

    glDisable(GL_DEPTH_TEST); /* turn off z-buffer */
    glDisable(GL_CULL_FACE); /* turn off culling */

    glColor4f (1.0, 1.0, 1.0, 1.0);

    for( i = 0; i < 16; i++) /* sixteen tmesh strips */
    {
        float yup, ydown;
        int tindexup, tindexdown;

        ydown = (float) (i);
        yup = (float) (i + 1);
        tindexdown = i * 17;
        tindexup = (i + 1) * 17;

	glBegin(GL_TRIANGLE_STRIP);

        tvert[0] = uvarray[tindexdown][0];
        tvert[1] = uvarray[tindexdown][1];
        glTexCoord2fv (tvert);
        vert[0] = 0.0;
        vert[1] = ydown;
        glVertex2fv (vert);

        tvert[0] = uvarray[tindexup][0];
        tvert[1] = uvarray[tindexup][1];
        glTexCoord2fv (tvert);
        vert[1] = yup;
        glVertex2fv (vert);

        for (j = 1; j < 17; j ++) {
            tvert[0] = uvarray[tindexdown + j][0];
            tvert[1] = uvarray[tindexdown + j][1];
            glTexCoord2fv (tvert);
            vert[0] = (float) (j);
            vert[1] = ydown;
            glVertex2fv (vert);

            tvert[0] = uvarray[tindexup + j][0];
            tvert[1] = uvarray[tindexup + j][1];
            glTexCoord2fv (tvert);
            vert[1] = yup;
            glVertex2fv (vert);
	}

	glEnd();
    }

    glEnable (GL_DEPTH_TEST); /* turn the z-buffer back on */
}

----- Makefile for hemiGL.c -----

OPT	=	-g
LFLAGS   =	\
		-lpfdu_ogl \
		-lpfutil_ogl \
		-lpf_ogl \
		-lmpc  -limage  -lGL  -lX11  -lm  -lfpe  -lC

CFLAGS	=	-c \
		-I/home/camus2/Performer/include/Performer/pfdb \
		-I/home/camus2/Performer/include/Performer

OBJS	=	hemiGL.o

ALL	=	hemiGL

$(ALL): $(OBJS)
	$(CC) $(OPT) $(OBJS) -o $(ALL) $(LFLAGS)
	@echo "DONE"

.c.o:
	$(CC) $(OPT) $(CFLAGS)  $<

----- newuvarray.h (for both versions) -----

float uvarray[289][2] = {
0.067185, 0.080706,
0.174310, 0.155577,
0.250074, 0.203457,
0.308217, 0.235680,
0.355695, 0.257851,
0.396468, 0.273009,
0.433026, 0.282886,
0.467093, 0.288472,
0.500000, 0.290281,
0.532907, 0.288472,
0.566974, 0.282886,
0.603532, 0.273009,
0.644305, 0.257851,
0.691783, 0.235680,
0.749926, 0.203457,
0.825690, 0.155577,
0.932815, 0.080706,
0.067185, 0.150102,
0.174310, 0.212581,
0.250074, 0.252537,
0.308217, 0.279427,
0.355695, 0.297929,
0.396468, 0.310577,
0.433026, 0.318820,
0.467093, 0.323481,
0.500000, 0.324991,
0.532907, 0.323481,
0.566974, 0.318820,
0.603532, 0.310577,
0.644305, 0.297929,
0.691783, 0.279427,
0.749926, 0.252537,
0.825690, 0.212581,
0.932815, 0.150102,
0.067185, 0.211489,
0.174310, 0.263007,
0.250074, 0.295953,
0.308217, 0.318125,
0.355695, 0.333381,
0.396468, 0.343811,
0.433026, 0.350607,
0.467093, 0.354451,
0.500000, 0.355695,
0.532907, 0.354451,
0.566974, 0.350607,
0.603532, 0.343811,
0.644305, 0.333381,
0.691783, 0.318125,
0.749926, 0.295953,
0.825690, 0.263007,
0.932815, 0.211489,
0.067185, 0.266976,
0.174310, 0.308586,
0.250074, 0.335195,
0.308217, 0.353104,
0.355695, 0.365425,
0.396468, 0.373849,
0.433026, 0.379338,
0.467093, 0.382443,
0.500000, 0.383448,
0.532907, 0.382443,
0.566974, 0.379338,
0.603532, 0.373849,
0.644305, 0.365425,
0.691783, 0.353104,
0.749926, 0.335195,
0.825690, 0.308586,
0.932815, 0.266976,
0.067185, 0.318114,
0.174310, 0.350593,
0.250074, 0.371363,
0.308217, 0.385341,
0.355695, 0.394958,
0.396468, 0.401534,
0.433026, 0.405818,
0.467093, 0.408241,
0.500000, 0.409026,
0.532907, 0.408241,
0.566974, 0.405818,
0.603532, 0.401534,
0.644305, 0.394958,
0.691783, 0.385341,
0.749926, 0.371363,
0.825690, 0.350593,
0.932815, 0.318114,
0.067185, 0.366098,
0.174310, 0.390008,
0.250074, 0.405298,
0.308217, 0.415589,
0.355695, 0.422669,
0.396468, 0.427510,
0.433026, 0.430664,
0.467093, 0.432448,
0.500000, 0.433026,
0.532907, 0.432448,
0.566974, 0.430664,
0.603532, 0.427510,
0.644305, 0.422669,
0.691783, 0.415589,
0.749926, 0.405298,
0.825690, 0.390008,
0.932815, 0.366098,
0.067185, 0.411884,
0.174310, 0.427618,
0.250074, 0.437680,
0.308217, 0.444452,
0.355695, 0.449111,
0.396468, 0.452297,
0.433026, 0.454373,
0.467093, 0.455547,
0.500000, 0.455927,
0.532907, 0.455547,
0.566974, 0.454373,
0.603532, 0.452297,
0.644305, 0.449111,
0.691783, 0.444452,
0.749926, 0.437680,
0.825690, 0.427618,
0.932815, 0.411884,
0.067185, 0.456279,
0.174310, 0.464086,
0.250074, 0.469079,
0.308217, 0.472439,
0.355695, 0.474750,
0.396468, 0.476331,
0.433026, 0.477361,
0.467093, 0.477943,
0.500000, 0.478132,
0.532907, 0.477943,
0.566974, 0.477361,
0.603532, 0.476331,
0.644305, 0.474750,
0.691783, 0.472439,
0.749926, 0.469079,
0.825690, 0.464086,
0.932815, 0.456279,
0.067185, 0.500000,
0.174310, 0.500000,
0.250074, 0.500000,
0.308217, 0.500000,
0.355695, 0.500000,
0.396468, 0.500000,
0.433026, 0.500000,
0.467093, 0.500000,
0.500000, 0.500000,
0.532907, 0.500000,
0.566974, 0.500000,
0.603532, 0.500000,
0.644305, 0.500000,
0.691783, 0.500000,
0.749926, 0.500000,
0.825690, 0.500000,
0.932815, 0.500000,
0.067185, 0.543721,
0.174310, 0.535914,
0.250074, 0.530921,
0.308217, 0.527561,
0.355695, 0.525250,
0.396468, 0.523669,
0.433026, 0.522639,
0.467093, 0.522057,
0.500000, 0.521868,
0.532907, 0.522057,
0.566974, 0.522639,
0.603532, 0.523669,
0.644305, 0.525250,
0.691783, 0.527561,
0.749926, 0.530921,
0.825690, 0.535914,
0.932815, 0.543721,
0.067185, 0.588116,
0.174310, 0.572382,
0.250074, 0.562320,
0.308217, 0.555548,
0.355695, 0.550889,
0.396468, 0.547703,
0.433026, 0.545627,
0.467093, 0.544453,
0.500000, 0.544073,
0.532907, 0.544453,
0.566974, 0.545627,
0.603532, 0.547703,
0.644305, 0.550889,
0.691783, 0.555548,
0.749926, 0.562320,
0.825690, 0.572382,
0.932815, 0.588116,
0.067185, 0.633902,
0.174310, 0.609992,
0.250074, 0.594702,
0.308217, 0.584411,
0.355695, 0.577331,
0.396468, 0.572490,
0.433026, 0.569336,
0.467093, 0.567552,
0.500000, 0.566974,
0.532907, 0.567552,
0.566974, 0.569336,
0.603532, 0.572490,
0.644305, 0.577331,
0.691783, 0.584411,
0.749926, 0.594702,
0.825690, 0.609992,
0.932815, 0.633902,
0.067185, 0.681886,
0.174310, 0.649407,
0.250074, 0.628637,
0.308217, 0.614659,
0.355695, 0.605042,
0.396468, 0.598466,
0.433026, 0.594182,
0.467093, 0.591759,
0.500000, 0.590974,
0.532907, 0.591759,
0.566974, 0.594182,
0.603532, 0.598466,
0.644305, 0.605042,
0.691783, 0.614659,
0.749926, 0.628637,
0.825690, 0.649407,
0.932815, 0.681886,
0.067185, 0.733024,
0.174310, 0.691414,
0.250074, 0.664805,
0.308217, 0.646896,
0.355695, 0.634575,
0.396468, 0.626151,
0.433026, 0.620662,
0.467093, 0.617557,
0.500000, 0.616552,
0.532907, 0.617557,
0.566974, 0.620662,
0.603532, 0.626151,
0.644305, 0.634575,
0.691783, 0.646896,
0.749926, 0.664805,
0.825690, 0.691414,
0.932815, 0.733024,
0.067185, 0.788511,
0.174310, 0.736993,
0.250074, 0.704047,
0.308217, 0.681875,
0.355695, 0.666619,
0.396468, 0.656189,
0.433026, 0.649393,
0.467093, 0.645549,
0.500000, 0.644305,
0.532907, 0.645549,
0.566974, 0.649393,
0.603532, 0.656189,
0.644305, 0.666619,
0.691783, 0.681875,
0.749926, 0.704047,
0.825690, 0.736993,
0.932815, 0.788511,
0.067185, 0.849898,
0.174310, 0.787419,
0.250074, 0.747463,
0.308217, 0.720573,
0.355695, 0.702071,
0.396468, 0.689423,
0.433026, 0.681180,
0.467093, 0.676519,
0.500000, 0.675009,
0.532907, 0.676519,
0.566974, 0.681180,
0.603532, 0.689423,
0.644305, 0.702071,
0.691783, 0.720573,
0.749926, 0.747463,
0.825690, 0.787419,
0.932815, 0.849898,
0.067185, 0.919294,
0.174310, 0.844423,
0.250074, 0.796543,
0.308217, 0.764320,
0.355695, 0.742149,
0.396468, 0.726991,
0.433026, 0.717114,
0.467093, 0.711528,
0.500000, 0.709719,
0.532907, 0.711528,
0.566974, 0.717114,
0.603532, 0.726991,
0.644305, 0.742149,
0.691783, 0.764320,
0.749926, 0.796543,
0.825690, 0.844423,
0.932815, 0.919294
};


"

-- 
Regards

Parviz Parandeh
SE , Montreal Canada
parviz@stlaurent.sgi.com
Voice mail: 58479
Tel: 514-745-2440
Fax: 514-745-2660



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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9604092341.ZM2731@bitch.reading.sgi.com>
Date: Tue, 9 Apr 1996 23:41:24 +0100
In-Reply-To: "parviz" <parviz@pxp.stlaurent.sgi.com>
        "(Fwd) Problems with OpenGL conversion of distortion correction program" (Apr  9,  3:33pm)
References: <9604091533.ZM19822@pxp.stlaurent.sgi.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "parviz" <parviz@pxp.stlaurent.sgi.com>, info-performer@sgi.sgi.com
Subject: Re: Problems with OpenGL conversion of distortion correction program
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

This isn't _too_ surprising. You don't say what machine you are trying this on.
I expect that it'd probably only work in OpenGL on an IMPACT (or IR). Angus
Henderson has now ported this demo to use Performer2.0 API & no IrisGL which
works on an RE2 with Performer 2.0 & an IrisGL compile. It does not work with
an OpenGL compile even with Patch 918 installed.

This could be OGL (likely) or Performer 2.0 (haven't tried the latest) but the
pure Performer code is probably where you want to be.

If you want a copy I can email it to you, I'll get around to putting this code
on sgigate sometime. It's value will greatly diminish with the official
distortion correction in Performer 2.1 which hemisphere.c isn't. It's important
to realise that you'd have to restructure the operation of hemisphere to obtain
reasonable performance on an Infinite Reality, and similar tweaks could also
buy some time on other platforms.

Rgds,
Angus.

On Apr 9,  3:33pm, parviz wrote:
> Subject: (Fwd) Problems with OpenGL conversion of distortion correction pr
> One of our Customer has the following problem with converting distortion
> correction program to OpenGl,
> any ideas??
>
>
> "I modified the distortion correction demo program "hemisphere.c" that
> I found on sgigate.sgi.com in the distribution file
> /pub/Performer/RealityCentre/distort.tar.Z.  The modification works fine
> under IrisGL.  I then attempted to convert the modified program to
> OpenGL without much success; none of the OpenGL commands seem to draw
> anything.  Could you ask one of your Performer/OpenGL gurus to have a look
> at the program please?  I've attached copies of both the IrisGL and OpenGL
> versions of the program.  Running the programs requires the .flt-format
> models and textures found in the distributon file.  Thanks
>
> PS - can I copy the frame buffer into a 1024x1280 texture map?  I'm not
> sure what the restrictions on texture map size are.

>
>-- End of excerpt from parviz



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


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From: "Michael Jones" <mtj@babar>
Message-Id: <9604091636.ZM6705@babar.asd.sgi.com>
Date: Tue, 9 Apr 1996 16:36:12 -0700
In-Reply-To: william_marinelli@ntsc.navy.mil
        "Re[2]: terrain paging" (Apr  9,  4:18pm)
References: <9603098290.AA829092115@CCMAIL.NTSC.NAVY.MIL>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: william_marinelli@ntsc.navy.mil, info-performer@sgi.sgi.com
Subject: Re: Re[2]: terrain paging
Mime-Version: 1.0
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On Apr 9,  4:18pm, william_marinelli@ntsc.navy.mil wrote:
> Subject: Re[2]: terrain paging
:     Be interesting if we could page in individual levels of detail of
:     terrain. Example: If the terrain is represnted with three lods, and we
:     page it in because the ownship is sufficiently close to that tile.
:     When that terrain first comes into view, only the lowest lod is
:     visible. If the ownship continues, then the higher lods will be
:     blended in. But what if the ownship does a hard right when it's far
:     enough away that only the lowest lod could have possibly been visible?
:     All that bandwidth would have ben wasted on the higher lods which
:     would now have to be discarded.
:
:     Any thoughts about the ability of paging in individual terrain lods
:     when appropriate? I apologize for the ignorance if this is already
:     included in performer and I'm simply clueless.
:
>-- End of excerpt from william_marinelli@ntsc.navy.mil

You can do this just fine. Simply save out the children of the
LOD node in separate files and then load them as desired.

-- 

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: "Gene Koh" <gene@euphoria.corp.sgi.com>
Message-Id: <9604091638.ZM14028@euphoria.corp.sgi.com>
Date: Tue, 9 Apr 1996 16:38:43 -0700
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To: info-performer@sgi.sgi.com
Subject: pfBuffer question
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Status: O

Suppose that I have a DCS node with 2 children, and that I want to continually
replace child 0 in a DBASE func.  Initially, everything's created in the APP
process.

In the DBASE func, I use pfBufferInsert(shared->parentDCS, 0, newModel).  It
works, but my question is, is this the right way to do it?  In the pfBuffer man
page, it states:

"pfBufferAddChild and pfBufferRemoveChild provide access to nodes that do not
exist in the current pfBuffer."

Which means that pfBufferInsert doesn't provide such access.  From what I know
about buffers, shared->parentDCS doesn't really exist in the local DBASE buffer
(which I've created and selected).  So pfBufferInsert shouldn't work.  Am I
just totally confused?

Thanks for any insight.

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

simplicity   patience   compassion


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From: "Tom McReynolds" <tomcat@proxima>
Message-Id: <9604091633.ZM18724@proxima.asd.sgi.com>
Date: Tue, 9 Apr 1996 16:33:40 -0700
In-Reply-To: "parviz" <parviz@pxp.stlaurent.sgi.com>
        "(Fwd) Problems with OpenGL conversion of distortion correction program" (Apr  9,  3:33pm)
References: <9604091533.ZM19822@pxp.stlaurent.sgi.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "parviz" <parviz@pxp.stlaurent.sgi.com>, info-performer@sgi.sgi.com
Subject: Re: Problems with OpenGL conversion of distortion correction program
Mime-Version: 1.0
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Status: O


I don't know what's wrong with your program, but here's a few comments...


On Apr 9,  3:33pm, parviz wrote:
> Subject: (Fwd) Problems with OpenGL conversion of distortion correction pr
> One of our Customer has the following problem with converting distortion
> correction program to OpenGl,
> any ideas??
>
>
> "I modified the distortion correction demo program "hemisphere.c" that
> I found on sgigate.sgi.com in the distribution file
> /pub/Performer/RealityCentre/distort.tar.Z.  The modification works fine
> under IrisGL.  I then attempted to convert the modified program to
> OpenGL without much success; none of the OpenGL commands seem to draw
> anything.  Could you ask one of your Performer/OpenGL gurus to have a look
> at the program please?  I've attached copies of both the IrisGL and OpenGL
> versions of the program.  Running the programs requires the .flt-format
> models and textures found in the distributon file.  Thanks
>
> PS - can I copy the frame buffer into a 1024x1280 texture map?  I'm not
> sure what the restrictions on texture map size are.

You need to use proxy calls to figure this out. You make a glTexImage2D call,
using GL_PROXY_TEXTURE_2D_EXT instead of GL_TEXTURE_2D, and then make the
glGetTexLevelParameter{i,f}v() call, again using the proxy texture as an
argument. If the texture would have been too big, the parameters will be
zero. Be sure to set the format, type, size, etc the same as you would want
for the real texture.


>
> ----- IrisGL version (hemisphere.c) -----
>
> #include <stdlib.h>
> #include <stdio.h>
> #include <string.h>

...

> static void
> drawDistort(void)
> {
>
>     static unsigned long map[1024 * 1024], flags;
>     static int first = 1;
>     int i, j;
>     float vert[2];
>     float tvert[2];
>
>     if(first)
>     {
>         glEnable (GL_TEXTURE_2D);
> 	first = 0;
>     }
>     /* texdef2d(1024, 3, 1024, 1024, map, 10, texprops); */
>
>     glTexImage2D (
>         GL_TEXTURE_2D, 0, 3, 512, 512, 0, GL_RGB, GL_UNSIGNED_INT, map
>     );
>     glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
>     glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
>     glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
>     glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
>
>     glViewport( 0, 0, 1024, 1024);
>     /* texbind(TX_TEXTURE_0, 1024);
>     fbsubtexload(0, 0, TX_TEXTURE_0, 1024, 0.0, 1.0, 0.0, 1.0, flags); */
>     /* glCopyTexImage2DEXT (...); */ /* Don't know arguments yet */
>
>     gluOrtho2D(0.0, 16.0, 0.0, 16.0);
>     glLoadIdentity();

You probably want to reverse the order of these two. The second is undoing the
first...

		-Tom


>
> --
> Regards
>
> Parviz Parandeh
> SE , Montreal Canada
> parviz@stlaurent.sgi.com
> Voice mail: 58479
> Tel: 514-745-2440
> Fax: 514-745-2660
>
>
>-- End of excerpt from parviz





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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9604100144.ZM2845@bitch.reading.sgi.com>
Date: Wed, 10 Apr 1996 01:44:24 +0100
In-Reply-To: "Angus Dorbie" <dorbie>
        "Re: Problems with OpenGL conversion of distortion correction program" (Apr  9, 11:41pm)
References: <9604091533.ZM19822@pxp.stlaurent.sgi.com> 
	<9604092341.ZM2731@bitch.reading.sgi.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com, "parviz" <parviz@pxp.stlaurent.sgi.com>
Subject: Re: Problems with OpenGL conversion of distortion correction program
Mime-Version: 1.0
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> PS - can I copy the frame buffer into a 1024x1280 texture map?  I'm not
> sure what the restrictions on texture map size are.

I forgot to answer this bit, the summary is that you can split the download &
use multiple textures and there are big performance gains from this on IR, it
also ties in very nicely with the hemisphere requirement for at least 3 OTW
channels. For more speculative rambling detail read on.

Images must be a exponent of 2 in an edge so the closest texture size would by
1024x1024 on a single download, although you could load 1024x1280 into a
subregion of a 1kx2K image on the right platform.
One thing it makes sense to do is download the image sections and draw portions
of the mesh which you have the image data for, while always having an
outstanding download requirement unrelated to any mesh image you may currently
be using.
This is easy with the dome example because the OTW scene is rendered in three
parts so you'd draw the first OTW & download it, then draw the second &
download then the third & download then draw the dome mesh using the portions
of the image data 1 then 2 then 3, hopefully most of the third image will be
downloaded by the time you use it in the mesh. So how does this affect your
texture size? Well you could easily download the images into multiple textures
which may cause edge problems which would mean you'd have to split the mesh or
use the equivalent of a TX_SELECT texture clamp. Or you could load the image in
sections into a larger image. If youre worried about blowing all that texture
memory you could draw OTW 1 & download then draw OTW 2 & download then dram
mesh 1/3 1 then download OTW 2 over the used texture, etc. This is only
possible because you have multiple OTW channels & you may loose some
performance on the block after the mesh download.

Rgds,
Angus.

-- 
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: Tue, 9 Apr 1996 18:00:42 -0700
In-Reply-To: "Tom McReynolds" <tomcat@proxima>
        "Re: Problems with OpenGL conversion of distortion correction program" (Apr  9,  4:33pm)
References: <9604091533.ZM19822@pxp.stlaurent.sgi.com> 
	<9604091633.ZM18724@proxima.asd.sgi.com>
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To: "Tom McReynolds" <tomcat@proxima>, "parviz" <parviz@pxp.stlaurent.sgi.com>,
        info-performer@sgi.sgi.com
Subject: Re: Problems with OpenGL conversion of distortion correction program
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+>---- On Apr 9,  4:33pm, Tom McReynolds wrote:
> Subject: Re: Problems with OpenGL conversion of distortion correction prog

->>
->>     glViewport( 0, 0, 1024, 1024);
->>     /* texbind(TX_TEXTURE_0, 1024);
->>     fbsubtexload(0, 0, TX_TEXTURE_0, 1024, 0.0, 1.0, 0.0, 1.0, flags); */
->>     /* glCopyTexImage2DEXT (...); */ /* Don't know arguments yet */
->>
->>     gluOrtho2D(0.0, 16.0, 0.0, 16.0);
->>     glLoadIdentity();
->
->You probably want to reverse the order of these two. The second is undoing the
->first...


I think what Tom is hinting at here is that gluOrtho2D and glOrtho
both operate multiplicitivly on the current matrix.
So, you proably want:
	
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity()
	gluOrtho2D()
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();


src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
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From: "AnitaKishore" <kishore@electrogig.com>
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Date: Tue, 9 Apr 1996 19:20:05 -0700
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To: info-performer@sgi.sgi.com
Subject: changing texture image
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Status: O

I am trying to change a pfTexture's image during run time and facing
the following problem:

	Since the new image file (.rgb) may not match in format to the
already loaded image, I do the following in APP:

	uint *image = NULL;
	int comp, ns, nt, nr;

	// assume I have the proper "originalTex"

	pfTexture *tempTex = pfNewTex(pfGetSharedArena());
	pfLoadTexFile(tempTex, newImageFile);
	pfGetTexImage(tempTex, &image, &comp, &ns, &nt, &nr);
	pfFreeTexImage(originalTex);
	pfTexImage(originalTex, image, comp, ns, nt, nr);
	pfTexName(originalTex, newImageFile);
	pfFree(tempTex);

The texture attributes are set to the new ones properly. I have checked this
by getting tex image after each change. But the render area doesn't show the
proper change. I can see the new image, but without any color - I guess the
formatting is wrong. How can I correctly set the new image to the pfTexture
type "originaltex"? Do I need to do something in DRAW process?

BTW: the old image and the new image don't have the same format. The old one
is RGBA (which gets loaded in through the iv loader). The new image is RGB
which I am trying to set as above.

Any help would be greately appreciated.

thanks
-anita

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


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Date: Wed, 10 Apr 96 11:36:17 -0700
From: terence@systech.hinet.net (Terence Ker)
Message-Id: <9604101836.AA07628@systech.hinet.net>
To: info-performer@sgi.com
Subject: Details of graphics pipeline
Status: O


Hi, Performers;

    Could anyone direct me to some documents or books explaining about
how CPU, Geometry engine, Raster Manager are cooperating to do the rendering
on a display, in a way with a little bit more details than what's in the
SGI RealityEngine technical report. I always have the impression that CPU
is doing nothing other than sending data down the pipleline. 

    Also, a little bit more details on multisampling, texture paging,
and how the frame buffer is partitioned..etc. 

    I get into SGI graphics stuff starting from reading OpenGL programmers
guide and RealityEngine Technical Report. Then I work on Performer 1.2. which
made me feel that I have do some readings on IrisGL. I have been reading all 
you Performer experts discussions in this mail group.

    Could someone fill me in with a little more SGI graphics technical 
background so that I can read your questions/answers with more understanding.

    Very appreciative of any kind of help..


     
                           
                                              -= Terence Ke =-

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





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From: "Javier Castellar" <javier@sixty>
Message-Id: <9604100014.ZM9525@sixty.asd.sgi.com>
Date: Wed, 10 Apr 1996 00:14:10 -0700
In-Reply-To: "Sharon Clay" <src@rose>
        "Re: Problems with OpenGL conversion of distortion correction program" (Apr  9,  6:00pm)
References: <9604091533.ZM19822@pxp.stlaurent.sgi.com> 
	<9604091633.ZM18724@proxima.asd.sgi.com> 
	<9604091800.ZM13940@rose.asd.sgi.com>
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To: "Sharon Clay" <src@rose>, "Tom McReynolds" <tomcat@proxima>,
        "parviz" <parviz@pxp.stlaurent.sgi.com>, info-performer@sgi.sgi.com
Subject: Re: Problems with OpenGL conversion of distortion correction program
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

>I think what Tom is hinting at here is that gluOrtho2D and glOrtho
>both operate multiplicitivly on the current matrix.
>So, you proably want:

We have included pfuSet2D and pfuUnSet2D on the distortion correction utility
which deal with all this nasty issues.

The pfu utility is not a super "manbo-bambo" pfu star but has some very
convenient complementary routines.

-Javier


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



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	 id JAA13635; Wed, 10 Apr 1996 09:59:12 GMT
From: "Luis Ignacio Miranda" <lmiranda@buitre.madrid.sgi.com>
Message-Id: <9604100959.ZM13633@buitre.madrid.sgi.com>
Date: Wed, 10 Apr 1996 09:59:12 -0600
In-Reply-To: terence@systech.hinet.net (Terence Ker)
        "Details of graphics pipeline" (Apr 10, 11:36am)
References: <9604101836.AA07628@systech.hinet.net>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: terence@systech.hinet.net (Terence Ker)
Subject: Re: Details of graphics pipeline
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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Status: O

Terence,

I suggest you to consult the bibliography about Computer Graphics specified in
the Programmer's guide of Performer 2.0, specially the SIGGRAPH paper and
course. In this course there are some paper reprints that can help you.

Hope this helps,

Nacho




On Apr 10, 11:36am, Terence Ker wrote:
> Subject: Details of graphics pipeline
>
> Hi, Performers;
>
>     Could anyone direct me to some documents or books explaining about
> how CPU, Geometry engine, Raster Manager are cooperating to do the rendering
> on a display, in a way with a little bit more details than what's in the
> SGI RealityEngine technical report. I always have the impression that CPU
> is doing nothing other than sending data down the pipleline.
>
>     Also, a little bit more details on multisampling, texture paging,
> and how the frame buffer is partitioned..etc.
>
>     I get into SGI graphics stuff starting from reading OpenGL programmers
> guide and RealityEngine Technical Report. Then I work on Performer 1.2. which
> made me feel that I have do some readings on IrisGL. I have been reading all
> you Performer experts discussions in this mail group.
>
>     Could someone fill me in with a little more SGI graphics technical
> background so that I can read your questions/answers with more understanding.
>
>     Very appreciative of any kind of help..
>
>
>
>
>                                               -= Terence Ke =-
>
>                                             Systems & Technology
>                                             Taipei, Taiwan
>                                 e-mail: terence@systech.hinet.net
>
>
>
>-- End of excerpt from Terence Ker



-- 
*******************************************************************************
* Luis Ignacio Miranda               Edificio "Santa Engracia 120"            *    
* Silicon Graphics, S.A.             Plaza del Descubridor Diego de Ordas,3   *
* Systems Engineering Division       28003 MADRID  SPAIN                      *
* e-mail : lmiranda@madrid.sgi.com   Telephone ++ 34 1 4429077                *
* v-mail : x57598                    Fax  ++ 34 1 4420150                     *
*******************************************************************************



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From: "Javier Castellar" <javier@sixty>
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Date: Wed, 10 Apr 1996 00:07:31 -0700
In-Reply-To: "parviz" <parviz@pxp.stlaurent.sgi.com>
        "(Fwd) Problems with OpenGL conversion of distortion correction program" (Apr  9,  3:33pm)
References: <9604091533.ZM19822@pxp.stlaurent.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "parviz" <parviz@pxp.stlaurent.sgi.com>, info-performer@sgi.sgi.com
Subject: Re: Problems with OpenGL conversion of distortion correction program
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi Parviz,

	I think that i have what you need regarding distortion correction. We
have developed a clean pfu lib for distortion correction on iR (also works in
RE2). This pfu is planned to be posted on info-performer after the 2.1 release
since i need to add some additional tuning in order to interlace geometry and
texture on the BEF FIFO on iR.

	It has been made in Performer+OpenGL and it is just a postDraw
callback. The speed on iR is very good (please refer to a previous email about
this pfulib for more details) but you can use it a low perfomance on RE2.

	Since your request seems to be urgent please send me the location of
your machine to copy the a beta library on the path of your convenience. It
should work on pf2.0 as well.

-Javier

> One of our Customer has the following problem with converting distortion
>correction program to OpenGl,
>any ideas??

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



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From: "Peter Ebbesmeyer" <pe@hni.uni-paderborn.de>
Message-Id: <9604101414.ZM12181@faxe>
Date: Wed, 10 Apr 1996 14:14:13 -0600
In-Reply-To: terence@systech.hinet.net (Terence Ker)
        "Details of graphics pipeline" (Apr 10, 11:36am)
References: <9604101836.AA07628@systech.hinet.net>
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To: info-performer@sgi.sgi.com, terence@systech.hinet.net (Terence Ker)
Subject: Re: Details of graphics pipeline
Cc: pe@hni.uni-paderborn.de
Mime-Version: 1.0
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Status: O

Hi Terence,

I would recommend to read the following references:

Akeley, K.:
RealityEngine Graphics
Proceedings of SIGGRAPH'93 pp. 109 - 116

Rohlf, J.; Helman, J.:
IRIS-Performer: A High Performance Multiprocessing Toolkit for
Real-Time 3D Graphics
Proceedings of SIGGRAPH'94 pp. 381 - 394

Interactive Walkthrough of Large Geometric Databases
Course Notes for SIGGRAPH'95

As far as I know these papers are availabe at SGIs FTP-server. Check
ftp://sgigate.sgi.com/pub/Performer/docs/

Hope this helps,
Peter



-- 


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-- 
--
-- Pierre Vercruysse    pierre@rennes.sgi.com
			vmail : 58781
   Software Engineer    Tel (33) 99-23-12-80
                        Fax (33) 99-23-18-95

--  .  _   _   _   _    Silicon Graphics France
| | | |   | | | | |     office RENNES
--  | |-  |-  |-  |-    Espace Performance
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Unsubscribe me, please......
                  .......it's been a pleasure!!!
                                        (Sigh!!)


From guest  Wed Apr 10 08:28:10 1996
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From: "Madhu Sethi" <madhu@cae.ca>
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Date: Wed, 10 Apr 1996 10:49:57 -0400
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Subject: Shadows
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Status: O

Hi,

I am trying to create shadows using a pfLightSource. Could someone explain the
values:
PF_SHADOW_DISPLACE_SCALE
PF_SHADOW_DISPLACE_OFFSET

Whate *exactly* do they do, and what units are they in?

Thanks.


-- 
Madhu Sethi
CAE Electronics Ltd.
Saint-Laurent, Quebec, Canada


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From: "Bernard Leclerc" <bleclerc@cae.ca>
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Date: Wed, 10 Apr 1996 10:50:45 -0400
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To: gilroy@stlaurent.sgi.com (Gilles Roy - SGI Account Manager),
        parviz@stlaurent.sgi.com (Parviz Parandeh - SGI System Engineer)
Subject: Indigo2 Impact Channel Option (ICO)
Cc: info-performer@sgi.com
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Status: O

First question:

	How many SVGA channels are generated by the ICO?

	I have 2 brochures describing the Impact product line.
	One says the ICO can generate 4 SVGA channels, the other
	says 2 -- on the Maximum Impact only. Which one is correct?


Second question:

	Is full-screen anti-aliasing available when using SVGA on the ICO?


Thanks...

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


From guest  Wed Apr 10 12:58:10 1996
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Subject: Don't know how to use keyboard in Perf 2.0
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Status: O

Somehow I can't understand how to use the keyboard in my Perf 2.0 
application. 

I tried to follow the complex.C example, used qdevice() to choose the
keys I want queued and then copied the qtest() routine in GetGlInput()
function.

This didn't work: nothing happens qhen I press them. Qtest() always
retuns 0.

Can anyone teach a simple way to use the keyboard?

		Thanks
				Nuno


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To: info-performer@sgi.sgi.com
From: stefan@clarus.se (Stefan Hallin)
Subject: Resolution
Status: O

What is the resolution that you use on the Infinite Reality with 1,2 and 4=
 RMs.

What is the maximum addressable pixel space if you want to have MEDIUM pixel
depth.

Of special interest is:
1024x768_120s

Can you drive 4 channels with this resolution with 4RMs in one pipe and
still have multisampling etc (or even more channels).=20

best regards and hopeful for a QUICK ANSWER

Stefan


=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D Notice: New address=
 since April 1 1996 =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D

----------------------------------------------------------------------------=
-
Stefan Hallin                   Prosolvia Clarus AB - Sixth Sense Technology
President                       G=E5rdav=E4gen 1
Phone: +46 31 703 51 01         S-412 50 Goteborg
Fax:   +46 31 703 51 20         Sweden
Email: stefan@clarus.se=20
http://www.clarus.se       =20
----------------------------------------------------------------------



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To: info-performer@sgi.sgi.com, Nuno Godinho <mgo@minerva.inesc.pt>
Subject: Re: Don't know how to use keyboard in Perf 2.0
Status: O

     if you want to render IRIS GL into a pure IRIS GL window,
     I would make sure that a call to pfPWintype with a token of 
     PFPWIN_TYPE_X isn't lurking somewhere in your code by accident.
     
     Under IRIS GL you should get a GL window by default.
     
     clay
     
     


______________________________ Reply Separator _________________________________
Subject: Don't know how to use keyboard in Perf 2.0
Author:  Nuno Godinho <mgo@minerva.inesc.pt> at AAINTERNET
Date:    4/10/96 12:05 PM


Somehow I can't understand how to use the keyboard in my Perf 2.0 
application. 

I tried to follow the complex.C example, used qdevice() to choose the
keys I want queued and then copied the qtest() routine in GetGlInput()
function.

This didn't work: nothing happens qhen I press them. Qtest() always
retuns 0.

Can anyone teach a simple way to use the keyboard?

  Thanks
    Nuno




From guest  Wed Apr 10 14:40:57 1996
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From: scott@ht.com (Scott McMillan)
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Subject: Lighting stationary wrt to view -- how?
To: info-performer@sgi.sgi.com
Date: Wed, 10 Apr 1996 17:15:54 -0400 (EDT)
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Status: O

I am having a problem with a headlight attached to the viewing position,
looking in the same direction as the view. Essentially, my app is flying
inside a piece of geometry according to a constrained path. The viewpoint
changes every frame. What i would like is a lightsource that lights
whatever the camera is looking at with the ability to define falloffs - a 
miner's headlight if you will. I am using the C++ api and performer 2.0.
My basic code fragment is:

    // set up the headlight - this is the only real light in the scene
    ViewState->headlight = new pfLightSource();
    // make it a local light source - set at orgin for now
    ViewState->headlight->setPos(0.0f,0.0f,0.0f,1.0f);

    scene->addChild(ViewState->headlight);

to initialize the light. The code that updates the view gets an eye point
(eye) a lookat point (lookat) and an up point. After computing the new
view matrix from these, I tried this approach:

    ViewState->headlight->setPos(eye[PF_X],eye[PF_Y],eye[PF_Z],1.0f);
    ViewState->headlight->setSpotDir(lookat[PF_X],lookat[PF_Y],lookat[PF_Z]);
    ViewState->headlight->setSpotCone(5.0f,55.0f);

to move the light to the new pose.

This did not work. The view pose works flawlessly, but the light remained
at the origin (I saw it as I flew past).

I then tried this idea for the move:

    ViewState->headlight->setPos(eye[PF_X],eye[PF_Y],eye[PF_Z],1.0f);
    pfPushIdentMatrix();
    ViewState->headlight->setSpotDir(lookat[PF_X],lookat[PF_Y],lookat[PF_Z]);
    ViewState->headlight->setSpotCone(5.0f,90.0f);
    ViewState->headlight->on();
    pfPopMatrix();

which also had no effect on the position or orientation. So I attempted to
ensure that the light was not being culled by doing the following in the
initialization stage:

    /* set a large empty sphere for the bounding sphere of the light,
       keeping it from being culled
    */
    pfSphere * sph = new pfSphere();
    sph->makeEmpty();
    sph->radius = (float)PF_HUGEVAL;
    ViewState->headlight->setBound(sph,PFBOUND_STATIC);

which again had no effect.

My question is has anyone done this who would be willing to share code? Am I
on the right track (and just have some small error), am I on a totally wrong
track or is it a case of "this should work" and therefore there must be
something else in my application which is causing the problem? Any help would
be greatly appreciated.

Thanks in advance,

--

Paul Sherman

Please CC responses to paul@ht.com as well...thanks.

-- 
Scott McMillan / scott@ht.com / (301)984-3706 x250 / FAX (301)984-2104
                      High Techsplanations Inc. 
       6001 Montrose Road, Suite 902 / Rockville, MD 20852-4874 


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From: Simon Bennett <simonb@wormald.com.au>
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Subject: Re: Indigo2 Impact Channel Option (ICO)
To: bleclerc@cae.ca (Bernard Leclerc)
Date: Thu, 11 Apr 1996 13:17:54 +1000 (EST)
Cc: gilroy@stlaurent.sgi.com, parviz@stlaurent.sgi.com,
        info-performer@sgi.sgi.com
In-Reply-To: <9604101050.ZM7260@eagle.cae.ca> from "Bernard Leclerc" at Apr 10, 96 10:50:45 am
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Content-Type: text
Status: O

> 
> First question:
> 
> 	How many SVGA channels are generated by the ICO?
> 
> 	I have 2 brochures describing the Impact product line.
> 	One says the ICO can generate 4 SVGA channels, the other
> 	says 2 -- on the Maximum Impact only. Which one is correct?

No idea.  But I bet somebody out there knows!

> 
> Second question:
> 
> 	Is full-screen anti-aliasing available when using SVGA on the ICO?

>From a previous posting Sharon Clay answered...(wrt to can you multi-sample on
an ICO)

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
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@



+----------------------------------------------------------------------------+
  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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To: cstanek@smtpgate.sm.tsc.com
Cc: info-performer@sgi.sgi.com
Subject: Re: Don't know how to use keyboard in Perf 2.0
References: <9603108291.AA829164291@smtpgate.sm.tsc.com>
Content-Type: text/plain; charset=us-ascii
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Status: O

cstanek@smtpgate.sm.tsc.com wrote:
> 
>      if you want to render IRIS GL into a pure IRIS GL window,
>      I would make sure that a call to pfPWintype with a token of
>      PFPWIN_TYPE_X isn't lurking somewhere in your code by accident.
> 
>      Under IRIS GL you should get a GL window by default.
> 
>      clay


	THANKS!!! THERE WAS A  PFPWIN_TYPE_X IN OUR CODE!
	YOU SOLVED OUR PROBLEM.

			Thank you


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	 id SAA05061; Thu, 11 Apr 1996 18:51:02 +0100
From: "David Hughes" <davidh@hope.reading.sgi.com>
Message-Id: <9604111851.ZM5059@hope.reading.sgi.com>
Date: Thu, 11 Apr 1996 18:51:01 +0100
X-Face: 'o;%}vA_#p4#r[TsK@>S)pLuCNJ1W5`N\ANCBkVV^'PN,]cg?6M#mY0:MBUd%#:]N@q:mFn
                                                     _S9?f3'#fyE4@.?9E.L0a@IT=prR\3$M}.Alj0UQ%X5Ne^pa,Id,5{.Rb\Ga's?|}A@9Oo*DY}/DPk
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X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com, intl_vis_sim@cadillac
Subject: Performer Users Group Meeting at ITEC
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O


This is to announce that there will be a

			PERFORMER USERS GROUP MEETING
			-----------------------------

				at ITEC 96
			in The Hague, The Netherlands

A users group meeting will be held for all parties and users interested in the
development and status of IRIS Performer.

This will be held in Committee Room 1 at 4:30pm on Tuesday 16th April. The
meeeting is expected to last no longer than 90 min.

It will be hosted by one of our key Perfmormer software engineers - Chris
Tanner.

This will present an opportunity to cover the following topics:

	~ New features in 2.1
	~ Infinite Reality and Performer
	~ Impact and Performer
	~ Current software status
	~ Product road map
	~ Questions and issues

Please contact reception at our booth #316 to register for this event

-- 


    =====================================================
   |                                                     |
   |   David Hughes - Reality Centre Manager             |
   |   Tel:   [+44] 1 734 306222 (office)                |
   |          [+44] 1 734 257602 (direct)                |
   |   Vmail: 59413                                      |
   |   email: davidh@reading.sgi.com                     |
   |                                                     | 
   |   http://www-europe.sgi.com/International/UK/centre |
   |                                                     |
    =====================================================
                               _______________
                                               \   
             _______________________________  \_\__
                                              / / 
                               _______________ / 


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From: "Luis Ignacio Miranda" <lmiranda@buitre.madrid.sgi.com>
Message-Id: <9604112210.ZM29987@buitre.madrid.sgi.com>
Date: Thu, 11 Apr 1996 22:10:15 -0600
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To: info-performer@sgi.sgi.com
Subject: Inventor loader problem
Mime-Version: 1.0
Content-Type: multipart/mixed;
	boundary="PART-BOUNDARY=.19604112210.ZM29987.madrid.sgi.com"
Status: O

--
--PART-BOUNDARY=.19604112210.ZM29987.madrid.sgi.com
Content-Type: text/plain; charset=us-ascii

Hi all,


I have a problem with the Inventor loader in Performer 2.0.

When I try to load a model with a environment-reflecting texture, it loads the
texture, but it is not applied to the model, or, it is not applied in the right
way because the model does not show the texture.

I attach a very simple inventor with a environment-reflecting texture model as
an example.


Any ideas?

Thanks

Nacho


-- 
*******************************************************************************
* Luis Ignacio Miranda               Edificio "Santa Engracia 120"            *    
* Silicon Graphics, S.A.             Plaza del Descubridor Diego de Ordas,3   *
* Systems Engineering Division       28003 MADRID  SPAIN                      *
* e-mail : lmiranda@madrid.sgi.com   Telephone ++ 34 1 4429077                *
* v-mail : x57598                    Fax  ++ 34 1 4420150                     *
*******************************************************************************


--PART-BOUNDARY=.19604112210.ZM29987.madrid.sgi.com
X-Zm-Content-Name: example.iv
Content-Description: Inventor
Content-Type: application/x-inventor ; name="example.iv"
Content-Transfer-Encoding: base64
X-Zm-Decoding-Hint: mimencode -b -u 

I0ludmVudG9yIFYxLjAgYXNjaWkKCkdyb3VwIHsKICAgIExhYmVsIHsKICAgIH0KICAgIFNl
cGFyYXRvciB7CglUcmFuc2Zvcm0gewoJICAgIHRyYW5zbGF0aW9uCS0wLjA0OTIzMjggMC4w
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IDAuMTExNTg2IDAuMTExNTg2CgkJICAgIGRpZmZ1c2VDb2xvcgkwLjQ0NjM0NCAwLjQ0NjM0
NCAwLjQ0NjM0NAoJCSAgICBzcGVjdWxhckNvbG9yCTAuNDM1MDM1IDAuNDM1MDM1IDAuNDM1
MDM1CgkJICAgIGVtaXNzaXZlQ29sb3IJMCAwIDAKCQkgICAgc2hpbmluZXNzCTAuNDg4MDE3
CgkJICAgIHRyYW5zcGFyZW5jeQkwCgkJfQoJCVRleHR1cmUyIHsKCQkgICAgZmlsZW5hbWUJ
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ciB7CgkgICAgfQoJfQogICAgfQp9Cg==

--PART-BOUNDARY=.19604112210.ZM29987.madrid.sgi.com--



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Date: Thu, 11 Apr 1996 16:53:20 -0400
From: gagnonf@cae.ca (Francois Gagnon)
Message-Id: <9604112053.AA17222@zorglub.cae.ca>
To: info-performer@sgi.sgi.com
Subject: Fonts in Performer 2.0
Status: O



  Hello everyone.

        I'm new to this mailing list and I have a question for all the
  Performer experts out there. I didn't find any mention of this topic
  in the FAQ and I hope that this subject has not been covered recently. 

  I'm using Performer 2.0 and would like to display 3D text. The
  pfText, pfString and pfFont classes seem to be one way of creating
  the proper data structures in memory. However, short of creating my
  own font, the only available way to load a font is to use the
  pfdLoadFont_type1 routine for which there are only two provided fonts
  in the data directory of Performer. 

  Are there public loaders available on the net ?
  Are there public fonts available on the net ?

  Thanks all.

  Francois Gagnon
  gagnonf@cae.ca



From guest  Thu Apr 11 15:01:24 1996
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From: Hill_Brian@amelnx.advmar.com
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Date: Thu, 11 Apr 96 17:49:32 EST
Message-Id: <9603118292.AA829270435@amelnx.advmar.com>
To: info-performer@sgi.sgi.com
Subject: Cross Platform OpenGL Performer (OpenPerformer)
Status: O

I have been developing Performer applications since 1.0 but wouldn't
call myself a guru and don't know very much about the vis/sim world 
outside of Performer/SGI. There have been a lot of inquiries about
developing low end applications running on other platforms. I don't
have any real desire to do this but I see a market forming (or it
is already formed) and I will have to be responsive to it to stay 
competitive (keep my job).

I remember some discussion some time ago about an OpenPerformer.

Are there any plans to produce such a product? 

What is this COSMO product and how does it relate to Performer?

Does anyone know what is going on with this?

Brian Hill
hill_brian@advmar.com



From guest  Thu Apr 11 14:43:45 1996
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Date: Thu, 11 Apr 1996 14:40:13 -0700
From: aschaffe@holodeck (Allan Schaffer)
Message-Id: <199604112140.OAA15448@holodeck.asd.sgi.com>
To: info-performer
Subject: info-performer administrivia
Status: O


Hello all,

The mailserver used for the info-performer mailing list
(holodeck.asd.sgi.com) is moving this weekend.  I've copied
everything to another system temporarily, -so- if everything 
works right, you'll never notice.

But if there are any troubles over the weekend with the 'normal'
aliases, try sending mail directly to:

   info-performer@crusty.asd.sgi.com          [for distribution]

 & info-performer-request@crusty.asd.sgi.com  [for administration]

..or just hang tight 'till monday.

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


From guest  Thu Apr 11 15:43:38 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9604112338.ZM6411@bitch.reading.sgi.com>
Date: Thu, 11 Apr 1996 23:38:55 +0100
In-Reply-To: gagnonf@cae.ca (Francois Gagnon)
        "Fonts in Performer 2.0" (Apr 11,  4:53pm)
References: <9604112053.AA17222@zorglub.cae.ca>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: gagnonf@cae.ca (Francois Gagnon), info-performer@sgi.sgi.com
Subject: Re: Fonts in Performer 2.0
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

     pfdLoadFont_type1 is one instance of a font loader.  It loads Haeberli
     font definitions into Performer structures.                   ^^^^^^^^

I'm not sure if I read this here or was told directly but the idea is to use
one Paul Haeberlis tools to convert standard font descriptions to the
intermediate format.

I expect the convertors you require are in the developers toolbox.

Rgds,
Angus.


On Apr 11,  4:53pm, Francois Gagnon wrote:
> Subject: Fonts in Performer 2.0
>
>
>   Hello everyone.
>
>         I'm new to this mailing list and I have a question for all the
>   Performer experts out there. I didn't find any mention of this topic
>   in the FAQ and I hope that this subject has not been covered recently.
>
>   I'm using Performer 2.0 and would like to display 3D text. The
>   pfText, pfString and pfFont classes seem to be one way of creating
>   the proper data structures in memory. However, short of creating my
>   own font, the only available way to load a font is to use the
>   pfdLoadFont_type1 routine for which there are only two provided fonts
>   in the data directory of Performer.
>
>   Are there public loaders available on the net ?
>   Are there public fonts available on the net ?
>
>   Thanks all.
>
>   Francois Gagnon
>   gagnonf@cae.ca
>
>
>-- End of excerpt from Francois Gagnon



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


From guest  Thu Apr 11 16:34:25 1996
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From: "Paul Sherman" <paul@te.ht.com>
Message-Id: <9604111911.ZM14877@te.ht.com>
Date: Thu, 11 Apr 1996 19:11:37 -0400
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: (Fwd) Re: Fonts in Performer 2.0
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Yep to all of the below.
We did it in a recent app. Email me if you want more details and I will
see if I can dig up the code.

		Paul Sherman
		paul@ht.com

--- Forwarded mail from "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
> Subject: Re: Fonts in Performer 2.0
>
>      pfdLoadFont_type1 is one instance of a font loader.  It loads Haeberli
>      font definitions into Performer structures.                   ^^^^^^^^
>
> I'm not sure if I read this here or was told directly but the idea is to use
> one Paul Haeberlis tools to convert standard font descriptions to the
> intermediate format.
>
> I expect the convertors you require are in the developers toolbox.
>
>On Apr 11,  4:53pm, Francois Gagnon wrote:
>> Subject: Fonts in Performer 2.0
>>
>>   I'm using Performer 2.0 and would like to display 3D text. The
>>   pfText, pfString and pfFont classes seem to be one way of creating
>>   the proper data structures in memory. However, short of creating my
>>   own font, the only available way to load a font is to use the
>>   pfdLoadFont_type1 routine for which there are only two provided fonts
>>   in the data directory of Performer.
>-- End of excerpt from Francois Gagnon
---End of forwarded mail from "Angus Dorbie" <dorbie@bitch.reading.sgi.com>


From guest  Thu Apr 11 19:08:11 1996
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	id <316E8D5B@mgate.nyp.ac.sg.>; Fri, 12 Apr 96 10:05:31 PDT
From: "Ng Kian Bee, SIT/CS" <ngkb@nyp.ac.sg>
To: performer <info-performer@sgi.sgi.com>
Subject: Q: Where to buy these stuff..
Date: Fri, 12 Apr 96 10:02:00 PDT
Message-Id: <316E8D5B@mgate.nyp.ac.sg.>
Encoding: 34 TEXT
X-Mailer: Microsoft Mail V3.0
Status: O


Hello,

This is not a technical question. Pls pardon me, I need to get some pointers
from you guys to buy some stuff...

We are interested in purchasing a 3D motion capture device and a 3D 
digitizer.
I wonder who carries them? These devices must work well with our SGI RE2 and
IMPACT machines. And we need it to work with software such as Coryphaeus
Software, Performer, Alias | Wavefront, SoftImage.

Appreciate if someone could send or fax us the products details and 
quotations. If there is
an international office in Singapore, appreciate if someone could give us 
the email or fax or
tel number.

Another more urgent need is a good HMD. I need a HMD to work with Performer 
and hook up
to our RE2. I wonder if anyone knows what brand works well and reliable and 
provide good
support etc.

Thank a million!
Kian Bee
ngkb@nyp.ac.sg

Nanyang Polytechnic
School of Information Technology
20 Yishun Ave 9
Singapore 768892
Tel: (65) 7501440
Fax: (65) 755 5571


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From: kanou@ddd.co.jp (Y.Kanou)
Subject: job opportunity
To: info-performer@sgi.sgi.com
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Date: Fri, 12 Apr 1996 11:21:34 +0900
Message-Id: <19960412022133831.AAA93@[202.230.84.102]>
Status: O

Wanted: 3D Computer Graphics programmers

Responsibilities:
Design & develop software for Silicon Graphics based applications.

Requirements:
Knowledge of OpenGL, Open Inventor, IRIS Performer, C, C++, UNIX.

Company description:
3D,Inc.is a Japanese company which specializes in developing Realtime 3 Dimensional Computer 
Graphics Systems. Founded in 1988. The number of employees is 30.

If interested, please mail, fax, or e-mail resumes to
Yutaka Kanou
3D,Inc.
Mitsuishi-Yokohama-building 1-39-3 Hiranuma
Nishi-ku Yokohama 220
Japan

e-mail:kanou@ddd.co.jp
fax:+81-45-314-8335



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Subject: WHERE & HOW :   .obj  -->  .flt
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Hi Performers,
1. How to convert model files from .obj to .flt ?
2. Where is the converter on Internet ?

Thanks ahead!

flysiml@public.bta.net.cn



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Hi Performers,
1. How to convert model files from .obj to .flt ?
2. Where is the converter on Internet ?

Thanks ahead!

flysiml@public.bta.net.cn



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From: Sina Mostafawy <Sina.Mostafawy@gmd.de>
Message-Id: <199604120736.AA22952@viswiz.gmd.de>
Subject: subscribe
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please add me to the mailing list

thanks

Sina



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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9604120908.ZM6795@bitch.reading.sgi.com>
Date: Fri, 12 Apr 1996 09:08:58 +0100
In-Reply-To: "Ng Kian Bee, SIT/CS" <ngkb@nyp.ac.sg>
        "Q: Where to buy these stuff.." (Apr 12, 10:02am)
References: <316E8D5B@mgate.nyp.ac.sg.>
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        performer <info-performer@sgi.sgi.com>
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--PART-BOUNDARY=.19604120908.ZM6795.reading.sgi.com
Content-Description: Text
Content-Type: text/plain ; charset=iso-8859-1
Content-Transfer-Encoding: quoted-printable
X-Zm-Decoding-Hint: mimencode -q -u 

Here are two devices which work with SG equipment. The blurb is from the =
3rd
parties, not me.

Rgds,
Angus.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~=
~~~~~~

FASTRAK=AE Motion Tracker

FASTRAK=AE from Polhemus is the ultimate solution for real-time
position/orientation sensing. FASTRAK has become the standard for VR and
motion capture applications. FASTRAK virtually eliminates latency by util=
izing
state-of-the-art Digital Signal Processing (DSP) technology to reduce dat=
a
latency (lag) to 4ms. That is over 10 times faster than competitive syste=
ms. It
also has an update rate
of up to 120 Hz, and can handle multiple receivers. All at a very competi=
tive
price!!

E. W. Costello

VP, Marketing & Sales
Polhemus, Inc.
One Hercules Drive
P.O. Box 560
Colchester, VT 05446
USA
800-357-4777
802-655-1439 (fax)
e_costello@polhemus.com

For applications in related solution areas, see the following indices:
Animation, Entertainment, Film
& Video Production, Virtual Environments, Virtual Reality, the developer =
index
for Polhemus, Inc.
and the product category index for Peripherals.

RenderMan is a Registered Trademark of PIXAR
3DRAW is a Registered Trademark of Polhemus, Inc.
FASTRAK is a Registered Trademark of Polhemus, inc.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~=
~~~~~~
Flock of Birds

Flock of Birds is a modular tracker with six degrees of freedom for
simultaneously tracking the position and orientation of 1 - 30 receivers
(targets)
over a specified range of plus or minus four feet. Motions are tracked to=

accuracies of .2 degrees and .05 inch at rates up to 144Hz. Due to simult=
aneous
tracking, fast update rates and minimal lag occur even when multiple targ=
ets
are tracked. Designed
for head and hand tracking in VR games, simulations, animations, and
visualizations. Price: Starts at
$2,695.

Jack Scully

Vice President
Ascension Technology Corporation
PO Box 527
Burlington, VT 05402
USA
802-860-6440
802-860-6439 (fax)
ascension@world.std.com

For applications in related solution areas, see the following indices: Ha=
rdware
Accessories, I/O
Devices, Motion-capture, Simulation, Virtual Environments, Virtual Realit=
y, the
developer index
for Ascension Technology Corporation and the product category index for
Animation.

Flock of Birds is a Trademark of Ascension

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~=
~~~~~~



On Apr 12, 10:02am, Ng Kian Bee, SIT/CS wrote:
> Subject: Q: Where to buy these stuff..
>
> Hello,
>
> This is not a technical question. Pls pardon me, I need to get some poi=
nters
> from you guys to buy some stuff...
>
> We are interested in purchasing a 3D motion capture device and a 3D
> digitizer.
> I wonder who carries them? These devices must work well with our SGI RE=
2 and
> IMPACT machines. And we need it to work with software such as Coryphaeu=
s
> Software, Performer, Alias | Wavefront, SoftImage.
>
> Appreciate if someone could send or fax us the products details and
> quotations. If there is
> an international office in Singapore, appreciate if someone could give =
us
> the email or fax or
> tel number.
>
> Another more urgent need is a good HMD. I need a HMD to work with Perfo=
rmer
> and hook up
> to our RE2. I wonder if anyone knows what brand works well and reliable=
 and
> provide good
> support etc.
>
> Thank a million!
> Kian Bee
> ngkb@nyp.ac.sg
>
> Nanyang Polytechnic
> School of Information Technology
> 20 Yishun Ave 9
> Singapore 768892
> Tel: (65) 7501440
> Fax: (65) 755 5571
>
>-- End of excerpt from Ng Kian Bee, SIT/CS



-- =

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

--PART-BOUNDARY=.19604120908.ZM6795.reading.sgi.com--



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From: "Kamen Kanev" <kamen@vsl.co.jp>
Message-Id: <9604121748.ZM4943@dacca>
Date: Fri, 12 Apr 1996 17:48:35 +0900
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Subject: Texture problem on Maximum Impact
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

We have a database in .iv format and would like to use it in Performer 2.0.
When we load the databse in perfly the texture does not look smooth (not
continuous collor but rather stripes of different collors). Same model when
loaded in SceneViewer appears properly textured. In fact we can conterol the
texture appearence in SceneViewer by changing the parameter TextureQuality e.g
from 0.5 to 1 in the .iv file as follows:

Complexity {
	value 1
	TextureQuality 1
}

What might be the problem? How can we modify the .iv file in order to get
better texture appearence in perfly etc.?
Any suggestions and help would be greatly appreciated.
Thanks!

-- 
__________________________________

Kamen Kanev, PhD
Senior Researcher

Visual Science Laboratory
Awajicho MH Building
2-21 Kanda Awajicho
Chiyoda-ku, Tokyo 101
JAPAN

Phone: +81-3-5256-7662
FAX:   +81-3-5256-1070

e-mail:kamen@vsl.co.jp
__________________________________


From guest  Fri Apr 12 02:30:04 1996
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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9604121027.ZM5315@barney.reading.sgi.com>
Date: Fri, 12 Apr 1996 10:27:00 +0100
In-Reply-To: "Kamen Kanev" <kamen@vsl.co.jp>
        "Texture problem on Maximum Impact" (Apr 12,  5:48pm)
References: <9604121748.ZM4943@dacca>
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Subject: Re: Texture problem on Maximum Impact
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Status: O

What's the config of your machine ? Do /usr/gfx/gfxinfo - if you only have 1
TRAM then textures are only up to 4 bits per colour component so you can get
banding on some textures. The way round this is the upgrade to 4 TRAMs which
gives you more texture resolution and capacity.

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 Apr 12 06:28:11 1996
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Date: Fri, 12 Apr 1996 15:20:24 +0200 (MET DST)
From: Morten Eriksen <mortene@pvv.unit.no>
To: info-performer@sgi.sgi.com
Subject: Drawing in overlay planes
Message-Id: <Pine.SOL.3.91.960412150157.2419B-100000@datter.pvv.unit.no>
Mime-Version: 1.0
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Status: O

Hi,

I've got an image which should behave as a "sprite" cursor in the
overlay planes. This works OK with the code below, but the cursor
"flashes" a lot - like gfx usually do when you try to update on wrong
rasterpositions or updates are too slow.

At first I thought the image I'm drawing (with rectwrite) was too big,
but the same problem occurs even when it's just 16x16 pixels. I'm
running this on an Onyx with RE2 gfx and 4 PUs, so I guess there's
enough horsepower present..

The problem also occurs regardless of if I'm running in SP- or
MP-mode.

Here's the code I use to visualize it (it gets called during
PostDraw):

[SNIP]
  // Remember coordinates over invocations.
  static long xstart = 0;
  static long xstop = 0;
  static long ystart = 0;
  static long ystop = 0;

  // Erase old image.
  rectwrite(xstart, ystart, xstop, ystop, sharedmem->marker.store);

  // Draw some simple stuff here (max 9 pixels each frame).
  for(i = 0; i < sharedmem->replaycoordcounter; i++) {
    x = sharedmem->replaycoords[i][0] * sharedmem->mouse.winSizeX;
    y = sharedmem->replaycoords[i][1] * sharedmem->mouse.winSizeY;
    rectwrite(x-1, y-1, x+1, y+1, trace);
  }

  // Calculate new position for cursor.
  xstart = x - sharedmem->marker.xspot;
  ystart = y - sharedmem->marker.yspot;
  xstop = xstart + sharedmem->marker.width - 1;
  ystop = ystart + sharedmem->marker.height - 1;
  
  // Put underlying gfx in store buffer.
  rectread(xstart, ystart, xstop, ystop, sharedmem->marker.store);
  // Write cursor image.
  rectwrite(xstart, ystart, xstop, ystop, sharedmem->marker.bitmap);
[SNIP]

I assume my problem is due to sloppy timing - that 'PostDraw' is not a
good time to draw this stuff..? I'd be grateful for any input on this.

Regards,
Morten Eriksen


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From: "Kamen Kanev" <kamen@vsl.co.jp>
Message-Id: <9604130055.ZM5924@dacca>
Date: Sat, 13 Apr 1996 00:55:26 +0900
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To: info-performer@sgi.sgi.com
Subject: pfLookupNode() usage
Mime-Version: 1.0
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Status: O

Hello!

Where can I find details about the usage of

     pfNode*        pfLookupNode(const char *name, pfType* type);

I would like to find a node given its unique name. Since I don't know where to
start from

     pfNode*        pfFindNode(pfNode *node, const char *pathName,
                      pfType *type);

is not suitable.

The problem is that I also don't know the type of the node I am searching for.
I tried to specify pfGetMemoryClassType() as a second argument in
pfLookupNode() but it did not work. It works fine if I specify the exact type
of the searched node e.g. child = pfLookupNode(filename,
pfGetGeodeClassType());

Any suggestions would be greatly appreciated!
Thanks in advance.


-- 
__________________________________

Kamen Kanev, PhD
Senior Researcher

Visual Science Laboratory
Awajicho MH Building
2-21 Kanda Awajicho
Chiyoda-ku, Tokyo 101
JAPAN

Phone: +81-3-5256-7662
FAX:   +81-3-5256-1070

e-mail:kamen@vsl.co.jp
__________________________________


From guest  Fri Apr 12 09:29:18 1996
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From: Veraart <rioj7@fel.tno.nl>
Message-Id: <199604121619.SAA08120@s00sn1.fel.tno.nl>
Subject: Re: Drawing in overlay planes
To: info-performer@sgi.sgi.com (performer)
Date: Fri, 12 Apr 1996 18:19:20 +0200 (MET DST)
In-Reply-To: <Pine.SOL.3.91.960412150157.2419B-100000@datter.pvv.unit.no> from "Morten Eriksen" at Apr 12, 96 03:20:24 pm
X-Mailer: ELM [version 2.4 PL24]
Content-Type: text
Status: O

> I've got an image which should behave as a "sprite" cursor in the
> overlay planes. This works OK with the code below, but the cursor
> "flashes" a lot - like gfx usually do when you try to update on wrong
> rasterpositions or updates are too slow.
> 
> At first I thought the image I'm drawing (with rectwrite) was too big,
> but the same problem occurs even when it's just 16x16 pixels. I'm
> running this on an Onyx with RE2 gfx and 4 PUs, so I guess there's
> enough horsepower present..
> 
> [SNIP]
> 
> I assume my problem is due to sloppy timing - that 'PostDraw' is not a
> good time to draw this stuff..? I'd be grateful for any input on this.

Why don't you just draw on the screen and not the overlay plane if you
draw the code every frame?
Just draw your bitmap as if it where a HUD.
For IRISGL you can use the following code

    pfGetChanSize(chan,&xSize,&ySize);
    sizeRatio = (float)xSize/(float)ySize;

    /* init state */
    pfPushState();
    pfBasicState();

    zfunction(ZF_ALWAYS);
    ortho2(-sizeRatio, sizeRatio,-1.0f, 1.0f); // or choose some better mapping
    mmode(MVIEWING);
    pfPushIdentMatrix();

    /* draw the stuff you want */

    /* restore state */
    zfunction(ZF_LEQUAL);
    pfPopMatrix();
    pfPopState();

Hope this will be of any help to you.

Mario


From guest  Fri Apr 12 10:03:15 1996
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Date: Fri, 12 Apr 1996 18:55:44 +0200 (MET DST)
From: Morten Eriksen <mortene@pvv.unit.no>
To: info-performer@sgi.sgi.com
Subject: Re: Drawing in overlay planes
In-Reply-To: <9604121713.ZM7567@bitch.reading.sgi.com>
Message-Id: <Pine.SOL.3.91.960412184350.4775A-100000@datter.pvv.unit.no>
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Status: O

On Fri, 12 Apr 1996, Angus Dorbie wrote:

> The problem is that you are not double buffering the overlay planes. Perhaps
> doing this immediately after you swapbuffers() & a finnish() will help, it'll
> be nearer the vertical retrace.

There wouldn't happen to be a routine somewhere that makes it possible
to read the current rasterline-position of the videobeam..? No?
Thought not. :)

> Do you have any other information in the overlay which you want to keep?

Yep. See below.

> Perhaps you don't need the first rectwrite & rectread.
> 
> Do you have to do this in the overlay? If your drawing this as a draw callback
> you'd be much better using rgb information and drawing to the framebuffer.
> It'll be double buffered & you won't need to restore the old information.

I'm using the overlay planes during replay to show the trace of how
the user pointed a gun towards the screen during simulation. The
problem is of course that there's no limit (well, that's not entirely
true, there can't be more than width*height unique positions) to how
many pixel positions I have to remember (in either a list or a
storebuffer) and redraw each frame if I decide to use the regular
bitplanes.

Anyone out there who have wrestled with such a problem already?

Anyway, the flickering cursor is just a minor problem - it isn't _too_
ugly to look at, so I guess I'll just leave it at that. Thanks for the
help.

Regards,
Morten


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Date: 12 Apr 1996 10:22:09 U
From: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>
Subject: Problem Loading Some Object
To: info-performer@sgi.sgi.com
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Status: O

                      Subject:                              Time:  10:15 AM
  OFFICE MEMO         Problem Loading Some Objects          Date:  4/12/96

Hello Everyone:

We cannot understand why we can load "f18.obj" and see it clearly in our
scene and not "f117.flt".  The f117.flt model is invisible when we load it. 
The output from the file loader does not indicate any errors.  When we use
perfly to load the same f117.flt we see the object as expected.

We tried scaling the object to a very large scale number to no avail.

Any suggestions?

Thanks, Scott O'



From guest  Sun Apr 14 13:44:49 1996
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From: aschaffe (Allan Schaffer)
Message-Id: <9604141337.ZM1944@holodeck.asd.sgi.com>
Date: Sun, 14 Apr 1996 13:37:39 -0700
In-Reply-To: "Kamen Kanev" <kamen@vsl.co.jp>
        "Texture problem on Maximum Impact" (Apr 12,  5:48pm)
References: <9604121748.ZM4943@dacca>
X-Mailer: Z-Mail-SGI (3.2S.1 10apr95 MediaMail)
To: "Kamen Kanev" <kamen@vsl.co.jp>, info-performer@sgi.sgi.com
Subject: Re: Texture problem on Maximum Impact
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Apr 12,  5:48pm, Kamen Kanev wrote:
> 
> We have a database in .iv format and would like to use it in
> Performer 2.0.  When we load the databse in perfly the texture does
> not look smooth (not continuous collor but rather stripes of
> different collors).

In addition to what Rob said: be sure that you have the appropriate
set of IMPACT patches loaded, as several texture bugs have been
fixed.  At present, I believe you'll want "5.3 ALL IMPACT" as the
base OS and patches 1098 & 1105.  If you have XFS there are some
others as well.

If the problem is one of apparent quantization or mach-banding on the
textures, you'll need more TRAM.  But if it's truly "bad colors" then
go with the patches.

Allan

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


From guest  Sun Apr 14 19:26:22 1996
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From: "Vincent Oh Kim Soon" <vincentoh@sgisgp2.singapore.sgi.com>
Message-Id: <9604151019.ZM12983@sgisgp2.singapore.sgi.com>
Date: Mon, 15 Apr 1996 10:19:35 +0000
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Subject: HMD info?
Mime-Version: 1.0
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Status: O

Hi all,


Could anyone out there pls tell me if there are any good HMDs available that
are completely compatible with Performer running on an RE2. Any pointers in the
right direction would suffice. Thanks in advance.


Vincent



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


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Date: Mon, 15 Apr 1996 11:08:55 +0200
From: Vali Lalioti <Vali.Lalioti@gmd.de>
Message-Id: <199604150908.AA03844@sumo.gmd.de>
To: info-performer@sgi.sgi.com
Status: O

Dear Sirs,

I have a problem with using two pipes and two screens on a machine that
is set to the "triple keyboard option" (TKO). The warning I get is that
there is no screen 1, which probably is true since with this option
the displays are 0.0, 1.0,2.0 instead of 0.0, 0.1, 0.2.
Is there any way to solve this problem?
I include a small example and the error messages.

sincerely yours,
Dr. V. Lalioti.

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

#include <Performer/pf.h>
#include <Performer/pfdu.h>
#include <Performer/pf/pfPipe.h>
#include <Performer/pf/pfPipeWindow.h>
#include <Performer/pf/pfChannel.h>
#include <Performer/pf/pfGeode.h>
#include <Performer/pr/pfLight.h>
#include <Performer/pr/pfMaterial.h>

int
main(int argc, char** argv)
{
  pfInit();
  pfMultiprocess( PFMP_APPCULLDRAW );
  pfMultipipe(2);
  pfConfig();
  
  pfWSConnection con0 = pfOpenScreen(0, FALSE);
  pfWSConnection con1 = pfOpenScreen(1, FALSE);

  pfPipe* pipe0 = pfGetPipe(0); 
  pfPipe* pipe1 = pfGetPipe(1);

  pipe0->setScreen(0);
  pipe1->setScreen(1);

  pipe0->setWSConnectionName("sumo:0.0");
  pipe1->setWSConnectionName("sumo:1.0");

  printf("pipe0->getPipeScreen() = %d\n", pipe0->getScreen());
  printf("pipe1->getPipeScreen() = %d\n", pipe1->getScreen());

  printf("pipe0->getWSConnectionName() = %s\n",
pipe0->getWSConnectionName());
  printf("pipe1->getWSConnectionName() = %s\n",
pipe1->getWSConnectionName());

  pfPipeWindow* window0 = new pfPipeWindow(pipe0);
  window0->setWinType( PFPWIN_TYPE_X );
  window0->setName( "I am on pipe 0" );
  window0->setOriginSize(0, 0, 500, 500);
  window0->open();

  pfPipeWindow* window1 = new pfPipeWindow(pipe1);
  window1->setWinType( PFPWIN_TYPE_X );
  window1->setName( "I am on pipe 1" );
  window1->setOriginSize(600, 0, 500, 500);
  window1->open();
  
  pfScene* scene = new pfScene;
  pfGeode* geode = new pfGeode;
  pfGeoSet* gset = pfdNewCube(pfGetSharedArena());

  scene->addChild(geode);
  geode->addGSet(gset);

  //  pfEnable(PFEN_LIGHTING);

  // pfLight* light = new pfLight;

  // pfLightModel* lmodel = new pfLightModel;
  // lmodel->apply();

  pfMaterial* material = new pfMaterial;
  // material->apply();
  
  pfChannel* channel0 = new pfChannel(pipe0);
  pfChannel* channel1 = new pfChannel(pipe1);
  channel0->attach(channel1);
  channel0->setShare(channel0->getShare() | PFCHAN_SWAPBUFFERS);

  channel0->setFOV(45.0f, 0.0f);
  channel0->setNearFar(0.1f, 100.0f);
  channel0->setScene(scene);

  window0->addChan(channel0);
  window1->addChan(channel1);

  float drift = 0.04f;
  float xpos  = -1.0f;


  while (1) {
    
    // this is it

    if (drift < 0.0f) {
      if (xpos < -1.0f) {
	drift = -drift;
      }
    } else {
      if (xpos > 1.0f) {
	drift = -drift;
      }
    }
    
    xpos += drift;
    
    pfVec3 pos(xpos, -6.0f, 0.0f);
    channel0->setView(pos, pfVec3(0.0f, 0.0f, 0.0f));
    //    light->setPos(pos[0], pos[1], pos[2], 1.0);
    // light->on();

    pfFrame();
    channel0->drawStats();
    // channel1->drawStats();
  }
  
  pfExit();
  return 0;
}

----------------- error messages
PF Warning/Usage:              pfPipe::setScreen() pfPipe 1 screen request of 1 is greater than number of available hardware screens (0 - 0). Clamping to screen 0
pipe0->getPipeScreen() = 0
pipe1->getPipeScreen() = 0
pipe0->getWSConnectionName() = sumo:0.0
pipe1->getWSConnectionName() = sumo:1.0
PF Notice:                     Using 50Hz video rate
GL:  X error 3, X request = 3
ERROR #93  Error in communication with window server: ERR_WMANIPC
PF Notice:                     Caught SIGCHLD. Exiting due to death of child with pid 3827.



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          Mon, 15 Apr 1996 12:04:29 +0100
Date: Mon, 15 Apr 1996 12:04:17 +0100 (BST)
From: Martin Reddy <mxr@dcs.ed.ac.uk>
To: Performer List <info-performer@sgi.sgi.com>
Subject: Finding Screen Coordinates
Message-Id: <Pine.SOL.3.92.960415115437.25041A-100000@calvay.dcs.ed.ac.uk>
Organisation: Department of Computer Science - University of Edinburgh
Mime-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O


I wish to use Performer for a number of psychophysical experiments I have
to carry out. In order to do this, I must know the location and size of
objects *on the display device*. I.e. I need to find the projected screen
coordinates for an object. Specifically, I want the following:

 1) The projected 2D screen coordinates for an object's (3D) position.
    (assuming the object lies within the viewing frustum)

 2) The projected radius/diameter of an object's bounding sphere in pixels
    (as a quick measure of the object's size in screen space)

I had a quick look through the mailing list archives and found a couple of
other people asking similar things, but no answers given. Can anyone shed
some light on how (or if) I can go about doing this?

Cheers,

Martin.


+============================================================================+
| Martin Reddy                                    Dept. of Computer Science  |
|                                                 University of Edinburgh    |
| e-mail : mxr@dcs.ed.ac.uk                       Mayfield Road, EH9 3JZ     |
| http://www.dcs.ed.ac.uk/home/mxr/               Tel : (0131) 650 5164      |
+============================================================================+



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From: "Larry Peruski" <peruski@lep.cs.gmr.com>
Message-Id: <9604150807.ZM625@lep.cs.gmr.com>
Date: Mon, 15 Apr 1996 08:07:01 -0400
In-Reply-To: Vali Lalioti <Vali.Lalioti@gmd.de>
        "" (Apr 15, 11:08am)
References: <199604150908.AA03844@sumo.gmd.de>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Vali Lalioti <Vali.Lalioti@gmd.de>, info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Apr 15, 11:08am, Vali Lalioti wrote:
> Subject:
> Dear Sirs,
>
> I have a problem with using two pipes and two screens on a machine that
> is set to the "triple keyboard option" (TKO). The warning I get is that
> there is no screen 1, which probably is true since with this option
> the displays are 0.0, 1.0,2.0 instead of 0.0, 0.1, 0.2.
> Is there any way to solve this problem?
> I include a small example and the error messages.
>
> sincerely yours,
> Dr. V. Lalioti.
>
> ---------------------------
>
> #include <Performer/pf.h>
> #include <Performer/pfdu.h>
> #include <Performer/pf/pfPipe.h>
> #include <Performer/pf/pfPipeWindow.h>
> #include <Performer/pf/pfChannel.h>
> #include <Performer/pf/pfGeode.h>
> #include <Performer/pr/pfLight.h>
> #include <Performer/pr/pfMaterial.h>
>
> int
> main(int argc, char** argv)
> {
>   pfInit();
>   pfMultiprocess( PFMP_APPCULLDRAW );
>   pfMultipipe(2);
>   pfConfig();
>
>   pfWSConnection con0 = pfOpenScreen(0, FALSE);
>   pfWSConnection con1 = pfOpenScreen(1, FALSE);
>
>   pfPipe* pipe0 = pfGetPipe(0);
>   pfPipe* pipe1 = pfGetPipe(1);
>
>   pipe0->setScreen(0);
>   pipe1->setScreen(1);
>
>   pipe0->setWSConnectionName("sumo:0.0");
>   pipe1->setWSConnectionName("sumo:1.0");
>
>   printf("pipe0->getPipeScreen() = %d\n", pipe0->getScreen());
>   printf("pipe1->getPipeScreen() = %d\n", pipe1->getScreen());
>
>   printf("pipe0->getWSConnectionName() = %s\n",
> pipe0->getWSConnectionName());
>   printf("pipe1->getWSConnectionName() = %s\n",
> pipe1->getWSConnectionName());
>
>   pfPipeWindow* window0 = new pfPipeWindow(pipe0);
>   window0->setWinType( PFPWIN_TYPE_X );
>   window0->setName( "I am on pipe 0" );
>   window0->setOriginSize(0, 0, 500, 500);
>   window0->open();
>
>   pfPipeWindow* window1 = new pfPipeWindow(pipe1);
>   window1->setWinType( PFPWIN_TYPE_X );
>   window1->setName( "I am on pipe 1" );
>   window1->setOriginSize(600, 0, 500, 500);
>   window1->open();
>
>   pfScene* scene = new pfScene;
>   pfGeode* geode = new pfGeode;
>   pfGeoSet* gset = pfdNewCube(pfGetSharedArena());
>
>   scene->addChild(geode);
>   geode->addGSet(gset);
>
>   //  pfEnable(PFEN_LIGHTING);
>
>   // pfLight* light = new pfLight;
>
>   // pfLightModel* lmodel = new pfLightModel;
>   // lmodel->apply();
>
>   pfMaterial* material = new pfMaterial;
>   // material->apply();
>
>   pfChannel* channel0 = new pfChannel(pipe0);
>   pfChannel* channel1 = new pfChannel(pipe1);
>   channel0->attach(channel1);
>   channel0->setShare(channel0->getShare() | PFCHAN_SWAPBUFFERS);
>
>   channel0->setFOV(45.0f, 0.0f);
>   channel0->setNearFar(0.1f, 100.0f);
>   channel0->setScene(scene);
>
>   window0->addChan(channel0);
>   window1->addChan(channel1);
>
>   float drift = 0.04f;
>   float xpos  = -1.0f;
>
>
>   while (1) {
>
>     // this is it
>
>     if (drift < 0.0f) {
>       if (xpos < -1.0f) {
> 	drift = -drift;
>       }
>     } else {
>       if (xpos > 1.0f) {
> 	drift = -drift;
>       }
>     }
>
>     xpos += drift;
>
>     pfVec3 pos(xpos, -6.0f, 0.0f);
>     channel0->setView(pos, pfVec3(0.0f, 0.0f, 0.0f));
>     //    light->setPos(pos[0], pos[1], pos[2], 1.0);
>     // light->on();
>
>     pfFrame();
>     channel0->drawStats();
>     // channel1->drawStats();
>   }
>
>   pfExit();
>   return 0;
> }
>
> ----------------- error messages
> PF Warning/Usage:              pfPipe::setScreen() pfPipe 1 screen request of
1 is greater than number of available hardware screens (0 - 0). Clamping to
screen 0
> pipe0->getPipeScreen() = 0
> pipe1->getPipeScreen() = 0
> pipe0->getWSConnectionName() = sumo:0.0
> pipe1->getWSConnectionName() = sumo:1.0
> PF Notice:                     Using 50Hz video rate
> GL:  X error 3, X request = 3
> ERROR #93  Error in communication with window server: ERR_WMANIPC
> PF Notice:                     Caught SIGCHLD. Exiting due to death of child
with pid 3827.
>
>
>-- End of excerpt from Vali Lalioti

I reported this same problem  back in early Feb.  I logged a support call and
provided a source program similar to the one above.  An SGI engineer was
assigned but I never received a solution.

It's a real simple question.  How do you open a window on screen 1.0 or 2.0
using Performer 2.0 with TKO installed?  I never had a problem with Performer
1.2.

I have been busy with other things so I haven't forced this issue but I sure
would like to know if there is an answer.

-- 
Larry Peruski 
Sr Project Engineer
Manufacturing & Design Systems Dept
GM Research & Development Center
30500 Mound Road, Box 9055
Warren, Michigan 48090-9055

phone - (810) 986-1475
fax   - (810) 986-9356
email - peruski@gmr.com


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From: deepa@tcsernet.tcs.ernet.in
Message-Id: <9604151753.AA00570@tcsernet.tcs.ernet.in>
Subject: pfApply calls
To: info-performer@tcsernet.tcs.ernet.in
Date: Mon, 15 Apr 96 17:52:07 EDT
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Status: O


Dear Performer users,

I wonder if anyone can help me understand the following:

I am using Performer 1.2.

I use the following calls to open pipe and initialize it:

p = pfGetPipe(0);
pfInitPipe(p, OpenPipeLine);

If I use the following sequence of calls inside the OpenPipeLine procedure
there is no problem.

pfEnable(PFEN_LIGHTING);
pfApplyLModel(pfNewLModel(NULL));
pfApplyMtl(pfNewMtl(NULL));
pfLightOn(pfNewLight(NULL));

On the other hand, if I use the above sequence of calls sfter the call
pfInitPipe(p, NULL) in my main program, a core dump occurs. This happens only on the Onyx and not on the Indigo.

Is it necessary that these calls be used only in the pipe initializing 
function?

Deepa Krishnan
Tata Consultancy Services
Bombay
e-mail : deepa@tcsernet.tcs.ernet.in





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From: "Michael Butterworth" <mbutterw@trng3.orlando.coryphaeus.com>
Message-Id: <9604151119.ZM7335@trng3.orlando.coryphaeus.com>
Date: Mon, 15 Apr 1996 11:19:18 -0400
In-Reply-To: "Vincent Oh Kim Soon" <vincentoh@sgisgp2.singapore.sgi.com>
        "HMD info?" (Apr 15, 10:19am)
References: <9604151019.ZM12983@sgisgp2.singapore.sgi.com>
Reply-To: mbutterw@coryphaeus.com
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To: "Vincent Oh Kim Soon" <vincentoh@sgisgp2.singapore.sgi.com>
Subject: Re: HMD info?
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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Status: O

Check out n-vision of McLean, Virginia USA.  They demonstrated their HMD
technology with our (EasyScene from Coryphaeus Software) Performer based
realtime application to NASA Kennedy Space Center in Florida last week.  They
have some great stuff.  Here is the vital information below:

 n-vision
 Attn. Frank Wodoslawsky
 7680 Old Springhouse Road
 Madison Building, First Floor
 McLean, Virginia  22102

 703.506.8808 voice
 703.903.0455 fax

 http://www.cais.com/nvision

MB - Check out our Web page noted at the bottom of this message.


On Apr 15, 10:19am, Vincent Oh Kim Soon wrote:
> Subject: HMD info?
> Hi all,
>
>
> Could anyone out there pls tell me if there are any good HMDs available that
> are completely compatible with Performer running on an RE2. Any pointers in
the
> right direction would suffice. Thanks in advance.
>
>
> Vincent
>
>
>
> --
> Vincent Oh
> Senior Systems Engineer
> Technical Marketing
> Silicon Graphics Pte Ltd
> ASEAN Headquarters
> 89 Science Park Drive #03-02 to 06
> The Rutherford
> Singapore 118261
> e-mail 	: vincentoh@singapore.sgi.com
> v-mail  : 57576
> tel	: (065) 777 3088
> fax	: (065) 779 3650
>       _______   _______   ________
>      / ____//  / ____//  /__  __//
>     / //____  / //____	   / //
>    /____  // / ///_ //    / //
>   _____/ // / //_/ //  __/ //__
>  /______// /______//  /______//      /////
>                                       @ @
> ----------------------------------oOO-(_)-OOo------------------------------
>                                      /|||\
>
>
>-- End of excerpt from Vincent Oh Kim Soon



-- 
Michael Butterworth			Coryphaeus Software, Inc.
mbutterw@coryphaeus.com			101 Southhall Lane, Suite 400
http://www.coryphaeus.com		Maitland,  FL  32751
Phone (407)667-4817			FAX   (407)667-4816


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From: Stevens Torrey <StevensT@MTVPO1.MTV.GTEGSC.COM>
To: Performer Mailing List <info-performer@sgi.sgi.com>
Subject: porting 1.2 - 2.0
Date: Mon, 15 Apr 96 08:19:00 PDT
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Hello all,

We are porting from Performer 1.2 to 2.0, and were wondering if any of you 
could suggest some safe techniques in doing this. Should we install 2.0 to a 
separate directory something like that. We still want to use the 1.2 
libraries but will the installation corrupt some environment variables ? Or 
anything like that ?

Thanks for your help,

Torrey Stevens
GTE Government Systems
torrey.stevens@mtv.gtegsc.com


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From: dpugmire@real.cs.utah.edu (David Pugmire)
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To: info-performer@sgi.sgi.com
Subject: coplanar polys
Status: O


 hi,

 I searched the FAQ and archive of selected topics and got a NULL.

 - I've heard that using coplanar polygons will give you a performance
hit. I was looking for more information on it.
 Specifically, assuming I use the fastest mode, does 1 coplanar poly 
produce the same hit as man coplanar polys ?  What is the correlation ?


thanks,

 dp.


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Date: Mon, 15 Apr 1996 09:20:47 -0800
To: "Vincent Oh Kim Soon" <vincentoh@sgisgp2.singapore.sgi.com>,
        info-performer@sgi.sgi.com
From: mckenna@cgsd.com (Gene McKenna)
Subject: Re: HMD info?
Status: O

At 2:19 AM 4/15/96, Vincent Oh Kim Soon wrote:
>Hi all,
>
>
>Could anyone out there pls tell me if there are any good HMDs available that
>are completely compatible with Performer running on an RE2. Any pointers in the
>right direction would suffice. Thanks in advance.
>
>
>Vincent


In the August issue of our newsletter, Real Time Graphics, we have a
survey of 40 different Head Mounted Displays. We can't comment, however
of compatibility with Performer on RE2.

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: "Bernard Leclerc" <bleclerc@cae.ca>
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Date: Mon, 15 Apr 1996 12:30:54 -0400
In-Reply-To: Stevens Torrey <StevensT@MTVPO1.MTV.GTEGSC.COM>
        "porting 1.2 - 2.0" (Apr 15,  8:19am)
References: <3172696B@MX.IIPO.GTEGSC.COM>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Stevens Torrey <StevensT@MTVPO1.MTV.GTEGSC.COM>,
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Subject: Re: porting 1.2 - 2.0
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On Apr 15,  8:19am, Stevens Torrey wrote:

> We are porting from Performer 1.2 to 2.0, and were wondering if any of you
> could suggest some safe techniques in doing this. Should we install 2.0 to a
> separate directory something like that. We still want to use the 1.2
> libraries but will the installation corrupt some environment variables ? Or
> anything like that ?

Stevens,

You mention you still want to use the 1.2 libraries. Do you want to continue
developping with 1.2? Or, do you simply want to continue executing old 1.2
applications?

If the later is sufficient, I suggest to simply replace pf1.2 with pf2.0 and to
install performer_eoe.sw.performer1_2, the Performer 1.2 Compatibility DSOs.
This will allow you to execute old 1.2 applications while you develop new one
with pf2.0

BTW, pf2.0 has porting tools in /usr/share/Performer/src/tools

Hope it helps...

--
      ___/      |        ___/	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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unsubscribe

Thanks

-- 
Mary M. Williams
mwilliam@nvl.army.mil
(703)704-1093 (Ft. Belvoir)
(703)752-1824 (E-OIR)
(703)752-2824 (FAX)


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From: "Chris Cederwall" <ceder@pbi.net>
Message-Id: <9604151124.ZM10622@poser.pbi.net>
Date: Mon, 15 Apr 1996 11:24:18 -0700
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To: info-performer@sgi.sgi.com
Subject: Impact Patches Comment
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Status: O


I finally have a functioning Impact. And I thought I'd send out a note
with my success for other Impact Users.


I had to install the following patches:

	- 1098	Xserver
	- 1105 	GFX - showstopper #1
	- 1157	hinv fix (the feel good patch of the season)


I was a little frustrated by the performance of the Impact prior
to these patches. But now every seems to be on track. I would like to request
that news like that this get passed along from SGI participants whenever it is
appropriate. The side comment from Allan Schaefer was what clued me in to the
new set of patches!


Cheers,

-- 


Chris Cederwall - ceder@pbi.net - 415.442.4952


From guest  Mon Apr 15 11:10:19 1996
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unsubscribe

thanks, dave


From guest  Mon Apr 15 12:30:00 1996
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From: "Bill Storma" <BILL@p3.enzian.com>
To: info-performer@sgi.sgi.com
Date:          Mon, 15 Apr 1996 15:22:14 EDT
Subject:       Help locating USAF test chart
X-Mailer: Pegasus Mail v3.22
Message-Id: <1FC9628466D@P3.ENZIAN.COM>
Status: O

I am trying the performer group to see if anyone has a copy of the 
USAF test chart which can be displayed on a REII system.  Our compnay 
needs this pattern for screen resolution tests in conjunction with 
the delivery of the system to the U.S. Navy.  Does anyone know of a 
source or have a copy that can be acquired for our use ?

Thanks in advance.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
Bill Storma                     Phone:  407-282-1884
Enzian Technology               FAX:    407-282-3013
Orlando, Fl.  32817             e-mail: bill@p3.enzian.com


From guest  Mon Apr 15 13:21:37 1996
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From: "Thomas M. Miller" <miller@acusoft.com>
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To: info-performer@sgi.sgi.com
Subject: Inheritance off pfObjects.
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Status: O


Are there problems with inheritance off performer objects?

For example if I was to implement a class in the following manner would
it cause any problems?

class DCS_ListElm : public pfDCS
{
	public:
		DCS_ListElm	*next, *prev;

		DCS_ListElm( void ) : pfDCS()
		{
			next = prev = NULL;
		}

		~DCS_ListElm( void )
		{
			if( next )
				next->prev = prev;
			if( prev )
				prev->next = next;
		}
};

Please forgive the crudness of my example class.

Would there be mal effects upon the deletion of an object of this class?

In what manner should an object of this class be delete anyway,
using the delete operator or pfDelete?

Thanks, 

	Thomas Miller IV

--TMIV



From guest  Mon Apr 15 14:00:43 1996
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From: Hill_Brian@amelnx.advmar.com
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Date: Mon, 15 Apr 96 16:44:35 EST
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To: info-performer@sgi.sgi.com
Subject: Cross Platform Performer (OpenPerformer)
Status: O


I sent this out last week and only received one reply. I expected more.
I'll try this one more time and see what happens.

Brian
______________________________ Forward Header __________________________________


I have been developing Performer applications since 1.0 but wouldn't 
call myself a guru and don't know very much about the vis/sim world 
outside of Performer/SGI. There have been a lot of inquiries about 
developing low end applications running on other platforms. I don't 
have any real desire to do this but I see a market forming (or it
is already formed) and I will have to be responsive to it to stay 
competitive (keep my job).

I remember some discussion some time ago about an OpenPerformer.

Are there any plans to produce such a product? 

What is this COSMO product and how does it relate to Performer?

Does anyone know what is going on with this?

Brian Hill
hill_brian@advmar.com





From guest  Mon Apr 15 15:13:39 1996
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From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9604152158.AA22141@mred.bgm.link.com>
To: info-performer@sgi.sgi.com
Subject: ROtation order.
Status: O


Does anyone out there have a set of routines to convert between
each of the (six?) possible orders of rotation and the Performer convention?

I have a host program that wants me to perform rotations in the
order heading-pitch-roll, but Performer uses (I think) roll-pitch-heading.

Since I'm really sick to death of hacking these on a case-by-case basis,
it would be really nice to have a simple set of conversions.
(It would be even nicer if pfMatrix knew how to do this...)

Thanks in advance...

    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)



From guest  Mon Apr 15 16:00:52 1996
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From: aschaffe (Allan Schaffer)
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Date: Mon, 15 Apr 1996 15:51:52 -0700
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[This message bounced during the 'critical moment' of moving 
 aliases around.  Forwarding.  -Allan]

From: Hill_Brian@amelnx.advmar.com
Date: Mon, 15 Apr 96 16:44:35 EST
Message-Id: <9603158296.AA829612465@amelnx.advmar.com>
To: info-performer@sgi.sgi.com

I sent this out last week and only received one reply. I expected more.
I'll try this one more time and see what happens.

Brian
______________________________ Forward Header __________________________________


I have been developing Performer applications since 1.0 but wouldn't 
call myself a guru and don't know very much about the vis/sim world 
outside of Performer/SGI. There have been a lot of inquiries about 
developing low end applications running on other platforms. I don't 
have any real desire to do this but I see a market forming (or it
is already formed) and I will have to be responsive to it to stay 
competitive (keep my job).

I remember some discussion some time ago about an OpenPerformer.

Are there any plans to produce such a product? 

What is this COSMO product and how does it relate to Performer?

Does anyone know what is going on with this?

Brian Hill
hill_brian@advmar.com


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


From guest  Mon Apr 15 16:05:20 1996
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From: "Don Hatch" <hatch@hell.asd.sgi.com>
Message-Id: <9604151559.ZM1745@hell.asd.sgi.com>
Date: Mon, 15 Apr 1996 15:59:16 -0700
In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "ROtation order." (Apr 15,  4:58pm)
References: <9604152158.AA22141@mred.bgm.link.com>
X-Face: /7QDEc=iPrsQG=j>iQo4F||T'ys-t--1bb9IJ9qo~4|i0nB|OG%gK}I3J2{/u*-q.I8=OSv/&K}V(pw:~5aIV!Y4:y+Vk#AAX)|i'B-jHf+r(?U'"B'9"D|<-(/1PD32tUN
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: steve@mred.bgm.link.com (Steve Baker), info-performer@sgi.sgi.com
Subject: Re: ROtation order.
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Apr 15,  4:58pm, Steve Baker wrote:
> Subject: ROtation order.
> 
> Does anyone out there have a set of routines to convert between
> each of the (six?) possible orders of rotation and the Performer convention?
> 
> I have a host program that wants me to perform rotations in the
> order heading-pitch-roll, but Performer uses (I think) roll-pitch-heading.
> 
> Since I'm really sick to death of hacking these on a case-by-case basis,
> it would be really nice to have a simple set of conversions.
> (It would be even nicer if pfMatrix knew how to do this...)
> 
> Thanks in advance...

Take a look Ken Shoemake's article "Euler Angle Conversion" in Graphics Gems
IV; I think it has everything you want an then some.

Don

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



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Date: Mon, 15 Apr 1996 20:04:06 -0500 (CDT)
From: Swaminathan <swami@evl.eecs.uic.edu>
To: info-performer@sgi.sgi.com
Subject: SIGSEGV in pfGroup::nb_cull
Message-Id: <Pine.SGI.3.91.960415195620.13147A-100000@zbox.eecs.uic.edu>
Mime-Version: 1.0
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Status: O


I am having problems reminiscient of the nb_clean() kind. I am loading a
vrml scene into performer, and then bufferAddChild() all the respective
inlines, with a corresponding pfBuffer::merge() after each addChild. The
other suggestion of having a bounding sphere didnt work. The app runs
almost all the time, except when I give demos :-). And I get the following
in debugger when examining the core file.

Core from signal SIGSEGV: Segmentation violation
pfGroup::nb_cull(<stripped>) ["pfGroup.C":258, 0x5d47de14]

Thanks
Swami

P.S. The call stack is as follows.

pfGroup::nb_cull(<stripped>) ["pfGroup.C":258]
pfSCS::nb_cull(<stripped>) ["pfSCS.C":308]
pfGroup::nb_cull(<stripped>) ["pfGroup.C":247]
pfGroup::nb_cull(<stripped>) ["pfGroup.C":247]
pfGroup::nb_cull(<stripped>) ["pfGroup.C":247]
pfGroup::nb_cull(<stripped>) ["pfGroup.C":247]
pfGroup::nb_cull(<stripped>) ["pfGroup.C":247]
pfSCS::nb_cull(<stripped>) ["pfSCS.C":259]
pfSCS::nb_cull(<stripped>) ["pfSCS.C":308]
pfSCS::nb_cull(<stripped>) ["pfSCS.C":308]
pfGroup::nb_cull(<stripped>) ["pfGroup.C":247]
pfScene::nb_cull(<stripped>) ["pfScene.C":269]
_pfCuller::nb_cull(<stripped>) ["pfCuller.C":197]
pfCull(<stripped>) ["pfProcess.C":3295]
cbcull(<stripped>) ["pfChannel.C":60]
pfChannel::pf_callCullFunc(<stripped>) ["pfChannel.C":1797]
threadCull(<stripped>) ["pfProcess.C":3192]
doCull(<stripped>) ["pfProcess.C":3244]
doCullForkedDraw() ["pfProcess.C":3689]
mpCull(<stripped>) ["pfProcess.C":3553]
pfConfig(<stripped>) ["pfProcess.C":1630]
main(argc = 1, argv = 0x7fffaf2c) ["cave6u.c++":74]
__start() ["crt1text.s":133]



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Please subscribe me to the performer mailing list.

-- 
Timothy Burr               | "Essence is that about a thing that makes 
Coryphaeus Software, Inc.  |  that thing what it is."  
burr@cory.coryphaeus.com   |    - existentialist food for thought -


From guest  Mon Apr 15 20:53:50 1996
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From: Hansong Zhang <zhangh@cs.unc.edu>
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Subject: custom draw() not called
To: info-performer@sgi.sgi.com
Date: Mon, 15 Apr 1996 23:47:53 -0400 (EDT)
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Hello performers,

I subclassed pfGeoSet and toke over the draw() function. In my
test program, I add objects of the derived class to a pfGeode 
object. The problem is that pfGeoSet's draw() gets called
instead of that of the derived class.

When I use only libpr, myGeoSet->draw() is called explicitly and the 
whole thing works fine. 

Any suggestions? Thanks,

Hansong

- -- - -- - -- - -- - -- - -- - -- - -- - -- - -- - -- - -- -
Hansong Zhang                           zhangh@www cs unc edu
Walkthrough Group               http://www.cs.unc.edu/~zhangh
Department of Computer Science              (919)962-1835 (O)
UNC-Chapel Hill                             (919)914-3973 (H)

"I create abstract systems from pure information, Albert. I'm
the PROGRAMMER... Quantum nonlocality is a bug." -- God
= == = == = == = == = == = == = == = == = == = == = == = == =  



From guest  Mon Apr 15 21:21:42 1996
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From: Hansong Zhang <zhangh@cs.unc.edu>
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Subject: Re:  custom draw() not called
To: info-performer@sgi.sgi.com
Date: Tue, 16 Apr 1996 00:16:03 -0400 (EDT)
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Hello performers,

I came to see that pfGeoSet::draw() is not a virtual function.
and thus the problem. Now the question is wether there's any
workaround. (this is a C++ question rather than a performer
question.) Any suggestion is appreciated...

Thanks,

Hansong

p.s. An "easy" solution might be for some nice
performer group member to modify the definition of draw() in
pfGeoSet.h, recompile pfGeode and pfGeoSet, and let me have
the new .o files.  Is this possible?

> I subclassed pfGeoSet and toke over the draw() function. In my
> test program, I add objects of the derived class to a pfGeode
> object. The problem is that pfGeoSet's draw() gets called
> instead of that of the derived class.
>
> When I use only libpr, myGeoSet->draw() is called explicitly and the
> whole thing works fine.

- -- - -- - -- - -- - -- - -- - -- - -- - -- - -- - -- - -- -
Hansong Zhang                           zhangh@www cs unc edu
Walkthrough Group               http://www.cs.unc.edu/~zhangh
Department of Computer Science              (919)962-1835 (O)
UNC-Chapel Hill                             (919)914-3973 (H)

"I create abstract systems from pure information, Albert. I'm
a *programmer*... Quantum nonlocality is a bug." -- God
= == = == = == = == = == = == = == = == = == = == = == = == =  



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Date: Tue, 16 Apr 1996 14:57:23 +0900
From: Takayuki Kondo <kondo@vsl.co.jp>
To: 3D@softimage.com, support@softimage.com, info-performer@sgi.sgi.com
Cc: kondo@vsl.co.jp, kamen@vsl.co.jp
Subject: Softimage to Performer animation data
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Status: O


We would like to generate animation data in Softimage and export it to GSI 
Performer. We are writing a Softimage channel driver to create an appropriate 
file. 

How should we interpret the values for RotX, RotY and RotZ? Are these rotations 
appiled to a global coordinate system or to a local one associated with the 
moving object and in what order? More precisely if we rotate (1) around X and 
(2) around Z then around which Z should we rotate: the global one or the one 
resulting from the initial X rotation (the local one).

Any suggestions would be greatly appreciated!
Thanks.

----------------
Takayuki Kondo
MM-VSL, Tokyo
Japan



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Does anyone know if there exists a tool that allows to transform/convert
animations created in Alias Wavefront to Performer 2.0 ?
Any hint=B4s appreciated.

Thanks,

Stefan


From guest  Tue Apr 16 04:58:09 1996
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Date: Tue, 16 Apr 1996 12:48:48 +0100 (BST)
From: ROY RUDDLE <saprar@thor.cf.ac.uk>
Reply-To: Ruddle@cardiff.ac.uk
To: info-performer@sgi.sgi.com
Subject: Loading textures on an RE
Message-Id: <Pine.OSF.3.91.960416124548.15381B-100000@thor>
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Status: O

This must have a simple answer, but I can't find it anywhere:

As I'm running a small DB I want to force all textures to be loaded into 
the RE's texture memory while (or just after) the DB is loaded. I've got 
plenty of texture memory. At the moment (ie. by default) textures are 
being paged in when they first get displayed.

Does anyone know the answer?


cheers

roy


From guest  Tue Apr 16 07:02:17 1996
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From: "Gary E Williams" <gewillia@afit.af.mil>
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Date: Tue, 16 Apr 1996 12:55:03 -0400
In-Reply-To: ROY RUDDLE <saprar@thor.cf.ac.uk>
        "Loading textures on an RE" (Apr 16, 12:48pm)
References: <Pine.OSF.3.91.960416124548.15381B-100000@thor>
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Status: O

Roy,

I must qualify my suggestion with the disclaimer that I'm still a relative
novice to Performer myself and I hope someone with more knowledge posts a
better /more complete solution, but I'll give you what I've got.

We  have a large solar system simulation which uses texture maps for planets,
moons, asteroids, and even some satellites.  We use object oriented programming
techniques with C++, i.e. all of our models are objects.  The main rountine
constructor allocates memory for all the instances of our objects and we load
the models in the simulation initialization phase which is called shortly after
the constructor is executed.  After we've initialized the simulation, we
execute the following code:

Players_Texture_List = pfuMakeTexList ( (pfNode *)(Renderobj->players));

where Renderobj->players is the node in the Performer tree above all the
models.  This builds a list of all textures used in the simulation so the
textures are loaded before the simulation runs.  As a result, the textures are
already in memory and we don't have the "stalls" during execution to load them.

I hope this helps and if anyone else cares to add to anything I've said, please
feel free - I'm always glad to gain a better understanding of how things work.

Good luck.

Gary

-- 
*************************************************************

GARY E. WILLIAMS, Capt, USAF
MS Student: Modeling & Simulation
Air Force Institute of Techonology (AFIT)

gewillia@afit.af.mil
http://www.afit.af.mil/ENGgraphics/people/gewillia/index.html



From guest  Tue Apr 16 07:10:46 1996
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To: info-performer@sgi.sgi.com
Subject: limit coredumpsize 0 Was: Re: mp problems
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Status: O

Michael Jones writes:

: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.

maybe a little bit off the topic, but i have seen this kind of ideas to
avoid unnecessary core dump files. especially from softimage users :-)

	mkdir core

or	touch core; chmod 000 core

i recommend:

	limit coredumpsize 0		// disable
	limit coredumpsize unlimited	// enable

as alias:
	
	alias lim	"limit coredumpsize 0"
and 	alias ulim  	"limit coredumpsize unlimited"

makes it quite easy to switch on per shell level from coredumping to
not coredumping. i mp mode perfomer is still able to create a file of
512 kb. but thats no harm, even when i have no idea how its happening.

	dirk.

ps.:p
	
for "normal" users, the adminstrater can put lim in the system wide
csh.cshrc, because i dont think they ever need a core dump.


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Subject: OpenPerformer & Vis/Sim outside SGI
To: info-performer@sgi.sgi.com
Date: Tue, 16 Apr 1996 09:45:38 -0600 (CDT)
Cc: carter@vortex.eai.com (2370)
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   I have a couple of things to say on the subject of the Vis/Sim world
outside SGI.  SGI seems to me largely responsible for developing and
driving the field of commercial visual simulation over the past five
years or so.  They've done so with the excellent RE product line, and
the well thought-out Performer library.  Others have been slow to catch on.

   SGI has been alone on the battlefield for so long (so to speak) that
_perhaps_ it hasn't had the opportunity to build up its own corporate
self-confidence with respect to competing with others.

   Now, the world is rapidly taking on a different hue with respect to
the market for visual simulation.  No longer is SGI completely alone in
its offerings of HW and SW to this market.  Now that other competent
graphics hardware is entering the mainstream market on platforms such
as HP and Sun, where does that leave SGI with respect to visual simulation
on those platforms?

Here are some possible, though perhaps extreme, postures SGI might adopt:

1. IBM-style "do it our way or do it all yourself": Performer remains a
   closed product tied to the SGI platform, and other vendor's customers
   must invent all their visual simulation applications from scratch.
   This has the advantage of minimizing "leakage" of the customer base
   away from the SGI platform, but it makes it very difficult for SGI
   to win customers away from other vendors -- they would have to
   rewrite their applications yet again for the platforms whose policy
   forced them to write it from scratch in the first place!  Not to
   mention that the last time I heard the official policy from SGI (Dev
   Forum '95), it was "SGI is a hardware company, not a software company.
   We are interested in selling SGI boxes."  Of course, that was before
   the acquisition of Alias and Wavefront. :-)

2. OpenGL-style: SGI takes the high road and places its hardware and support
   into direct, level, fair, head-to-head competition with HP, Sun, E&S and
   anyone else who feels that they have the "grambaugh" to tangle with the
   inventors of visual simulation, and the leaders in commercial hardware
   rendering!  OpenPerformer.  This has the added advantage that the sales
   force can compete to "convert" customers from other platforms to SGI.

   The market for visual simulation on platforms other than SGI is not
growing, it is *HERE* ***NOW***!!!  The market is *not* standing still
waiting to see if SGI will open up performer.  Both HP and Sun have
competent graphics products available NOW.  You can bet that they have
announcements of excellent products on the way.

   Both have the strategic advantage of being MUCH larger organizations
than SGI.  Both have the distinct tactical disadvantage that they are now
trying to break into SGI's home turf.  SGI is at a critical policy
crossroads:  it can finesse the entire market into playing by ITS rules
(by opening Performer), or it can leave Performer a proprietary library
and let the market decide whose rules to play by.


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From: scott@er.ht.com (Scott McMillan)
Message-Id: <199604161625.MAA00991@er.ht.com>
Subject: Re: ROtation order.
To: steve@mred.bgm.link.com (Steve Baker)
Date: Tue, 16 Apr 1996 12:25:30 -0400 (EDT)
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9604152158.AA22141@mred.bgm.link.com> from "Steve Baker" at Apr 15, 96 04:58:33 pm
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> Does anyone out there have a set of routines to convert between
> each of the (six?) possible orders of rotation and the Performer convention?

Actually 12 or 24 combinations depending on who you talk to.

> I have a host program that wants me to perform rotations in the
> order heading-pitch-roll, but Performer uses (I think) roll-pitch-heading.

This should not be an issue.  The short answer is don't use Performer
pfCoords, and do something like the following where the desired matrix is
computed directly:

   pfMatrix tx_mat1, tx_mat2;
   float angle[3];  // set elsewhere -- three euler angles in degrees

   tx_mat2.preRot(angle[0], 0.0, 0.0, 1.0, tx_mat1);  // psi about Z
   tx_mat1.preRot(angle[1], 0.0, 1.0, 0.0, tx_mat2);  // theta about Y
   tx_mat2.preRot(angle[2], 1.0, 0.0, 0.0, tx_mat1);  // phi about X

   dcs_node->setMat(tx_mat2);

If you really want to get the Performer hpr's from this do the following:

   pfCoord coord;
   tx_mat2.getOrthoCoord(&coord);

This is not the most efficient way to convert from an arbitrary set of Euler
angles to Performer's hpr's but it works.  An algorithm for direct conversion
from each of the twelve combinations to HPR would have to be worked out on a
case by case basis.  Robotics books by Craig and Fu, Gonzales, and Lee give
the mathematically grounding to develop these algorithms...it is a simplified
inverse kinematics algorithm.


> Since I'm really sick to death of hacking these on a case-by-case basis,
> it would be really nice to have a simple set of conversions.
> (It would be even nicer if pfMatrix knew how to do this...)
> 
> Thanks in advance...
> 
>     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)
> 
> 


-- 
Scott McMillan / scott@ht.com / (301)984-3706 x250 / FAX (301)984-2104
                      High Techsplanations Inc. 
       6001 Montrose Road, Suite 902 / Rockville, MD 20852-4874 


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From: indu@kern (Indu Bingham)
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-- 
Indu Bingham
indu@sgi.com

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From: "Remi Arnaud" <remi@remi.asd.sgi.com>
Message-Id: <9604160946.ZM26013@remi.asd.sgi.com>
Date: Tue, 16 Apr 1996 09:46:48 -0700
In-Reply-To: ROY RUDDLE <saprar@thor.cf.ac.uk>
        "Loading textures on an RE" (Apr 16, 12:48pm)
References: <Pine.OSF.3.91.960416124548.15381B-100000@thor>
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To: Ruddle@cardiff.ac.uk
Subject: Re: Loading textures on an RE
Cc: info-performer@remi.asd.sgi.com
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On Apr 16, 12:48pm, ROY RUDDLE wrote:
> Subject: Loading textures on an RE
> This must have a simple answer, but I can't find it anywhere:
>
> As I'm running a small DB I want to force all textures to be loaded into
> the RE's texture memory while (or just after) the DB is loaded. I've got
> plenty of texture memory. At the moment (ie. by default) textures are
> being paged in when they first get displayed.

That's it. All textures are mip-mapped the first time they are displayed.
So, one must display all textures when (or just after) the DB is loaded.
That's why perfly shows all textures before entering in the 'drive' mode.

It's not mandatory to display the texture, one can use the back-buffer to draw
a polygon per texture when displaying something else on the front-buffer.

In libpfutil, a smart function called pfuMakeTexList() construct a list of
textures by traversing the scene graph, pfuDownloadTexList() will do the
downloading job. Look at the man pages for more informations.



-- 


 o o  Remi ARNAUD - Silicon Graphics, Advanced Systems Dev    o o 
 o o  Mail Stop 590 - 2011 N. Shoreline Boulevard             o o 
 o o  Mountain View, California 94043-1389, USA               o o 
 o o  Tel: (415) 933 6208      Fax: (415) 965 2658            o o 

  



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Date: Tue, 16 Apr 1996 13:07:22 -0400
From: koopman@ctc.com (Michael G. Koopman)
Message-Id: <199604161707.NAA06229@sgi84.ctc.com>
To: carter@vortex.eai.com
Cc: info-performer@sgi.sgi.com
In-Reply-To: carter@eai.com's message of Tue, 16 Apr 1996 09:45:38 -0600 (CDT) <199604161445.JAA06866@granite.eai.com>
Subject: OpenPerformer & Vis/Sim outside SGI
Status: O

SGI is not alone.... Bravo!  Well put...

XCoff now, let's bring parity to issues of back planes and
cacheing architecture where it should be thrashed out!  Indeed.

Mike Koopman <koopman@ctc.com> +1-814.269.2637 .fax ~x2666


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From: klaus <klaus@xmission.com>
Message-Id: <199604161713.LAB10780@xmission.xmission.com>
Subject: Re: OpenPerformer & Vis/Sim outside SGI
To: info-performer@sgi.sgi.com
Date: Tue, 16 Apr 1996 11:13:40 -0600 (MDT)
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> 
> From: carter@eai.com
> Subject: OpenPerformer & Vis/Sim outside SGI
> To: info-performer@sgi.sgi.com
> 
> 2. OpenGL-style: SGI takes the high road and places its hardware and support
>    into direct, level, fair, head-to-head competition with HP, Sun, E&S and
>    anyone else who feels that they have the "grambaugh" to tangle with the
>    inventors of visual simulation, and the leaders in commercial hardware
>    rendering!  OpenPerformer.  This has the added advantage that the sales
>    force can compete to "convert" customers from other platforms to SGI.
> 

Are you claiming that SGI are the inventors of visual simulation?
Hmmmm. Not very old, are you? And Apple invented GUI's, right? ;>

-klaus




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From: Hudson Holmes <holmes@ivex3d.com>
To: info-performer@sgi.sgi.com
Date: Tue, 16 Apr 1996 13:37:35 +0000
Subject: Performer Programmer
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Status: O

Does anyone know of a job bank, bulletin board, or web site 
where I can look for a Performer Programmer familiar 
with high-end SGI systems.  


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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9604161058.ZM5775@rose.asd.sgi.com>
Date: Tue, 16 Apr 1996 10:58:08 -0700
In-Reply-To: "Remi Arnaud" <remi@remi>
        "Re: Loading textures on an RE" (Apr 16,  9:46am)
References: <Pine.OSF.3.91.960416124548.15381B-100000@thor> 
	<9604160946.ZM26013@remi.asd.sgi.com>
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To: "Remi Arnaud" <remi@remi.asd.sgi.com>, Ruddle@cardiff.ac.uk
Subject: Re: Loading textures on an RE
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+>---- On Apr 16,  9:46am, Remi Arnaud wrote:
> Subject: Re: Loading textures on an RE
->From guest@holodeck.csd.sgi.com  Tue Apr 16 10:48:27 1996
->From: "Remi Arnaud" <remi@remi>
->Date: Tue, 16 Apr 1996 09:46:48 -0700
->In-Reply-To: ROY RUDDLE <saprar@thor.cf.ac.uk>
->        "Loading textures on an RE" (Apr 16, 12:48pm)
->X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
->To: Ruddle@cardiff.ac.uk
->Subject: Re: Loading textures on an RE
->Cc: info-performer@remi
->
->On Apr 16, 12:48pm, ROY RUDDLE wrote:
->> Subject: Loading textures on an RE
->> This must have a simple answer, but I can't find it anywhere:
->>
->> As I'm running a small DB I want to force all textures to be loaded into
->> the RE's texture memory while (or just after) the DB is loaded. I've got
->> plenty of texture memory. At the moment (ie. by default) textures are
->> being paged in when they first get displayed.
->
->That's it. All textures are mip-mapped the first time they are displayed.
->So, one must display all textures when (or just after) the DB is loaded.
->That's why perfly shows all textures before entering in the 'drive' mode.
->
->It's not mandatory to display the texture, one can use the back-buffer to draw
->a polygon per texture when displaying something else on the front-buffer.
->


Actually, it isn't really necessary to draw them at all.
Having them be bound as the current texture will do it.  
The PFUTEX_APPLY option to pfuDownloadTexList() does exactly this by calling 
pfApplyTex().
FYI, if you don't have enough total texture memory, but want the
textures to get pre-defined with their mipmaps generated before
starting your simulation, you can use the PFU_DEFINE option which
simply calls pfFormatTex() for each pfTexture.

It is important that textures generally not wait for a polygon to
get downloaded or it would be hard schedule or pre-load textures
when database paging.


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
From: lhoffman@colsa.com (Luke Hoffman)
Subject: Re: OpenPerformer & Vis/Sim outside SGI
Status: O

>                                     ....... Performer remains a
>   closed product tied to the SGI platform, and other vendor's customers
>   must invent all their visual simulation applications from scratch.
[snip]
>2. OpenGL-style: SGI takes the high road and places its hardware and support
>   into direct, level, fair, head-to-head competition with HP, Sun, E&S and
>   anyone else who feels that they have the "grambaugh" to tangle with the
>   inventors of visual simulation, and the leaders in commercial hardware
>   rendering!  OpenPerformer.  This has the added advantage that the sales
>   force can compete to "convert" customers from other platforms to SGI.
>
>   The market for visual simulation on platforms other than SGI is not
>growing, it is *HERE* ***NOW***!!!  The market is *not* standing still
>waiting to see if SGI will open up performer.  Both HP and Sun have
>competent graphics products available NOW.  You can bet that they have
>announcements of excellent products on the way.

Here's another question to add to the list.  How do we compare offerings
from other vendors with SG equipment.  Another vendor offering a Vis/Sim
solution will almost certainly use OpenGL.  OpenGL is fine, but it ain't
Performer.  Which means two things.  First, the Performer based code were
using will have to be rewritten using the OpenGL API.  Second (and this is
my opinion here), OpenGL based applications are not going to be as fast as
Performer based applications.  Please, correct me on the second if I'm
wrong, but I have yet to see an API as sophisticated as Performer for
Vis/Sim applications.  What then would be the best way to compare a non SGI
platform with an SGI platform?  I'd like to have two versions of one
application, one based in Performer the other in OpenGL.
                                                    Luke
_____________________________________________________
Luke Hoffman           Voice: (205)922-1512x1157
COLSA Corporation      FAX:   (205)971-0002
6726 Odyssey Dr.
Huntsville, AL 35806

When cryptography is outlawed, bayl bhgynjf jvyy unir cevinpl.




From guest  Tue Apr 16 11:23:32 1996
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From: fred@virtual.me.uic.edu (Fred Dech)
Message-Id: <199604161817.NAA28219@virtual.me.uic.edu>
Subject: pfiInputXform question.
To: info-performer@sgi.sgi.com
Date: Tue, 16 Apr 1996 13:17:36 -0500 (CDT)
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hi.

i've been using pfiInputXformTrackball objects in an application.  everything
seems to work fairly predictably except tball->setMat(mat) never, ever,
actually let's me set the InputXform matrix directly.  no problem with
pfiInputXformTrackball::getMat().  also, no problem at all with reset().

does anyone have any experience with this?  is there a known bug with
pfiInputXformTrackball::setMat(), perhaps?

thanks.

--fred

ps. the analogous C routines gave me exactly the same behavior.

-
  Fred Dech   fred@virtual.me.uic.edu
  (312) 413-3619  Fax: (312) 413-0447



From guest  Tue Apr 16 12:59:13 1996
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Date: 16 Apr 1996 15:50:12 -0500
From: "Shawn Soeder" <shawn_soeder@esplt14m-s.grumman.com>
Subject: zbuffer data representation
To: "info-performer" <info-performer@sgi.sgi.com>
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Status: O

Performers,

Suppose that someone wanted to extract distance data from the zbuffer after a
scene has been rendered.  Is the value in the zbuffer simply a linear value
ranging from 0x00 at the near clipping plane to 0xff (with the appropriate
number of places) at the far clipping plane?  Is it nonlinear?  Is there a
source of information that describes the zbuffer values?

Thanks, 
Shawn




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        Before Performer was widely available (1.2), we used Gemini Technology's 
        GVS software for all our image generation software needs.  They now have 
        an OpenGL version that runs on other platforms (PC's, Kubotas when they 
        were still around, prob. any other OpenGL platform you want - they are 
        kind of hurting for business, from what I hear - could be wrong)  It had 
        basically everything Performer had, with the big exception of not being 
        multithreaded (app-cull-draw sense, although this may have changed)  I 
        still have some old code lying around somewhere if you want an example 
        of what it looked like.  One of the nice features it had was that you 
        could attach a 'camera' (~= pfChannel) to an graphical object and it 
        would update the position of the camera automatically when you moved the 
        object (including articulated parts)
        
        As for OpenGL application speed, Performer 2.0 is implemented via OpenGL 
        (as well as IrisGL), so a well-done straight OpenGL vis/sim application 
        should perform nearly as fast as Performer, maybe even faster if you 
        restrict its application domain.
        
        My take on all this is that Sun and HP don't seem to be targeting the 
        top-end SGI's, instead they are targeting the mid-range (Impact) area.  
        The top-end SGI's really compete in the vis/sim arena with ESIG's and 
        other dedicated image generators, with an InfiniteReality system 
        (loaded) probably being roughly equal to an ESIG3000 (educated guess - 
        no flamage please)  Their big advantage, IMHO, is that they are 
        generally more flexible in what you can do with them - you can 'easily' 
        reprogram them to get what you want.  Most other IG's can render 
        databases that you supply, but adding new functionality is difficult at 
        best.  Of course, I'm a big fan of SGI's, so I'm a bit biased.
        
        
        Don Tidrow
        Visual Simulation Developer
        US Army Tank-automotive and Armaments Command
        (Views and opinions expressed here are mine and mine alone!)


______________________________ Reply Separator _________________________________
Subject: Re: OpenPerformer & Vis/Sim outside SGI
Author:  lhoffman@colsa.com (Luke Hoffman) at TWLAN-SMTP
Date:    4/16/96 7:29 PM


>                                     ....... Performer remains a
>   closed product tied to the SGI platform, and other vendor's customers
>   must invent all their visual simulation applications from scratch.
[snip]
>2. OpenGL-style: SGI takes the high road and places its hardware and support
>   into direct, level, fair, head-to-head competition with HP, Sun, E&S and
>   anyone else who feels that they have the "grambaugh" to tangle with the
>   inventors of visual simulation, and the leaders in commercial hardware
>   rendering!  OpenPerformer.  This has the added advantage that the sales
>   force can compete to "convert" customers from other platforms to SGI.
>
>   The market for visual simulation on platforms other than SGI is not
>growing, it is *HERE* ***NOW***!!!  The market is *not* standing still
>waiting to see if SGI will open up performer.  Both HP and Sun have
>competent graphics products available NOW.  You can bet that they have
>announcements of excellent products on the way.

Here's another question to add to the list.  How do we compare offerings
from other vendors with SG equipment.  Another vendor offering a Vis/Sim
solution will almost certainly use OpenGL.  OpenGL is fine, but it ain't
Performer.  Which means two things.  First, the Performer based code were
using will have to be rewritten using the OpenGL API.  Second (and this is
my opinion here), OpenGL based applications are not going to be as fast as
Performer based applications.  Please, correct me on the second if I'm
wrong, but I have yet to see an API as sophisticated as Performer for
Vis/Sim applications.  What then would be the best way to compare a non SGI
platform with an SGI platform?  I'd like to have two versions of one
application, one based in Performer the other in OpenGL.
                                                    Luke
_____________________________________________________
Luke Hoffman           Voice: (205)922-1512x1157
COLSA Corporation      FAX:   (205)971-0002
6726 Odyssey Dr.
Huntsville, AL 35806

When cryptography is outlawed, bayl bhgynjf jvyy unir cevinpl.



--IMA.Boundary.396486928--


From guest  Tue Apr 16 15:36:23 1996
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Date: Tue, 16 Apr 1996 15:57:50 -0700
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To: info-performer@sgi.com
Subject: Texture Memory & ref counts
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Status: O

I think I'm having a problem with texture memory not clearing and wonder if
it's related to the reference count.

This is Performer 2.0 on an Onyx with RE 2.

Basic flow of the program is:

create a basic scene

Loop:
 create a few textures & put them on rectangles.
 Create a pfNode for each with DCS-SCS-rectangle (all unique)
 attach them to the scene
 pfuDownloadTexList( pfuMakeSceneTexList( (scene), PFUTEX_APPLY );
 fly them around some
 for each node
   detach it from scene
   pfDelete the node

I noticed that after doing this a number of times (dependent on the amount of
texture), the call to pfuDownloadTexList crashes deep in a bcopy.  I get the
impression that texture memory has filled up and that's causing the crash.

This made me figure that the pfDelete must not be clearing the textures from
texture memory.  I took a look at the refCounts and noticed that when I go into
my draw callback (which does nothing but call pfDraw), the refCount on the
pfTexture is 1 but after the call to pfDraw, that refCount has gone up to 2.
 This only happens during the FIRST call to pfDraw in the "fly around some"
animation loop. (It remains 2 thereafter.)

Is this correct that drawing an object with a texture counts as an ADDITIONAL
reference to that texture?  Is there some Performer protocol or convention that
I'm not following that would make the general flow work, i.e. delete the
texture when I'm done with it?

OK, next comes the kludge fix.  I stuck in an unref right after the texture
gets applied to the rectangle:
  gstate->setAttr( PFSTATE_TEXTURE, tex );
  tex->unref();  // FIX: kludge to keep ref count low enough
Printing out the refCount now shows 0 going into the draw callback (probably
not recommended practice, I know...) and 1 after the pfDraw.  This did not
solve the problem making me think that maybe just doing a pfDelete on the
pfNode isn't enough to make it walk down the branch and delete the texture from
texture memory.  Do I need to explicitly pfDelete the pfTexture to clear it out
of texture memory?

Any help is appreciated.

Dewey Anderson
Evolving Video Technologies


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From: Allen Bierbaum <allenb@icemt.iastate.edu>
To: "'Performer List'" <info-performer@sgi.sgi.com>
Subject: Tele source
Date: Tue, 16 Apr 1996 18:50:30 -0500
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Here is an extract from the IRIS Performer Gallery web page....

>Tele: Video Special Effects using Draw callbacks

>Real-time video special effects such as the "page-turn" shown here can be implemented using Onyx >RealityEngine systems
>with IRIS Performer. Live video images can be manipulated when the Sirius Video option is used. The >IRIS Performer
>based Tele program shown here was developed by Wade Olsen and Vince Uttley of SGI. It is available >in source form and
>can perform many innovative video transitions. Tele is a cornerstone of SGI's Silicon Studio video >environment.

Who do I contact to get this source????

-Allen Bierbaum
allenb@vislab.iastate.edu
ISU CAVE



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Date: Tue, 16 Apr 1996 23:03:32 -0500
To: info-performer@sgi.sgi.com
From: phantasm@psyberlink.net (Larry Kjellberg)
Subject: seeking homes for
X-Mailer: <PC Eudora Version 1.4>
Status: O

High Impact - 250mhz, 128mb ram, 4gb disk, 2mb cache, CD-ROM,
                    20" monitor

RE2 - 2 cpu @ 150 mhz, 64mb ram, 2 @ 2gb disk, 1 RM4, 21" monitor

We are upgrading.  Both available in USA at significant discount from list.  
If interested send email to Phantasm@psyberlink.net directly.



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From: kanou@ddd.co.jp (Y.Kanou)
Subject: IR video format
To: info-performer@sgi.com
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Date: Wed, 17 Apr 1996 16:43:22 +0900
Message-Id: <19960417074321646.AAA133@[202.230.84.102]>
Status: O

I heard that InfiniteReality can output 2 channel without MCO.
Does anyone know what kind of video format?
Thanks in advance.

	Yutaka Kanou(3D Inc)
	e-mail:kanou@ddd.co.jp
	tel:+81-45-314-8334
	fax:+81-45-314-8335
	Mitsuishi-Yohohama-building 1-39-3 Hiranuma
	Nishi-ku Yokohama 220 Japan



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Date: Wed, 17 Apr 96 17:02:25 -0700
From: terence@systech.hinet.net (Terence Ker)
Message-Id: <9604180002.AA25768@systech.hinet.net>
To: info-performer@sgi.com
Subject: Proceedings of SIGGRAPH'93
Status: O


Hi, Performer;

    Can any one tell me where to get, or e-mail me if available, the
following paper:

Akeley, K.:
RealityEngine Graphics
Proceedings of SIGGRAPH'93 pp. 109 - 116
 
     I tried sgigate.sgi.com/pub/Performer/docs only to see '94 and '95
pastscript compressed docs. I don't have a postscript printer and need
only plain ASCII format. 

     Thanks for your help!


     
                           
                                              -= Terence Ke =-

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





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From: "Dave Pape" <pape@evl.eecs.uic.edu>
Message-Id: <9604170554.ZM1873@idesk.eecs.uic.edu>
Date: Wed, 17 Apr 1996 05:54:55 -0500
In-Reply-To: "Larry Peruski" <peruski@lep.cs.gmr.com>
        "" (Apr 15,  8:07am)
References: <199604150908.AA03844@sumo.gmd.de> 
	<9604150807.ZM625@lep.cs.gmr.com>
Reply-To: pape@evl.eecs.uic.edu
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To: "Larry Peruski" <peruski@lep.cs.gmr.com>,
        Vali Lalioti <Vali.Lalioti@gmd.de>, info-performer@sgi.com
Subject: Re: TKO & pf 2.0
Mime-Version: 1.0
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Status: O

> On Apr 15, 11:08am, Vali Lalioti wrote:
> > I have a problem with using two pipes and two screens on a machine that
> > is set to the "triple keyboard option" (TKO). The warning I get is that
> > there is no screen 1, which probably is true since with this option
> > the displays are 0.0, 1.0,2.0 instead of 0.0, 0.1, 0.2.
> > Is there any way to solve this problem?
> > I include a small example and the error messages.
> >
> > sincerely yours,
> > Dr. V. Lalioti.


  I recently ran into on this problem as well.  The program below
shows the relevant calls which finally worked on our TKO.
Note that this only works with the OpenGL libraries.  If I compile
with IrisGL, both windows are opened on the same display.

   -Dave

-----
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <Performer/pf.h>

void config0(pfPipeWindow *pwin)
{
 pfOpenWSConnection(":0.0",TRUE);
 pfOpenPWin(pwin);
}

void config1(pfPipeWindow *pwin)
{
 pfOpenWSConnection(":1.0",TRUE);
 pfOpenPWin(pwin);
}

int main(int argc,char **argv)
{
 pfPipe *pipe[2];
 pfPipeWindow *pwin[2];

 pfInit();
 pfMultipipe(2);
 pfConfig();

 pipe[0] = pfGetPipe(0);
 pfPipeWSConnectionName(pipe[0],":0.0");
 pfPipeScreen(pipe[0],0);
 pwin[0] = pfNewPWin(pipe[0]);
 pfPWinOriginSize(pwin[0],0,0,512,512);
 pfPWinConfigFunc(pwin[0],config0);
 pfConfigPWin(pwin[0]);

 pipe[1] = pfGetPipe(1);
 pfPipeWSConnectionName(pipe[1],":1.0");
 pfPipeScreen(pipe[1],0);
 pwin[1] = pfNewPWin(pipe[1]);
 pfPWinOriginSize(pwin[1],0,0,512,512);
 pfPWinConfigFunc(pwin[1],config1);
 pfConfigPWin(pwin[1]);

 while (1)
	{
	pfSync();
	pfFrame();
	}
 pfExit();
}



-- 
---------------------------------------------------------------------------
Dave Pape                          Electronic Visualization Laboratory, UIC
pape@evl.eecs.uic.edu              http://evlweb.eecs.uic.edu/pape/


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Date: Wed, 17 Apr 1996 08:33:07 -0400
In-Reply-To: terence@systech.hinet.net (Terence Ker)
        "Proceedings of SIGGRAPH'93" (Apr 17,  5:02pm)
References: <9604180002.AA25768@systech.hinet.net>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: terence@systech.hinet.net (Terence Ker)
Subject: Re: Proceedings of SIGGRAPH'93
Cc: info-performer@sgi.com
Mime-Version: 1.0
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Status: O

Hi Terence,

You asked:

>    Can any one tell me where to get, or e-mail me if available, the
>following paper:

>Akeley, K.:
>RealityEngine Graphics
>Proceedings of SIGGRAPH'93 pp. 109 - 116

You might try contacting ACM/SIGGRAPH to get those proceedings.

It'll run about $45.00 or so.

Write to

ACM Order Dept.
PO Box 64145
Baltimore, Maryland 21264 USA

or email to acmpubs@acm.org and inquire.

Hope this helps!

bobzilla, (who was actually AT SIGGRAPH 93 %^)


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From: "Bernard Leclerc" <bleclerc@cae.ca>
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Date: Wed, 17 Apr 1996 09:39:27 -0400
In-Reply-To: terence@systech.hinet.net (Terence Ker)
        "Proceedings of SIGGRAPH'93" (Apr 17,  5:02pm)
References: <9604180002.AA25768@systech.hinet.net>
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To: terence@systech.hinet.net (Terence Ker), info-performer@sgi.com
Subject: Re: Proceedings of SIGGRAPH'93
Mime-Version: 1.0
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On Apr 17,  5:02pm, Terence Ker wrote:

>     Can any one tell me where to get, or e-mail me if available, the
> following paper:
>
> Akeley, K.:
> RealityEngine Graphics
> Proceedings of SIGGRAPH'93 pp. 109 - 116
>
>      I tried sgigate.sgi.com/pub/Performer/docs only to see '94 and '95
> pastscript compressed docs. I don't have a postscript printer and need
> only plain ASCII format.

Terence,

Try the SIGGRAPH web site at http://www.siggraph.org

--
      ___/      |        ___/	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: Proceedings of SIGGRAPH'93
Status: O

     
        On page 110 we are told that there is frame buffer memory 
allocated to support 256 bits per pixel, which sounds very impressive. I 
think it's a misprint because in my mind I can only account for 56. 
Please confirm/refute.

______________________________ Reply Separator _________________________________
Subject: Proceedings of SIGGRAPH'93
Author:  terence@systech.hinet.net (Terence Ker) at SMTPLINK-NTSC
Date:    4/17/96 5:02 PM


     
Hi, Performer;
     
    Can any one tell me where to get, or e-mail me if available, the
following paper:
     
Akeley, K.:
RealityEngine Graphics
Proceedings of SIGGRAPH'93 pp. 109 - 116
     
     I tried sgigate.sgi.com/pub/Performer/docs only to see '94 and '95
pastscript compressed docs. I don't have a postscript printer and need 
only plain ASCII format. 
     
     Thanks for your help!
     
     
     
     
                                              -= Terence Ke =-
     
                                            Systems & Technology
                                            Taipei, Taiwan
                                e-mail: terence@systech.hinet.net
     
     
     
     



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Date: Wed, 17 Apr 1996 14:03:01 +0100 ()
From: Gazza <G.Hunt@bath.ac.uk>
To: Performer list <info-performer@sgi.sgi.com>
Subject: Performer 2.0 and 3DS files
Message-Id: <Pine.WNT.3.93.960417135521.-213093A-100000@gazza.bath.ac.uk>
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Hi.

Just got our new Max Impact with Performer 2.0. I'm completely new to 
Performer and I'm not a programmer (yet... that's the next step!).
Anyway, I've noticed in this list archive of the last few months that
other people have had the same problem loading 3DStudio files into perfly.

What I haven't noticed, however, are any answers that are helpful to me,
perhaps people have been answering via private email. Anyway, if anyone
has any ideas as to how to get it working, I'd be more than pleased to
find out, as we have a number of 3ds files that we  want to view.

At the moment, perfly is perfectly acceptable, but as time goes on and I,
or whoever, works out how to program and use C++ etc, we shall be able to
produce our own applications!

Thanks for your help.

Gary 

PS. I think I know the answer to this already, but is it possible to get a
spacemouse to work with perfly? I know (hope) it would be possible to get
some interaction if I wrote my own application but as I say...



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Message-Id: <n1382394285.4507a@coryphaeus.com>
Date: 17 Apr 1996 07:50:39 -0800
From: "Bruce Sinclair" <bruce@coryphaeus.com>
Subject: passive into interactive
To: "a a" <Stefan.Schuster@esi.es>
Cc: "p p" <info-performer@sgi.sgi.com>
X-Mailer: Mail*Link SMTP-QM 3.0.1
Status: O

stefan,
we here at coryphaeus have products that will read wavefront keyframe
animation and character animation files into our real-time (performer-based)
system.  the keyframe animation is not *steerable* when inside the
interactive environment but it can interact with other elements (an example
of this is a bird flying around).  the character animation data can be either
softbodied or hardbodied (rigid transformations) and is controllable withing
the interactive environment.  to the best of our knowledge we are the only
company with this capability.  

with our new product activation - real-time graphics software to prototype
interactive 3D games - we will also be able to read in alias, softimage, 3d
studio, nichiman, etc.. geometry formats with textures and materials. 
contact me directly if you would like anymore information

bruce


--- Forwarded mail from Stefan Schuster <Stefan.Schuster@esi.es>

Date: Tue, 16 Apr 1996 09:15:57 +0200
From: Stefan Schuster <Stefan.Schuster@esi.es>
To: info-performer@sgi.sgi.com
Subject: Alias 2 Performer animation converter


[ plain text
  Encoded with "quoted-printable" ] :
Does anyone know if there exists a tool that allows to transform/convert
animations created in Alias Wavefront to Performer 2.0 ?
Any hint's appreciated.

Thanks,

Stefan




---End of forwarded mail from Stefan Schuster <Stefan.Schuster@esi.es>




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Date: Wed, 17 Apr 1996 09:25:44 -0700 (PDT)
From: "Paul S. Cutt" <cutt@netcom.com>
Subject: Re: Performer 2.0 and 3DS files
To: Gazza <G.Hunt@bath.ac.uk>
Cc: Performer list <info-performer@sgi.sgi.com>
In-Reply-To: <Pine.WNT.3.93.960417135521.-213093A-100000@gazza.bath.ac.uk>
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Status: O



Hi,

I notice you wanted to get a spacemouse working with perfly. We sell
a VR device API which enables very easy interface with most VR
devices such as the space mouse. Works great with performer.

Thanks,

paul

On Wed, 17 Apr 1996, Gazza wrote:

> 
> Hi.
> 
> Just got our new Max Impact with Performer 2.0. I'm completely new to 
> Performer and I'm not a programmer (yet... that's the next step!).
> Anyway, I've noticed in this list archive of the last few months that
> other people have had the same problem loading 3DStudio files into perfly.
> 
> What I haven't noticed, however, are any answers that are helpful to me,
> perhaps people have been answering via private email. Anyway, if anyone
> has any ideas as to how to get it working, I'd be more than pleased to
> find out, as we have a number of 3ds files that we  want to view.
> 
> At the moment, perfly is perfectly acceptable, but as time goes on and I,
> or whoever, works out how to program and use C++ etc, we shall be able to
> produce our own applications!
> 
> Thanks for your help.
> 
> Gary 
> 
> PS. I think I know the answer to this already, but is it possible to get a
> spacemouse to work with perfly? I know (hope) it would be possible to get
> some interaction if I wrote my own application but as I say...
> 
> 
> 


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To: info-performer@sgi.sgi.com, william_marinelli@ntsc.navy.mil
Subject: Re[2]: Proceedings of SIGGRAPH'93
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        Let's see, in 'normal' mode - 32 bits RGBA, 32 bits Z, double buffered = 
        128 bits/pixel
        
        Don't forget multisample mode - 32/48 RGBA bits, 24/32 Z bits x 
        #samples/pixel - adds up fast.  Also accumulation buffer, stencil 
        planes, underlay/overlay...  Actually in large pixel depth, there are 
        1024 bits/pixel - needed if you use 16 multisamples per pixel.
        
        
        Don Tidrow
        Visual Simulation Developer
        US Army Tank-automotive and Armaments Command
        

______________________________ Reply Separator _________________________________
Subject: Re: Proceedings of SIGGRAPH'93
Author:  william_marinelli@ntsc.navy.mil at TWLAN-SMTP
Date:    4/17/96 10:50 AM


     
        On page 110 we are told that there is frame buffer memory 
allocated to support 256 bits per pixel, which sounds very impressive. I 
think it's a misprint because in my mind I can only account for 56. 
Please confirm/refute.

______________________________ Reply Separator _________________________________
Subject: Proceedings of SIGGRAPH'93
Author:  terence@systech.hinet.net (Terence Ker) at SMTPLINK-NTSC
Date:    4/17/96 5:02 PM


     
Hi, Performer;
     
    Can any one tell me where to get, or e-mail me if available, the
following paper:
     
Akeley, K.:
RealityEngine Graphics
Proceedings of SIGGRAPH'93 pp. 109 - 116
     
     I tried sgigate.sgi.com/pub/Performer/docs only to see '94 and '95
pastscript compressed docs. I don't have a postscript printer and need 
only plain ASCII format. 
     
     Thanks for your help!
     
     
     
     
                                              -= Terence Ke =-
     
                                            Systems & Technology
                                            Taipei, Taiwan
                                e-mail: terence@systech.hinet.net
     
     
     
     


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Date: Wed, 17 Apr 1996 09:00:45 +0100
In-Reply-To: "Shawn Soeder" <shawn_soeder@esplt14m-s.grumman.com>
        "zbuffer data representation" (Apr 16,  3:50pm)
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the zbuffer is non linear - most resolution near the eye, I've attached a great
Pipeline article which covers several zbuffer techniques including reading back
from the buffer. It has the equations you need. It's a bit old now but the
general idea is still the same.

Cheers
Rob

PS I'm sure several people will have implemented this in code - If you don't
get any examples let me know and I'll try to track one down.

-- 
________________________________________________________________
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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ABCs of the Z-Buffer

IRIS graphics systems utilize a hardware z-buffer to render images with hidden 
surfaces eliminated. The z-buffer hardware is configurable, meaning not only 
can its use be optimized for hidden surface elimination, it can be used for 
additional operations as well. This article describes the z-buffer, suggests 
how it can be used for simple hidden surface elimination, and provides 
solutions for some of the more complex operations, including applying decals, 
highlighting surface tessellations and generating line drawings with hidden 
lines removed. Many of the techniques described here are applicable to all 
IRIS graphics systems. The hardware-specific approaches, all of which have 
been noted as such, work with the GT/GTX architecture.

The z-buffer is a set of 24-bit numbers, each of which relates to a pixel on 
the screen. Use of the z-buffer is enabled with the zbuffer command:

    zbuffer(TRUE);

Points, lines, polygons, and characters are reduced during rendering to 
pixels, each with its own color and x and y coordinates. Also, when the z-
buffer is enabled, a z coordinate is computed for each pixel. This coordinate 
effectively specifies the distance from pixel to eye.

Before a pixel's color is written to the framebuffer, its z value is compared 
with the value already stored in the z-buffer. If the incoming pixel is nearer 
(that is, if it has a lower z value), its color is written into the 
framebuffer and its z is written into the z-buffer. If it is farther (that is, 
if it has a greater z value), the incoming color and z are discarded. Thus, at 
any point in the drawing, the values in the z-buffer represent the distance to 
the item which currently is closest to the eye. By first clearing the z-buffer 
to the maximum z value and then rendering all primitives using the zbuffer 
algorithm, an image including only the nearest surfaces to the eye is 
produced.

Mapping Transformed Z to Screen Z
---------------------------------

Mathematically, z coordinates are treated just like x and y coordinates. After 
transformation, clipping, and perspective division, they occupy the range -1.0 
through 1.0. Just as you specify a viewport transformation to map x and y from 
this range to a window's boundaries, so must you specify a mapping of z 
coordinates. Because the 24-bit z-buffer on the GT and GTX graphics systems is 
unsigned, it supports the range OxOOOOOO through Oxffffff. Only values in the 
range OxOOOOOO through Ox7fffff are correctly iterated during rendering, 
however, so only 23 of the 24 z-buffer bits typically are used. (A use for the 
24th bit will be demonstrated later in this article.)

By default, GT and GTX graphics systems map those pixels nearest the eye (i.e. 
the ones at the near clip plane) to OxOOOOOO, while the pixels farthest from 
the eye (i.e., those at the far clip plane) are mapped to Ox7fffff. This can 
be changed with the lsetdepth command:

    lsetdepth(OxOOOOOO,Ox3fffff);

Called like this. the mapping will be reduced to use only half of the hardware 
range.

Recall also that each z-buffer location must be initialized to farthest prior 
to rendering. Application performance is increased if the z-buffer and the 
framebuffer are initialized at the same time. To accomplish this, replace the 
code sequence:

cpack(Oxffffff);
clear();
zclear(); /*clears z-buffer to Oxffffff*/

with:

czclear(Oxffffff,Oxffffff);

On GT and GTX hardware, czclear operates on the framebuffer and the z-buffer 
simultaneously only if the color argument (first) and the depth argument 
(second) are the same (see the czclear man page for details). This example has 
a white background and the z-buffer has been cleared to its maximum value. The 
fact that this value is greater than the greatest rendered value (Ox7fffff) 
has no effect on the rendering operation.

It is also possible to achieve simultaneous clears with a black background, 
like so:

czclear(OxOOOOOO,OxOOOOOO);

For this to provide correct results, however, both the z mapping and the z 
comparison must be reversed:

lsetdepth(Ox7fffff,0xOOOOOO);
zfunction(ZF_GEQUAL);

This mapping gives nearer pixels greater z-buffer values than farther pixels, 
with pixels at the near plane mapped to Ox7fffff, and those at the far plane 
mapped to OxOOOOOO (the value the z-buffer was cleared to). In order to 
correctly select the nearest pixel, the comparison function is simply reversed 
to select the pixel with the greater z value. (The default zfunction is 
ZF_LEQUAL.)

It was previously asserted that a z-buffer value, in effect, specifies the 
distance from pixel to eye. While this is true, the relationship between 
distance and z is linear only in an orthographic projection. In the case of a 
true perspective projection, such as:

    perspective(fovy,aspect,near,far);

the relationship is non-linear, sometimes very much so.

The degree of non-linearity is controlled by the ratio of far to near in the 
perspective call. The greater the ratio, the greater the non-linearity. Figure 
1 shows the equations relating screen z to eye z as a function of the ratio 
far/near in the perspective call.


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

When the projection matrix is defined by

    perspective (fovy, aspect, near, far);

and the z viewport transformation is defined by

    lsetdepth (near  ,far  );
                   vp    vp

then z    and z       are related by the following equations:
      eye      screen

          --                            -- --            --
          |                              | |far   - near  |   far   + near
          |far + near       2 far near   | |   vp       vp|      vp       vp
z       = |---------- + -----------------| |--------------| + --------------
 screen   |far - near   z    (far - near)| |       2      |          2
          |              eye             | |              |
          --                            -- --            --


                             far near(far   - near  )
                                         vp       vp
                             ------------------------
                                    far - near
z    = ------------------------------------------------------------------
 eye             (far + near) (far   - near  )     far   + near
                                  vp       vp         vp       vp
       z       - -----------------------------  -  --------------
        screen          2 (far - near)                    2

------------------------------------------------------------------------------
Figure 1. The equations relating screen z to eye z.


In practice, non-linearity increases z-buffer precision in a small range 
adjacent to the near clipping plane and reduces precision throughout the rest 
of the viewing volume. While some precision increase near the viewer can be 
desirable, the effect of substantial non-linearity is to defeat z-buffer 
operation throughout much of the viewing volume. Experience shows that ratios 
greater than 1000 have this undesired result.

The ratio of far to near is most easily controlled by simply moving the near 
clipping plane away from the eye position. Note that changing near in the 
perspective call has no effect on the projection of x and y and so has little 
effect on the resulting image. Instead, its effect is limited to the position 
of the near clipping plane and the projection of z values. Because of this, 
you should always move the near plane as far from the eye as possible.

Z-Buffered Decals
-----------------

Because of the limitations of z-buffer precision and because the precision 
that exists is lost due to non-linear mapping, the IRIS z-buffer has 
difficulty in computing the correct intersection of nearly coplanar objects. 
As a result, objects intended to be coplanar, such as a stripe on a runway, or 
a marking on an airplane wing, are rendered very poorly when nothing more than 
the standard z-buffer algorithm is used (e.g. a runway shows through a stripe 
on it or a wing shows through a marking on it). This problem is referred to as 
the decal problem.

GL commands writemask and zwritemask support a simple solution to the decal 
problem. In effect, they allow the use of a painter's algorithm (the last 
object written overwrites) among coplanar polygons, and yet they use the z-
buffer algorithm to integrate coplanar polygons into the scene.

The following pseudo-code sequence implements the algorithm (the GL commands 
designate real code). The GrayMaterial object is the surface that the 
RedMaterial object is drawn onto:

zwritemask(OxOOOOOO);
lmbind(MATERIAL,GrayMaterial);
draw the underlying object
lmbind(MATERIAL,RedMaterial);
draw the overwriting object
zwritemask(Oxffffff);
wmpack(OxOOOOOOOO); /*RGB version of writemask*/
draw the underlying object again
wmpack(Oxffffffff);

Note that material does not matter during the second drawing of the 
GrayMaterial object because framebuffer colors are not modified. The writemask 
is returned to Oxffffffff when done to ensure that subsequent z-buffer 
operation will be normal.

Outlined Polygons and Hidden Lines
----------------------------------

Now consider what's involved in outlining a polygon. The problem seems similar 
to rendering decals, except in this instance an outline segment shared between 
two (typically non-coplanar) polygons must be taken into account. The decal 
algorithm fails when a single decal is shared among multiple, non-coplanar 
polygons.

The decal problem was solved by working around the inaccuracies of z 
projection and iteration. Assume now that the z-buffer works perfectly, 
meaning that coplanar objects match values pixel for pixel during rendering. 
In this case, the painting effect could be had simply by selecting the 
appropriate zfunction, thus avoiding the need for writemask tricks. For 
example, selecting the zfunction ZF_LEQUAL (pass if less than or equal) causes 
the second coplanar polygon to completely overwrite the first, because the z-
values of the coplanar polygons are equal at each pixel where they coincide 
and equality passes the z test. Likewise, if zfunction ZF_LESS is chosen, the 
second coplanar polygon will be completely ignored, because the equal z values 
will never pass the test.

This demonstrates that it is possible to accurately composite coplanar objects 
if their pixels match z for z. All that remains is to postulate an outline 
method that ensures matched z values. The method exists, and is known as 
hollow polygons.

(Definition: A hollow polygon fills a subset of the pixels that would have 
been filled had the polygon been drawn normally. This subset is comprised of 
the pixels adjacent to the polygon perimeter. All filled pixels have color and 
values identical to their counterpart pixels in the filled polygon.)

When a filled polygon is composited with its hollow counterpart, zfunction can 
be used to accurately control the results because the z values of shared 
pixels are identical. We can, for example, draw a gray solid object with each 
polygon outlined in red using the following code sequence:

zbuffer(TRUE);
zfunction(ZF_LEQUAL); /*this is the default*/
lmbind(MATERIAL,GrayMaterial);
draw all polygons -- filled
lmbind(MATERIAL,RedMaterial);

draw all polygons -- hollow

Changing the zfunction to ZF_LESS will arrive at same result by first drawing 
all the polygons hollow, and then drawing them filled:

zbuffer(TRUE);
zfunction(ZF_LESS);
lmbind(MATERIAL,RedMaterial);
draw all polygons -- hollow
lmbind(MATERIAL,GrayMaterial);

draw all polygons -- filled

In both cases, all hidden surfaces are correctly removed and all outlines are 
drawn without pixel errors.

A hollow polygon primitive is available in Silicon Graphics' new PowerVision. 
However, until you have PowerVision, you'll have to generate the hollow 
polygons yourself. This is best done using the 24th bit of the z-buffer as a 
stencil bit to control whether a pixel is writable or not. By doing this 
independently of the contents of the 23 depth bits, it's possible to stencil 
and z-buffer simultaneously. (WARNING: This algorithm operates correctly only 
on GT and GTX graphics systems.)

The algorithm for hollow polygon generation is substantially more complex than 
any of the algorithms previously discussed. It will be described here one step 
at a time, first explaining what will happen, and then providing a pseudo code 
implementation. First, the z-buffer must be set up with a reverse mapping:

zbuffer(TRUE);
lsetdepth(Ox7fffff,0xOOOOOO);
zfunction(ZF_GEQUAL);
czclear(OxOOOOOOOO,OxOOOOOO);

Then, to draw a single hollow polygon, first disable (for drawing purposes) 
all of the pixels in the polygon. Do this by setting the 24th bit of each 
pixel's z value, effectively making all values nearer than Ox7fffff, the 
mapping of the near plane:

zbuffer(FALSE);
backbuffer(FALSE);
zdraw(TRUE);
wmpack(Ox800000);
cpack(Ox800000);

fill the polygon

Now enable only those pixels on the perimeter of the polygon. Do this by 
drawing a width-2 line around the perimeter, clearing the 24th z-buffer bit at 
each pixel drawn:

cpack(OxOOOOOO);

outline the polygon with a double-width line

At this point, pixels on the perimeter of the polygon will have their original 
z values. Those in the interior will have values nearer than any generated 
during rendering and are therefore effectively masked. Now, we simply fill the 
polygon using normal z-buffer operation, which in fact fills only perimeter 
pixels -- creating a hollow polygon:

zbuffer(TRUE);
backbuffer(TRUE);
zdraw(FALSE);
wmpack(Oxffffffff);
cpack(color);

fill the polygon -- changing only perimeter pixel values

The 24th bit of all z-buffer pixels that still can be set now must be cleared 
to ensure that future hollow polygons are not corrupted:

zbuffer(FALSE);
backbuffer(FALSE);
zdraw(TRUE);
wmpack(Ox800000);
cpack(OxOOOOOO);

fill the polygon

Finally, all drawing states should be returned to reasonable values:

zbuffer(TRUE);
backbuffer(TRUE);
zdraw(FALSE);
wmpack(Oxffffffff);

When hollow polygons are drawn back-to-back, many of the mode changes in the 
first and last steps can be skipped, resulting in improved performance.

You may draw any solid as a line drawing with hidden lines removed by simply 
filling the hollow polygons with background color rather than with surface 
color.

Conclusion
----------

The GT/GTX z-buffer is a powerful tool for use with applications -- beyond 
simple hidden-surface removal. In addition to the examples provided, the z-
buffer has been used in programs to perform constructive solid geometry, 
shadow casting, and more.

This article was reprinted with permission from Issue Number 11 of the IRIS 
Universe, a quarterly magazine of visual processing published by Silicon 
Graphics. To subscribe to the magazine, call (415) 962-3320.
ABCs of the Z-Buffer

IRIS graphics systems utilize a hardware z-buffer to render images with hidden 
surfaces eliminated. The z-buffer hardware is configurable, meaning not only 
can its use be optimized for hidden surface elimination, it can be used for 
additional operations as well. This article describes the z-buffer, suggests 
how it can be used for simple hidden surface elimination, and provides 
solutions for some of the more complex operations, including applying decals, 
highlighting surface tessellations and generating line drawings with hidden 
lines removed. Many of the techniques described here are applicable to all 
IRIS graphics systems. The hardware-specific approaches, all of which have 
been noted as such, work with the GT/GTX architecture.

The z-buffer is a set of 24-bit numbers, each of which relates to a pixel on 
the screen. Use of the z-buffer is enabled with the zbuffer command:

    zbuffer(TRUE);

Points, lines, polygons, and characters are reduced during rendering to 
pixels, each with its own color and x and y coordinates. Also, when the z-
buffer is enabled, a z coordinate is computed for each pixel. This coordinate 
effectively specifies the distance from pixel to eye.

Before a pixel's color is written to the framebuffer, its z value is compared 
with the value already stored in the z-buffer. If the incoming pixel is nearer 
(that is, if it has a lower z value), its color is written into the 
framebuffer and its z is written into the z-buffer. If it is farther (that is, 
if it has a greater z value), the incoming color and z are discarded. Thus, at 
any point in the drawing, the values in the z-buffer represent the distance to 
the item which currently is closest to the eye. By first clearing the z-buffer 
to the maximum z value and then rendering all primitives using the zbuffer 
algorithm, an image including only the nearest surfaces to the eye is 
produced.

Mapping Transformed Z to Screen Z
---------------------------------

Mathematically, z coordinates are treated just like x and y coordinates. After 
transformation, clipping, and perspective division, they occupy the range -1.0 
through 1.0. Just as you specify a viewport transformation to map x and y from 
this range to a window's boundaries, so must you specify a mapping of z 
coordinates. Because the 24-bit z-buffer on the GT and GTX graphics systems is 
unsigned, it supports the range OxOOOOOO through Oxffffff. Only values in the 
range OxOOOOOO through Ox7fffff are correctly iterated during rendering, 
however, so only 23 of the 24 z-buffer bits typically are used. (A use for the 
24th bit will be demonstrated later in this article.)

By default, GT and GTX graphics systems map those pixels nearest the eye (i.e. 
the ones at the near clip plane) to OxOOOOOO, while the pixels farthest from 
the eye (i.e., those at the far clip plane) are mapped to Ox7fffff. This can 
be changed with the lsetdepth command:

    lsetdepth(OxOOOOOO,Ox3fffff);

Called like this. the mapping will be reduced to use only half of the hardware 
range.

Recall also that each z-buffer location must be initialized to farthest prior 
to rendering. Application performance is increased if the z-buffer and the 
framebuffer are initialized at the same time. To accomplish this, replace the 
code sequence:

cpack(Oxffffff);
clear();
zclear(); /*clears z-buffer to Oxffffff*/

with:

czclear(Oxffffff,Oxffffff);

On GT and GTX hardware, czclear operates on the framebuffer and the z-buffer 
simultaneously only if the color argument (first) and the depth argument 
(second) are the same (see the czclear man page for details). This example has 
a white background and the z-buffer has been cleared to its maximum value. The 
fact that this value is greater than the greatest rendered value (Ox7fffff) 
has no effect on the rendering operation.

It is also possible to achieve simultaneous clears with a black background, 
like so:

czclear(OxOOOOOO,OxOOOOOO);

For this to provide correct results, however, both the z mapping and the z 
comparison must be reversed:

lsetdepth(Ox7fffff,0xOOOOOO);
zfunction(ZF_GEQUAL);

This mapping gives nearer pixels greater z-buffer values than farther pixels, 
with pixels at the near plane mapped to Ox7fffff, and those at the far plane 
mapped to OxOOOOOO (the value the z-buffer was cleared to). In order to 
correctly select the nearest pixel, the comparison function is simply reversed 
to select the pixel with the greater z value. (The default zfunction is 
ZF_LEQUAL.)

It was previously asserted that a z-buffer value, in effect, specifies the 
distance from pixel to eye. While this is true, the relationship between 
distance and z is linear only in an orthographic projection. In the case of a 
true perspective projection, such as:

    perspective(fovy,aspect,near,far);

the relationship is non-linear, sometimes very much so.

The degree of non-linearity is controlled by the ratio of far to near in the 
perspective call. The greater the ratio, the greater the non-linearity. Figure 
1 shows the equations relating screen z to eye z as a function of the ratio 
far/near in the perspective call.


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

When the projection matrix is defined by

    perspective (fovy, aspect, near, far);

and the z viewport transformation is defined by

    lsetdepth (near  ,far  );
                   vp    vp

then z    and z       are related by the following equations:
      eye      screen

          --                            -- --            --
          |                              | |far   - near  |   far   + near
          |far + near       2 far near   | |   vp       vp|      vp       vp
z       = |---------- + -----------------| |--------------| + --------------
 screen   |far - near   z    (far - near)| |       2      |          2
          |              eye             | |              |
          --                            -- --            --


                             far near(far   - near  )
                                         vp       vp
                             ------------------------
                                    far - near
z    = ------------------------------------------------------------------
 eye             (far + near) (far   - near  )     far   + near
                                  vp       vp         vp       vp
       z       - -----------------------------  -  --------------
        screen          2 (far - near)                    2

------------------------------------------------------------------------------
Figure 1. The equations relating screen z to eye z.


In practice, non-linearity increases z-buffer precision in a small range 
adjacent to the near clipping plane and reduces precision throughout the rest 
of the viewing volume. While some precision increase near the viewer can be 
desirable, the effect of substantial non-linearity is to defeat z-buffer 
operation throughout much of the viewing volume. Experience shows that ratios 
greater than 1000 have this undesired result.

The ratio of far to near is most easily controlled by simply moving the near 
clipping plane away from the eye position. Note that changing near in the 
perspective call has no effect on the projection of x and y and so has little 
effect on the resulting image. Instead, its effect is limited to the position 
of the near clipping plane and the projection of z values. Because of this, 
you should always move the near plane as far from the eye as possible.

Z-Buffered Decals
-----------------

Because of the limitations of z-buffer precision and because the precision 
that exists is lost due to non-linear mapping, the IRIS z-buffer has 
difficulty in computing the correct intersection of nearly coplanar objects. 
As a result, objects intended to be coplanar, such as a stripe on a runway, or 
a marking on an airplane wing, are rendered very poorly when nothing more than 
the standard z-buffer algorithm is used (e.g. a runway shows through a stripe 
on it or a wing shows through a marking on it). This problem is referred to as 
the decal problem.

GL commands writemask and zwritemask support a simple solution to the decal 
problem. In effect, they allow the use of a painter's algorithm (the last 
object written overwrites) among coplanar polygons, and yet they use the z-
buffer algorithm to integrate coplanar polygons into the scene.

The following pseudo-code sequence implements the algorithm (the GL commands 
designate real code). The GrayMaterial object is the surface that the 
RedMaterial object is drawn onto:

zwritemask(OxOOOOOO);
lmbind(MATERIAL,GrayMaterial);
draw the underlying object
lmbind(MATERIAL,RedMaterial);
draw the overwriting object
zwritemask(Oxffffff);
wmpack(OxOOOOOOOO); /*RGB version of writemask*/
draw the underlying object again
wmpack(Oxffffffff);

Note that material does not matter during the second drawing of the 
GrayMaterial object because framebuffer colors are not modified. The writemask 
is returned to Oxffffffff when done to ensure that subsequent z-buffer 
operation will be normal.

Outlined Polygons and Hidden Lines
----------------------------------

Now consider what's involved in outlining a polygon. The problem seems similar 
to rendering decals, except in this instance an outline segment shared between 
two (typically non-coplanar) polygons must be taken into account. The decal 
algorithm fails when a single decal is shared among multiple, non-coplanar 
polygons.

The decal problem was solved by working around the inaccuracies of z 
projection and iteration. Assume now that the z-buffer works perfectly, 
meaning that coplanar objects match values pixel for pixel during rendering. 
In this case, the painting effect could be had simply by selecting the 
appropriate zfunction, thus avoiding the need for writemask tricks. For 
example, selecting the zfunction ZF_LEQUAL (pass if less than or equal) causes 
the second coplanar polygon to completely overwrite the first, because the z-
values of the coplanar polygons are equal at each pixel where they coincide 
and equality passes the z test. Likewise, if zfunction ZF_LESS is chosen, the 
second coplanar polygon will be completely ignored, because the equal z values 
will never pass the test.

This demonstrates that it is possible to accurately composite coplanar objects 
if their pixels match z for z. All that remains is to postulate an outline 
method that ensures matched z values. The method exists, and is known as 
hollow polygons.

(Definition: A hollow polygon fills a subset of the pixels that would have 
been filled had the polygon been drawn normally. This subset is comprised of 
the pixels adjacent to the polygon perimeter. All filled pixels have color and 
values identical to their counterpart pixels in the filled polygon.)

When a filled polygon is composited with its hollow counterpart, zfunction can 
be used to accurately control the results because the z values of shared 
pixels are identical. We can, for example, draw a gray solid object with each 
polygon outlined in red using the following code sequence:

zbuffer(TRUE);
zfunction(ZF_LEQUAL); /*this is the default*/
lmbind(MATERIAL,GrayMaterial);
draw all polygons -- filled
lmbind(MATERIAL,RedMaterial);

draw all polygons -- hollow

Changing the zfunction to ZF_LESS will arrive at same result by first drawing 
all the polygons hollow, and then drawing them filled:

zbuffer(TRUE);
zfunction(ZF_LESS);
lmbind(MATERIAL,RedMaterial);
draw all polygons -- hollow
lmbind(MATERIAL,GrayMaterial);

draw all polygons -- filled

In both cases, all hidden surfaces are correctly removed and all outlines are 
drawn without pixel errors.

A hollow polygon primitive is available in Silicon Graphics' new PowerVision. 
However, until you have PowerVision, you'll have to generate the hollow 
polygons yourself. This is best done using the 24th bit of the z-buffer as a 
stencil bit to control whether a pixel is writable or not. By doing this 
independently of the contents of the 23 depth bits, it's possible to stencil 
and z-buffer simultaneously. (WARNING: This algorithm operates correctly only 
on GT and GTX graphics systems.)

The algorithm for hollow polygon generation is substantially more complex than 
any of the algorithms previously discussed. It will be described here one step 
at a time, first explaining what will happen, and then providing a pseudo code 
implementation. First, the z-buffer must be set up with a reverse mapping:

zbuffer(TRUE);
lsetdepth(Ox7fffff,0xOOOOOO);
zfunction(ZF_GEQUAL);
czclear(OxOOOOOOOO,OxOOOOOO);

Then, to draw a single hollow polygon, first disable (for drawing purposes) 
all of the pixels in the polygon. Do this by setting the 24th bit of each 
pixel's z value, effectively making all values nearer than Ox7fffff, the 
mapping of the near plane:

zbuffer(FALSE);
backbuffer(FALSE);
zdraw(TRUE);
wmpack(Ox800000);
cpack(Ox800000);

fill the polygon

Now enable only those pixels on the perimeter of the polygon. Do this by 
drawing a width-2 line around the perimeter, clearing the 24th z-buffer bit at 
each pixel drawn:

cpack(OxOOOOOO);

outline the polygon with a double-width line

At this point, pixels on the perimeter of the polygon will have their original 
z values. Those in the interior will have values nearer than any generated 
during rendering and are therefore effectively masked. Now, we simply fill the 
polygon using normal z-buffer operation, which in fact fills only perimeter 
pixels -- creating a hollow polygon:

zbuffer(TRUE);
backbuffer(TRUE);
zdraw(FALSE);
wmpack(Oxffffffff);
cpack(color);

fill the polygon -- changing only perimeter pixel values

The 24th bit of all z-buffer pixels that still can be set now must be cleared 
to ensure that future hollow polygons are not corrupted:

zbuffer(FALSE);
backbuffer(FALSE);
zdraw(TRUE);
wmpack(Ox800000);
cpack(OxOOOOOO);

fill the polygon

Finally, all drawing states should be returned to reasonable values:

zbuffer(TRUE);
backbuffer(TRUE);
zdraw(FALSE);
wmpack(Oxffffffff);

When hollow polygons are drawn back-to-back, many of the mode changes in the 
first and last steps can be skipped, resulting in improved performance.

You may draw any solid as a line drawing with hidden lines removed by simply 
filling the hollow polygons with background color rather than with surface 
color.

Conclusion
----------

The GT/GTX z-buffer is a powerful tool for use with applications -- beyond 
simple hidden-surface removal. In addition to the examples provided, the z-
buffer has been used in programs to perform constructive solid geometry, 
shadow casting, and more.

This article was reprinted with permission from Issue Number 11 of the IRIS 
Universe, a quarterly magazine of visual processing published by Silicon 
Graphics. To subscribe to the magazine, call (415) 962-3320.

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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
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Date: Wed, 17 Apr 1996 17:19:57 +0100
In-Reply-To: william_marinelli@ntsc.navy.mil
        "Re: Proceedings of SIGGRAPH'93" (Apr 17, 10:50am)
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On Apr 17, 10:50am, william_marinelli@ntsc.navy.mil wrote:
> Subject: Re: Proceedings of SIGGRAPH'93
>
>         On page 110 we are told that there is frame buffer memory
> allocated to support 256 bits per pixel, which sounds very impressive. I
> think it's a misprint because in my mind I can only account for 56.
> Please confirm/refute.
>
>-- End of excerpt from william_marinelli@ntsc.navy.mil

you're forgetting the multisample buffers I think. 256 is the minimum ( with 1
RM4 board )

1 RM board: 1280x1024x256 deep , 48 bit FB,BB, 32bit Z, WIDs, CIDs etc,but no
multisamples

2 RM boards: 1280x1024x512 deep , 48 bit FB,BB and up to 8 multisamples

4 RM boards: 1280x1024x1024 deep, 48 bit FB,BB and up to 16 multisamples

and you're right - pretty impressive. I've attached a good Pipeline article
'Calculating RealityEngine Pixel Depth'

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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Calculating RealityEngine Pixel Depth

In September 1992, Silicon Graphics released another high
performance graphics system known as RealityEngine. This
graphics subsystem can be installed into DieHard or rack
systems and is useable with both the R3000 and R4000 cpu
family lines. During the design phase of the RealityEngine,
two considerations were paramount: 1) antialiasing without
penalty and 2) increased texture capabilities. This article
will primarily address the topic of pixel depth, which
impacts multi-sampling, RealityEngine's method of
antialising.

In addition to these two items, other features have been
added or enhanced. With the RealityEngine it is possible to
have stereo on a per window basis. Another feature of this
system is 12 bits per component of RGBA. In addition to
increased textured performance, many capabilities have been
added to the texture mapping set of functions, including
three dimensional textures, fast hardware shadow algortihms
and an increased number of texture filtering functions.
There are also methods of sharpening textures for extreme
magnification. Detail Texture is another method for looking
at polygons up close. Texture lookup tables are available
for greater control of the final output. For more
information on texture mapping, see chapter 18 of the
Graphics Library Programming Manual.

In the past, framebuffer* size and configurations have been
fairly static. (*The term "framebuffer is often used
inconsistently. It is best to think of each of the
available bitplane sets as a seperate framebuffer, for
example, overlay, underlay, popup, zbuffer, etc. The
multisample buffer is another buffer assosciated with the
normal buffer. For the purposes of this article,
"framebuffer will refer to the normal buffer.) With the
advent of the VGX, came increased flexibility in
configuration. A bank of memory could be either used for
accumulation buffering or additional texture memory. The
RealityEngine introduces a framebuffer that is very
flexible in attainable configurations. The GL programmer
has more flexibility in making ordered and reasonable
requests to the GL such that all requests will be honored.
To fully utilize this flexibility, one must first
understand the underlying concepts. (For a discussion on
the multisample API, see the GL Programmers Guide, and the
manual pages for mssize and multisample. Also see the
Crimson and POWER Series technical reports for detailed
information about the RE architecture. Also figure 1
below.)

Upon consulting these sources, you will notice that on
occasion a requested configuration may not be granted.
This is due to the amount GL resources that may be
requested in contrast with the amount of hardware that is
installed. When more resources are requested than are
available, the GL will determine which requests will be
honored. RealityEngine supports one, two, or four Raster
Memory (RM) boards. Each RM board contains roughly 40MB of
memory for framebuffer configurations. The final
configuration of the framebuffer is determined by the video
output Format (VOF) and GL resources such as multisampling,
accumulation buffer, stencil, z-buffer, high resolution
color, and buffer modes (single, double, stereo).

 -----------------------------------------
 |              GE Board                 |
 |                                       |
 |                 ----                  |
 |               |-|  |-|    |           |
 |               | |--| |    |           |
 |  MPG    CP    |-|  |-|    | T         |
 |   ___   ___   | |--| |    |           |
 |-->| |-->| |-->|-|  |-|--->|           |
 |   ---   ---   | |--| |    | B         |
 |               |-|  |-|    | U         |
 |               | |--| |    | S         |
 |               |-|  |-|    |           |
 |               | |--| |    |           |
 |                -|  |-     |           |
 |                 ----                  |
 |                                       |
 |               /      \                |
 |              /        \               |
 |             /          \              |
 |            /            \             |
 |           /              \            |
 |                                       |
 |        -----------------------------  |
 |        |    ---------              |  |
 |        |    | i860XP |             |  |
 |        |    ---------     -------- |  |
 |        |        ^         | 2MB  | |  |
 |        |        |<------->| DRAM | |  |
 |        |        |         -------- |  |
 |        |        v                  |  |
 |        |    -------                |  |
 |        |    | GEF |                |  |
 |        |    -------                |  |
 |        |                           |  |
 |        -----------------------------  |
 |             Close-up of the GE        |
 |                                       |
 -----------------------------------------

Figure 1a. Reality Engine Architecture (GE Board)

 ----------------------------------------------
 |             RM Board                       |
 |                                            |
 |  |   -----------------    |                |
 |  |   | |-----|  #--| |    |                |
 |  |-->| #-#-#-#--|  | |--->|                |
 | T|   |          #--| |    | P              |
 |  |   -----------------    |                |
 | B|           |            | B              |
 | U|      S 20  Spans       | U              |
 | S|           |            | S              |
 |  |   -----------------    |                |
 |  |   | |-----|  #--| |    |                |
 |  |-->| #-#-#-#--|  | |--->|                |
 |  |   |          #--| |    |                |
 |  |   -----------------    |                |
 |                                            |
 |      /                \                    |
 |     /                  \                   |
 |    /                    \                  |
 |   /                      \                 |
 |  /                        \                |
 |  ---------------------------------------   |
 |  |                       --------      |   |
 |  |  -------------------  |IMP 0 |-->|  |   |
 |  |  |                 |  --------   |  |   |
 |  | ---   ---   ---   ---    |       |  |   |
 |  | |PG|--|TA|--|TD|--|IB|-->        |  |   |
 |  | ---   ---   ---   ---    |       |  |   |
 |  |        |     |                   |  |   |
 |  |      ------------        |       |  |   |
 |  |      | 4MB DRAM |                |  |   |
 |  |      ------------        |       |  |   |
 |  |                       -------    |  |   |
 |  |                       |IMP 15|-->|  |   |
 |  |                       -------       |   |
 |  ---------------------------------------   |
 |           Close-up of one span             |
 |                                            |
 ----------------------------------------------

Figure 1b. Reality Engine Architecture (RM Board)

 ----------------------------------------------------
 |            DG Board                              |
 |                                                  |
 |  |    -------     ------      |                  |
 |  |--->| XMAP |--->| LUT |---> |  -------         |
 |  |    --------    -------     |--|DAC's|====>    |
 |  |       |                    |  |     |====>    |
 | P|                            |  -------         |
 |  |       |  10 XMAPS          |  ---------       |
 | B|                            |  |Digital|       |
 | U|       |                    |--| Video |-->    |
 | S|                            |  ---------       |
 |  |       |                    |                  |
 |  |    --------    -------     |  --------        |
 |  |--->| XMAP |--->| LUT |---> |--|Comp. |--->    | 
 |  |    --------    -------     |  |video |        |
 |                               |  --------        |
 |                                                  |
 ----------------------------------------------------

Figure 1c. Reality Engine Architecture (DG Board)

The ability of the GL to meet the requested modes is based
upon the "depth" of its pixels, that is, the number of
words that are available. To relate pixel depth to the
ability to honor mode requests, consider the following
example. If a framebuffer is 8 bit RGB, 8 bits times 3
channels is 24 bits, or 1.5 words. The normal buffer
requires the use of 2 words whereas each multisample will
actually only require the  computed 1.5 words. If the
framebuffer is double buffered, then 4 words are being
utilized. RealityEngine provides for 12 bits per component
as well. Using 12 bits per component, a single buffered RGB
window requires 48 bits or 3 words. Putting the same window
into double buffer mode now takes 6 words. Similarly the
accumulation buffer can be configured to be either 12 or 24
bits per component, requiring 3 or 6 words respectively.
The RealityEngine zbuffer is 32 bits- 2 more words. The
stencil buffer requires an additional 1/2 word. When adding
the total number of words, add 4 words for overhead
(overlays, underlays, etc.).

  --------------------------------------------------
  | 8 Bit RGB, DBL Buf, 8 LoRes samples+ HW accbuf |
  |                                                |
  | Add Words                                      |
  |                                                |
  |     4 w. overhead                              |
  |     2 w. Front Buffer                          |
  |     2 w. Back Buffer                           |
  |     (1.5w.) 8 samples (color)                  |
  |     (2 w.) 8 samples (Z)                       |
  |     ____________________                       |
  |     36 words    (no room for HW accbub)        |
  |                                                |
  | * assume 1024x1280                             |
  |                                                |
  --------------------------------------------------

 Figure 2. Word Requirement example

Using similar computations, the amount of memory required
for multi-sampling can be computed. The multisample buffer
can be configured to do 0, 4, 8, or 16 samples per pixel.
To calculate the number of words per pixel for
multisampling, multiply the number of samples requested by
the number of words computed in the preceeding paragraph.
To do 4 multisamples for a 12 bit RGB window requires 4 *
(3 words RGBA + 2 words Z) + 3 words RGB normal buffer = 23
words. Add 3 more words if the window is doublebuffered.
Similarly, an 8 bit RGB window requires 17 words for
singlebuffer and 19 for doublebuffer. (Keep in mind the 4
words for overhead.) Notice in these examples no allocation
of memory for stencil or accumulation buffers has been
made. After calculating the number of words required, round
up to 16, 32, or 64, as these are the number of words that
are supported for pixel depths of small, medium, and
large.


Using Tiles to Calculate Pixel Depth for VOF

The preceeding information shows how to calculate the pixel
depth that is required for a group of GL mode requests. To
determine how deep pixels can be for different VOFs,
calculate the depth of the current VOF, by running
/usr/gfx/gfxinfo which will return the current pixel
depth.  This depth can be altered by changing the VOF. The
underlying mechanisms of adding depth to a pixel by
changing the VOF have to do with the way the screen is
tiled. A tile is a segment of screen space that is 80
pixels wide by 8 pixels high. Thus the default VOF of
1280x1024 is a screen that is 16x128 tiles. Putting the
monitor into NTSC mode changes the screen resolution to
646x485, or 9x61 tiles. Notice that 646/80 = 8.075. Since
all pixels must be covered and tiles come in integer
quantities, we need to step up to get 9 tiles wide.
Similarly PAL format is 768 x 575 (10 x 72 tiles) and HD TV
is 1600 x 1200 (20 x 150 tiles).

              ---------------------------------
             /|                              /|
            / |                             / |
           /__|____________________________/  |
       ^   |  |                            |  |
       |   |  |                            |  |     Width of VOF/80 *
       |   |  |                            |  |           X
       |   |  |                            |  |     Height of VOF/8 *
Height |   |  |<- 80 ->                    |  |
       |   |  |________  ^                 |  |
       |   |  /       /| | 8               |  |
       |   | /|______/_|_V_________________|__|
       |   |/_______/  /                   | /  /
       |   | /      | /                    |/  16
       v   |/_______|/_____________________/  /     * Round up to
                                                      nearest integer
           <------------------------------->
                    Width
        
 Figure 3. Tiles required by VOF

In addition to computing the number of tiles utilized by a
given VOF, it is also necessary to compute how the memory
from the RM boards can be distributed among the tiles,
i.e.,  compute pixel depth. (For the purposes of this
article and these computations, one word is 16 bits.) It is
important to consider that you may be requesting more GL
resources than are available, and how the VOF effects the
request. For each RM board there are 12 80x1024X16 words.
Using the default VOF of 1280x1024, with 1 RM board, there
are only 16 words per pixel available. This is not enough
memory to do the simple multisample example above. Either
add an additional RM board to bring the total t o 32 words
per pixel or we must change the VOF.

 ------------------------------------------------------------
 |              12 bit RGBA (48 bits)   8 bit RGB (24 bits) |
 |Color Buffer  3 w (48 bits)           2 w (24 bits)       |
 |Zbuffer       2 w (32 bits)           2 w (32 bits)       |
 |Stencil       1 w ( 8 bits)           0.5 w (8 bits)      |
 |AccBuf        3/6 w                                       |
 |MS Color      3 w/sample              1.5 w/sample        |
 |MSZ           2 w/sample              1 bit.sample        |
 |Stencil       .5 w/sample             1 bit.sample        |
 |                                                          |
 |Overhead*     4 w                     4 w                 |
 |                                                          |
 |* Overhead: WIDs, CIDs, PUP, Overlay, Underlay            |
 |                                                          |
 ------------------------------------------------------------

Figure 4. HW Configuration Example

It may seem odd that changing the VOF could also change
pixel depth. The previous tile examples showed how to
compute the number of, tiles utilized by each VOF.  In some
of the examples, such as NTSC and PAL, fewer tiles are
needed than are available. These extra tiles are then
available to add to the pixel depth of the tiles that are
used. The use of the extra tiles must be uniformly
distributed over the screen area used, i.e.  pixel depth
for a given VOF must be uniformly 16, 32, or 64. To see if
changing the VOF will increase pixel depth, take.the ratio
of the total number of tiles (2048 per RM) to tiles
required by the new VOF. Since this number must be 1, 2, or
4 (remember the GL only supports pixel depths of 16, 32 or
64), you need to floor the ratio to these numbers. Using
the example of 1 RM board, the VOF can be changed to NTSC.
Previously we calculated the number of tiles required by
NTSC to be 549 tiles. The computed ratio is then 3.73.  We
must take the next lowest allowable integer value 2 to
arrive at a pixel depth of 2*16, or 32 words per pixel.
This is then sufficient to do the previous multisample
example.  Choosing a VOF that quartered the screen tiles
exactly, would give a ratio 4. This would give a pixel
depth of 4*16 or 64 words deep. Such a format could be
640x512 (8x64 tiles). Similarly, HDTV requires 3000 tiles.
The ratio 2048/3000 < 1, hence HDTV can not be supported on
a 1 RM system.

To predetermine whether your configuration request will be
possible, do the following:

1) Use table 1 to calculate the number of words required by
   your application (ke ep in mind the 4 words of overhead).

2) Compute the available depth in words:

                | # RMs * 2048  |
floor(1,2,4)    | ______________| * 16
                | tiles in VOF  |

3) Subtract the result of step 1 from step 2.

4) A positive result from step 3 is favorable. If the
   result is negative, you mu st:

   A) back off on requested features (use getgconfig();)

   B) add an RM board (or two)

   C) lower VOF resolution even further.

There may be some configurations which will never be
honored. This is the case anytime the required word count
exceeds 64.

Calculating RealityEngine Pixel Depth

In September 1992, Silicon Graphics released another high
performance graphics system known as RealityEngine. This
graphics subsystem can be installed into DieHard or rack
systems and is useable with both the R3000 and R4000 cpu
family lines. During the design phase of the RealityEngine,
two considerations were paramount: 1) antialiasing without
penalty and 2) increased texture capabilities. This article
will primarily address the topic of pixel depth, which
impacts multi-sampling, RealityEngine's method of
antialising.

In addition to these two items, other features have been
added or enhanced. With the RealityEngine it is possible to
have stereo on a per window basis. Another feature of this
system is 12 bits per component of RGBA. In addition to
increased textured performance, many capabilities have been
added to the texture mapping set of functions, including
three dimensional textures, fast hardware shadow algortihms
and an increased number of texture filtering functions.
There are also methods of sharpening textures for extreme
magnification. Detail Texture is another method for looking
at polygons up close. Texture lookup tables are available
for greater control of the final output. For more
information on texture mapping, see chapter 18 of the
Graphics Library Programming Manual.

In the past, framebuffer* size and configurations have been
fairly static. (*The term "framebuffer is often used
inconsistently. It is best to think of each of the
available bitplane sets as a seperate framebuffer, for
example, overlay, underlay, popup, zbuffer, etc. The
multisample buffer is another buffer assosciated with the
normal buffer. For the purposes of this article,
"framebuffer will refer to the normal buffer.) With the
advent of the VGX, came increased flexibility in
configuration. A bank of memory could be either used for
accumulation buffering or additional texture memory. The
RealityEngine introduces a framebuffer that is very
flexible in attainable configurations. The GL programmer
has more flexibility in making ordered and reasonable
requests to the GL such that all requests will be honored.
To fully utilize this flexibility, one must first
understand the underlying concepts. (For a discussion on
the multisample API, see the GL Programmers Guide, and the
manual pages for mssize and multisample. Also see the
Crimson and POWER Series technical reports for detailed
information about the RE architecture. Also figure 1
below.)

Upon consulting these sources, you will notice that on
occasion a requested configuration may not be granted.
This is due to the amount GL resources that may be
requested in contrast with the amount of hardware that is
installed. When more resources are requested than are
available, the GL will determine which requests will be
honored. RealityEngine supports one, two, or four Raster
Memory (RM) boards. Each RM board contains roughly 40MB of
memory for framebuffer configurations. The final
configuration of the framebuffer is determined by the video
output Format (VOF) and GL resources such as multisampling,
accumulation buffer, stencil, z-buffer, high resolution
color, and buffer modes (single, double, stereo).

 -----------------------------------------
 |              GE Board                 |
 |                                       |
 |                 ----                  |
 |               |-|  |-|    |           |
 |               | |--| |    |           |
 |  MPG    CP    |-|  |-|    | T         |
 |   ___   ___   | |--| |    |           |
 |-->| |-->| |-->|-|  |-|--->|           |
 |   ---   ---   | |--| |    | B         |
 |               |-|  |-|    | U         |
 |               | |--| |    | S         |
 |               |-|  |-|    |           |
 |               | |--| |    |           |
 |                -|  |-     |           |
 |                 ----                  |
 |                                       |
 |               /      \                |
 |              /        \               |
 |             /          \              |
 |            /            \             |
 |           /              \            |
 |                                       |
 |        -----------------------------  |
 |        |    ---------              |  |
 |        |    | i860XP |             |  |
 |        |    ---------     -------- |  |
 |        |        ^         | 2MB  | |  |
 |        |        |<------->| DRAM | |  |
 |        |        |         -------- |  |
 |        |        v                  |  |
 |        |    -------                |  |
 |        |    | GEF |                |  |
 |        |    -------                |  |
 |        |                           |  |
 |        -----------------------------  |
 |             Close-up of the GE        |
 |                                       |
 -----------------------------------------

Figure 1a. Reality Engine Architecture (GE Board)

 ----------------------------------------------
 |             RM Board                       |
 |                                            |
 |  |   -----------------    |                |
 |  |   | |-----|  #--| |    |                |
 |  |-->| #-#-#-#--|  | |--->|                |
 | T|   |          #--| |    | P              |
 |  |   -----------------    |                |
 | B|           |            | B              |
 | U|      S 20  Spans       | U              |
 | S|           |            | S              |
 |  |   -----------------    |                |
 |  |   | |-----|  #--| |    |                |
 |  |-->| #-#-#-#--|  | |--->|                |
 |  |   |          #--| |    |                |
 |  |   -----------------    |                |
 |                                            |
 |      /                \                    |
 |     /                  \                   |
 |    /                    \                  |
 |   /                      \                 |
 |  /                        \                |
 |  ---------------------------------------   |
 |  |                       --------      |   |
 |  |  -------------------  |IMP 0 |-->|  |   |
 |  |  |                 |  --------   |  |   |
 |  | ---   ---   ---   ---    |       |  |   |
 |  | |PG|--|TA|--|TD|--|IB|-->        |  |   |
 |  | ---   ---   ---   ---    |       |  |   |
 |  |        |     |                   |  |   |
 |  |      ------------        |       |  |   |
 |  |      | 4MB DRAM |                |  |   |
 |  |      ------------        |       |  |   |
 |  |                       -------    |  |   |
 |  |                       |IMP 15|-->|  |   |
 |  |                       -------       |   |
 |  ---------------------------------------   |
 |           Close-up of one span             |
 |                                            |
 ----------------------------------------------

Figure 1b. Reality Engine Architecture (RM Board)

 ----------------------------------------------------
 |            DG Board                              |
 |                                                  |
 |  |    -------     ------      |                  |
 |  |--->| XMAP |--->| LUT |---> |  -------         |
 |  |    --------    -------     |--|DAC's|====>    |
 |  |       |                    |  |     |====>    |
 | P|                            |  -------         |
 |  |       |  10 XMAPS          |  ---------       |
 | B|                            |  |Digital|       |
 | U|       |                    |--| Video |-->    |
 | S|                            |  ---------       |
 |  |       |                    |                  |
 |  |    --------    -------     |  --------        |
 |  |--->| XMAP |--->| LUT |---> |--|Comp. |--->    | 
 |  |    --------    -------     |  |video |        |
 |                               |  --------        |
 |                                                  |
 ----------------------------------------------------

Figure 1c. Reality Engine Architecture (DG Board)

The ability of the GL to meet the requested modes is based
upon the "depth" of its pixels, that is, the number of
words that are available. To relate pixel depth to the
ability to honor mode requests, consider the following
example. If a framebuffer is 8 bit RGB, 8 bits times 3
channels is 24 bits, or 1.5 words. The normal buffer
requires the use of 2 words whereas each multisample will
actually only require the  computed 1.5 words. If the
framebuffer is double buffered, then 4 words are being
utilized. RealityEngine provides for 12 bits per component
as well. Using 12 bits per component, a single buffered RGB
window requires 48 bits or 3 words. Putting the same window
into double buffer mode now takes 6 words. Similarly the
accumulation buffer can be configured to be either 12 or 24
bits per component, requiring 3 or 6 words respectively.
The RealityEngine zbuffer is 32 bits- 2 more words. The
stencil buffer requires an additional 1/2 word. When adding
the total number of words, add 4 words for overhead
(overlays, underlays, etc.).

  --------------------------------------------------
  | 8 Bit RGB, DBL Buf, 8 LoRes samples+ HW accbuf |
  |                                                |
  | Add Words                                      |
  |                                                |
  |     4 w. overhead                              |
  |     2 w. Front Buffer                          |
  |     2 w. Back Buffer                           |
  |     (1.5w.) 8 samples (color)                  |
  |     (2 w.) 8 samples (Z)                       |
  |     ____________________                       |
  |     36 words    (no room for HW accbub)        |
  |                                                |
  | * assume 1024x1280                             |
  |                                                |
  --------------------------------------------------

 Figure 2. Word Requirement example

Using similar computations, the amount of memory required
for multi-sampling can be computed. The multisample buffer
can be configured to do 0, 4, 8, or 16 samples per pixel.
To calculate the number of words per pixel for
multisampling, multiply the number of samples requested by
the number of words computed in the preceeding paragraph.
To do 4 multisamples for a 12 bit RGB window requires 4 *
(3 words RGBA + 2 words Z) + 3 words RGB normal buffer = 23
words. Add 3 more words if the window is doublebuffered.
Similarly, an 8 bit RGB window requires 17 words for
singlebuffer and 19 for doublebuffer. (Keep in mind the 4
words for overhead.) Notice in these examples no allocation
of memory for stencil or accumulation buffers has been
made. After calculating the number of words required, round
up to 16, 32, or 64, as these are the number of words that
are supported for pixel depths of small, medium, and
large.


Using Tiles to Calculate Pixel Depth for VOF

The preceeding information shows how to calculate the pixel
depth that is required for a group of GL mode requests. To
determine how deep pixels can be for different VOFs,
calculate the depth of the current VOF, by running
/usr/gfx/gfxinfo which will return the current pixel
depth.  This depth can be altered by changing the VOF. The
underlying mechanisms of adding depth to a pixel by
changing the VOF have to do with the way the screen is
tiled. A tile is a segment of screen space that is 80
pixels wide by 8 pixels high. Thus the default VOF of
1280x1024 is a screen that is 16x128 tiles. Putting the
monitor into NTSC mode changes the screen resolution to
646x485, or 9x61 tiles. Notice that 646/80 = 8.075. Since
all pixels must be covered and tiles come in integer
quantities, we need to step up to get 9 tiles wide.
Similarly PAL format is 768 x 575 (10 x 72 tiles) and HD TV
is 1600 x 1200 (20 x 150 tiles).

              ---------------------------------
             /|                              /|
            / |                             / |
           /__|____________________________/  |
       ^   |  |                            |  |
       |   |  |                            |  |     Width of VOF/80 *
       |   |  |                            |  |           X
       |   |  |                            |  |     Height of VOF/8 *
Height |   |  |<- 80 ->                    |  |
       |   |  |________  ^                 |  |
       |   |  /       /| | 8               |  |
       |   | /|______/_|_V_________________|__|
       |   |/_______/  /                   | /  /
       |   | /      | /                    |/  16
       v   |/_______|/_____________________/  /     * Round up to
                                                      nearest integer
           <------------------------------->
                    Width
        
 Figure 3. Tiles required by VOF

In addition to computing the number of tiles utilized by a
given VOF, it is also necessary to compute how the memory
from the RM boards can be distributed among the tiles,
i.e.,  compute pixel depth. (For the purposes of this
article and these computations, one word is 16 bits.) It is
important to consider that you may be requesting more GL
resources than are available, and how the VOF effects the
request. For each RM board there are 12 80x1024X16 words.
Using the default VOF of 1280x1024, with 1 RM board, there
are only 16 words per pixel available. This is not enough
memory to do the simple multisample example above. Either
add an additional RM board to bring the total t o 32 words
per pixel or we must change the VOF.

 ------------------------------------------------------------
 |              12 bit RGBA (48 bits)   8 bit RGB (24 bits) |
 |Color Buffer  3 w (48 bits)           2 w (24 bits)       |
 |Zbuffer       2 w (32 bits)           2 w (32 bits)       |
 |Stencil       1 w ( 8 bits)           0.5 w (8 bits)      |
 |AccBuf        3/6 w                                       |
 |MS Color      3 w/sample              1.5 w/sample        |
 |MSZ           2 w/sample              1 bit.sample        |
 |Stencil       .5 w/sample             1 bit.sample        |
 |                                                          |
 |Overhead*     4 w                     4 w                 |
 |                                                          |
 |* Overhead: WIDs, CIDs, PUP, Overlay, Underlay            |
 |                                                          |
 ------------------------------------------------------------

Figure 4. HW Configuration Example

It may seem odd that changing the VOF could also change
pixel depth. The previous tile examples showed how to
compute the number of, tiles utilized by each VOF.  In some
of the examples, such as NTSC and PAL, fewer tiles are
needed than are available. These extra tiles are then
available to add to the pixel depth of the tiles that are
used. The use of the extra tiles must be uniformly
distributed over the screen area used, i.e.  pixel depth
for a given VOF must be uniformly 16, 32, or 64. To see if
changing the VOF will increase pixel depth, take.the ratio
of the total number of tiles (2048 per RM) to tiles
required by the new VOF. Since this number must be 1, 2, or
4 (remember the GL only supports pixel depths of 16, 32 or
64), you need to floor the ratio to these numbers. Using
the example of 1 RM board, the VOF can be changed to NTSC.
Previously we calculated the number of tiles required by
NTSC to be 549 tiles. The computed ratio is then 3.73.  We
must take the next lowest allowable integer value 2 to
arrive at a pixel depth of 2*16, or 32 words per pixel.
This is then sufficient to do the previous multisample
example.  Choosing a VOF that quartered the screen tiles
exactly, would give a ratio 4. This would give a pixel
depth of 4*16 or 64 words deep. Such a format could be
640x512 (8x64 tiles). Similarly, HDTV requires 3000 tiles.
The ratio 2048/3000 < 1, hence HDTV can not be supported on
a 1 RM system.

To predetermine whether your configuration request will be
possible, do the following:

1) Use table 1 to calculate the number of words required by
   your application (ke ep in mind the 4 words of overhead).

2) Compute the available depth in words:

                | # RMs * 2048  |
floor(1,2,4)    | ______________| * 16
                | tiles in VOF  |

3) Subtract the result of step 1 from step 2.

4) A positive result from step 3 is favorable. If the
   result is negative, you mu st:

   A) back off on requested features (use getgconfig();)

   B) add an RM board (or two)

   C) lower VOF resolution even further.

There may be some configurations which will never be
honored. This is the case anytime the required word count
exceeds 64.


--PART-BOUNDARY=.19604171719.ZM925.reading.sgi.com--



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Date: Wed, 17 Apr 1996 13:58:05 -0400
From: koopman@ctc.com (Michael G. Koopman)
Message-Id: <199604171758.NAA12127@sgi84.ctc.com>
To: info-performer@sgi.sgi.com
In-Reply-To: Gazza's message of Wed, 17 Apr 1996 14:03:01 +0100 () <Pine.WNT.3.93.960417135521.-213093A-100000@gazza.bath.ac.uk>
Subject: multi-lobed inverse billboard like grand viewing
Status: O

Dear Performer Users,

Is anyone familiar with methods to support coordination of a twining
and pairing plane cleavage 3-view, (para-iso)metric scaling but with
potential support for asymmetry in twining planes?  Robust assurity of
bi-quartic modal assemblability is not necessary, though simple 2nd
order inverse gear rigid kinematics applications applied to panels of
such a structured network would be preferred.  (No, rapid animation of
mushroom plumes is not the final intention [but injectors on ST lines
might be an interesting non-affine demo].)

Thanks for any pointers (esp. sinh quarternion blob-like),

Michael G. Koopman, Comp. Sys. Specialist |<koopman@ctc.com>
CTC (Concurrent Technologies Corp.)       | +1 814.269.2637
1450 Scalp Ave., Johnstown  PA 15904      | facsimile x2666

--
P.S. no Grape Circle gimbals need reply, sans sharp retort in ordering.


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Date: Wed, 17 Apr 1996 18:16:07 +0100 ()
From: Gazza <G.Hunt@bath.ac.uk>
To: "Michael T. Jones" <mtj@babar.asd.sgi.com>
Cc: Performer list <info-performer@sgi.sgi.com>
Subject: Re: Performer 2.0 and 3DS file
In-Reply-To: <9604170949.ZM9141@babar.asd.sgi.com>
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Status: O

On Wed, 17 Apr 1996, Michael T. Jones wrote:

> On Apr 17,  2:03pm, Gazza wrote:
> 
> > Just got our new Max Impact with Performer 2.0. I'm completely new to
> > Performer and I'm not a programmer (yet... that's the next step!).
> > Anyway, I've noticed in this list archive of the last few months that
> > other people have had the same problem loading 3DStudio files into perfly.
> >
> > What I haven't noticed, however, are any answers that are helpful to me,
> > perhaps people have been answering via private email. Anyway, if anyone
> > has any ideas as to how to get it working, I'd be more than pleased to
> > find out, as we have a number of 3ds files that we  want to view.
> 
> IRIS Performer's 3DStudio loader uses the SGI ImageVision Library (IL)
> to load the 3DS file's textures. Due to this, when we compiled the 3DS
> loader, we specified that it needed the IL libraries (-lil -lcil) at
> runtime. When people have problems with 3DS file, it seems that it's
> due to that fact that they did not load the "il_eoe" subsystem from
> their IRIX CD. Load this subsystem, and you should be fine.
> 
> Michael Jones

Michael.

Just checked, and we definately have il_eoe loaded on the system. Not all
of it, but the following: il_eoe.man.il il_eoe.man.relnotes il_eoe.sw.c++
il_eoe.sw.fit il_eoe.sw.gif il_eoe.sw.jfif il_eoe.sw.photocd il_eoe.sw.sgi
il_eoe.sw.tiff

I assume there is some other problem then? THe error message I get is as
follows:

smack:absgh:/usr/share/Performer/data>perfly crater.3ds 
PF Warning:                    pfdFindConverterDSO() - Could not load DSO for extension "3ds"
PF Info:                       All 1 processors available on this machine.
PF Warning:                    pfdFindConverterDSO() - Could not load DSO for extension "3ds"
PF Warning:                    pfdLoadFile() - Unable to load file crater.3ds because of problem finding pfdLoadFile_3ds
PF Notice:                     WARNING: could not load "crater.3ds"

Now, I have checked, and there are certainly the following files on the
machine:


smack:absgh:/usr/share/Performer/data>find / -name "*3ds*" -mount -print
/usr/lib/libpfdb/libpf3ds.so
/usr/lib/libpfdb/libpf3ds_igl.so
/usr/lib/libpfdb/libpf3ds_ogl.so
/usr/lib/libpfdb/libpf3ds_igl.so.2
/usr/lib/libpfdb/libpf3ds_ogl.so.2
/usr/lib/Performer/Debug/libpfdb/libpf3ds_igl.so
/usr/lib/Performer/Debug/libpfdb/libpf3ds_ogl.so
/usr/lib/Performer/Debug/libpfdb/libpf3ds_igl.so.2
/usr/lib/Performer/Debug/libpfdb/libpf3ds_ogl.so.2
/usr/share/Performer/data/crater.3ds
/usr/share/Performer/src/lib/libpfdb/libpf3ds
/usr/share/Performer/src/lib/libpfdb/libpf3ds/3dsftk
/usr/share/Performer/src/lib/libpfdb/libpf3ds/3dsftk/3dsftk.a
/usr/share/Performer/src/lib/libpfdb/libpf3ds/libpf3ds
/usr/share/Performer/src/lib/libpfdb/libpf3ds/libpf3ds/3dsftk.h
/usr/share/Performer/src/lib/libpfdb/libpf3ds/libpf3ds/pf3ds.c

Which have '3ds' somewhere in their name.

So, anything else that has gone hideously wrong?

THanks for any help

Gary



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From: "Michael T. Jones" <mtj@babar.asd.sgi.com>
Message-Id: <9604170949.ZM9141@babar.asd.sgi.com>
Date: Wed, 17 Apr 1996 09:49:47 -0700
In-Reply-To: Gazza <G.Hunt@bath.ac.uk>
        "Performer 2.0 and 3DS files" (Apr 17,  2:03pm)
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Subject: Re: Performer 2.0 and 3DS files
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On Apr 17,  2:03pm, Gazza wrote:
> Subject: Performer 2.0 and 3DS files

> Just got our new Max Impact with Performer 2.0. I'm completely new to
> Performer and I'm not a programmer (yet... that's the next step!).
> Anyway, I've noticed in this list archive of the last few months that
> other people have had the same problem loading 3DStudio files into perfly.
>
> What I haven't noticed, however, are any answers that are helpful to me,
> perhaps people have been answering via private email. Anyway, if anyone
> has any ideas as to how to get it working, I'd be more than pleased to
> find out, as we have a number of 3ds files that we  want to view.

IRIS Performer's 3DStudio loader uses the SGI ImageVision Library (IL)
to load the 3DS file's textures. Due to this, when we compiled the 3DS
loader, we specified that it needed the IL libraries (-lil -lcil) at
runtime. When people have problems with 3DS file, it seems that it's
due to that fact that they did not load the "il_eoe" subsystem from
their IRIX CD. Load this subsystem, and you should be fine.

Michael Jones



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Message-Id: <199604172008.NAA25916@gemtech.gemtech.com>
Date: 17 Apr 1996 13:18:52 -0800
From: "John Archdeacon" <jarch@gemtech.com>
Subject: OpenGVS Cross Platform API
To: "Performer News" <info-performer@sgi.sgi.com>
Status: O

REGARDING  OpenGVS Cross Platform API                       4/17/96    10:58 AM
    
    email from: john_archdeacon@gemtech.com
    Tel: 714.727.1980  Fax: 714.727.3066
    Gemini Technology * Irvine, CA * USA * http://www.gemtech.com

Howdy all...

Luke Hoffman of COLSA recently wrote on the Performer news group:

> How do we compare offerings from other vendors with SG equipment.  
> Another vendor offering a Vis/Sim solution will almost certainly use 
> OpenGL.  OpenGL is fine, but it ain't Performer...

Gemini has had a paper entitled "RealWorld Benchmarks for Workstation and PC Computer Image Generation Systems" accepted at the upcoming Image Society meeting in June (Arizona) which largely addresses this issue.  Gemini has proposed a new benchmark system for computer image generation (CIG) application developers which will allow end users to compare the relative performance of 3-D graphics systems under identical "realworld" application and database workload (on or off SGI systems).  The OpenGVS test suite environment makes this possible as it runs on top of OpenGL (like Performer does) as well as other low level rendering engines (e.g., Direct3D).  The test suite as proposed will include a flight simulation stress test, a race car test, and a tank simulation environment test.  The paper itself will shortly be published on the WEB at http://www.gemtech.com.  Gemini has received favorable comments from some hardware manufacturers who are interested in officially endorsing the test suite.  I have incorporate
d good commments as well from SGI (Judith Pafford).  The results of tests will be published in June or July on our WEB site.

Don Tidrow at TAACOM wrote in reply to Luke:
> Before Performer was widely available (1.2), we used Gemini
> Technology's GVS software for all our image generation software needs. 
>  They now have an OpenGL version that runs on other platforms 
>  (PC's, ..., prob. any other OpenGL platform you want...).  It had
>  basically everything Performer had...

First, let me say that Performer is a great productivity product, and so is OpenGVS.  As Don pointed out, OpenGVS is a computer image generation API with "basically everything Performer has" but unlike Performer, OpenGVS is intended (by design and focus) to be FULLY cross platform compatible at the end user application level while still delivering ALL of the underlying graphics hardware performance to the end user. 

OpenGVS is available for SGI IRIX 5.x and 6.x for any SGI
system running with OpenGL (including the new InfiniteReality).  OpenGVS is also available NOW for Windows 95, Windows NT, UNIX, and even DOS with 32-bit extenders for developers that aren't yet ready to make the leap to Windows. 

The largest difference between OpenGVS and Performer is the target hardware environment; we wrote GVS to be operating system AND graphics system independent.  Don was right, OpenGVS supports virtually ANY OpenGL environment under Windows NT, Windows 95, IRIX, DEC-UNIX, HP-UNIX, and (in planning with a customer) Sun's Solaris.  So, write your visual simulation application once and you're a recompile and relink away from running your CIG application and databases on different hardware systems (even the makefiles are fully portable across OS).

Don probably didn't know this, but OpenGVS not only runs on top of OpenGL systems, but also with Microsoft Direct3D accelerators.  When neither OpenGL or Direct3D are available from the hardware manufacturer, OpenGVS includes a hardware abstraction layer which we call SGL (subset OpenGL); this would include hardware accelerators from 3DFX, subsystems from Lockheed Martin Real3D (Pro 1000 series), and others.  Generally, CIG applications written with OpenGVS run everywhere that the user would want.

You can read more about OpenGVS at our web site: http://www.gemtech.com.

Don further wrote:
> My take on all this is that Sun and HP don't seem to be targeting the
> top-end SGI's, instead they are targeting the mid-range (Impact) area.  
> The top-end SGI's really compete in the vis/sim arena with ESIG's and
> other dedicated image generators...

Gemini plans to continue supporting all of SGI's excellent graphics hardware (we've used 'em for years too!) including the new and very exciting InfiniteReality line.  We do now support the HP-UX line now (in alpha test) and expect to be soon supporting the Solaris environment using OpenGL.  We also support DEC-UNIX with OpenGL there as well (e.g., E&S Freedom series).




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Date: Wed, 17 Apr 1996 16:20:37 -0400
To: info-performer@sgi.sgi.com
From: dwight@ht.com (Dwight Meglan)
Subject: using pfdSpatialize in libpfdu
Status: O

I wrote a little test program last night to try to break up a scenegraph
into octrees using pfdSpatialize. Unfortunately, it only succeeds in being
killed after running for a while. It is my guess that it is recursing too
far and dying -- the source code for it (pfdSpatialize that is) shows that
the implementation is recursive. My next step is to add debug statements to
the source for pfdSpatialize and watch it do its magic -- I just linked to
libpfdu.so for my quick test last night. Before I go and figure out how to
do this:

Has anyone used pfdSpatialize and could you point out what I am doing wrong
in the following code snippet ?

--snip-- --snip-- --snip-- --snip-- --snip-- --snip-- --snip-- --snip--
--snip-- --snip-- --snip--

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

#include <Performer/pf.h>
#include <Performer/pfdu.h>
#include <Performer/pf/pfGroup.h>
#include <Performer/pf/pfNode.h>
#include <Performer/pf/pfScene.h>

int main (int argc, char *argv[])
{
    pfInit();
    pfMultiprocess(PFMP_APPCULLDRAW);

    pfdInitConverter(argv[1]);

    pfConfig();
    pfNotifyLevel(PFNFY_FATAL | PFNFY_DEBUG);

    pfScene  *scene = new pfScene();

    scene->addChild(pfdLoadFile(argv[1]));

    int ndiv= 100;
    if (argc > 3) ndiv= atoi(argv[3]);
    int ngset= 2;
    if (argc > 4) ngset= atoi(argv[4]);

    pfSphere bsphere;
    scene->getBound(&bsphere);
    float tol= bsphere.radius/ndiv;

    fprintf(stderr,"Spatializing with max Geode size of %f and max
numGeosets/Geode of %d into %s\n",
            tol,ngset,argv[2]);

    pfGroup* newScene= pfdSpatialize((pfGroup*)scene,tol,ngset);

    pfdStoreFile(newScene,argv[2]);

    pfExit();

    return 0;
}

--snip-- --snip-- --snip-- --snip-- --snip-- --snip-- --snip-- --snip--
--snip-- --snip-- --snip--

I have tried the above with many permutations including the following which
should generate a minimal octree:

breakup biggeoset.iv lotsogeosets.iv 2 10

I still get the process being killed -- usually by all the swap space being
consumed which makes me suspect that pfdSpatialize is recursing to
oblivion.


Thanks in advance for advice on this,
--dwight

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




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Date: Wed, 17 Apr 1996 14:54:04 -0400
To: info-performer@sgi.com
From: dwight@ht.com (Dwight Meglan)
Subject: fast isect when inside geometry
Status: O

I would like to get comment on the best way to quickly do intersection
testing for moving about inside of a large chunk of geometry. By large I
mean around 50,000 polygons. By moving around I mean that I want to steer
the camera about at 15-30 Hz (preferably on an Impact but I can fallback to
an Onyx) and be constrained to within the boundaries of the geometry.

Originally the geometry was a couple of giant geosets. We have the tools at
hand to slice and dice them-- Alias as well as Designer's Workbench. My
first inclination is to break the data up into hierarchically arranged
zones like octrees but since I know the geometry (which is not equally
distributed in space) I can manually, though laborously, group it more
efficiently than that.  There are passageways between sections of the
geometry also but the geometry is not planar so the pfPortals package won't
help me here. We'll probably try using fog to move the far clip in and
limit extra drawing.

My reasoning for this arrangement is that if I understand properly how
Performer's intersect routines for a pfSegSet work, then I will quickly
find the geoset(s) that are candidates for an intersection by Performer
doing bounding volume checks hierarchically (I will have nested groups).
Once the few small bounding volumes down at the bottom of the hierarchy are
found polygon intersection checks will be done to find the actual contact
point(s).

I am assuming that this is the fastest possible way to do intersects for
this situation because:

1. Checking bounding volumes is much faster than polygons -- Performer does
as much bounding volumes as it can before dropping to polygon checks.
2. Performer is automatically smart about working its way down through a
hierarchy of bounding volumes -- look at the top level hierarchy bounding
volume, if a segment touches it check its children's bounding volumes and
continue on only those that touch the segment then check their children's
bounding volumes, etc. until a list of the geoset bounding volumes touching
the segment is constructed.
3. Performer will not do polygon intersections until the list of bounding
volume geosets has been selected in a "first pass" by Performer.

I am curious what the tradeoff between nesting and number of polygons in a
geoset should be... should I shoot for 10 polygons in a geoset ? 5? 20? 50?
Will drawing speed become more of a limiting factor than intersections at
some point because of inefficient tristrips ?

The final complication is that my camera actual has a long cord behind it
(think of snaking a cable through an irregular maze) which must be
continuously checked against the geometry for intersections. This means
that there are a number of segments that must be check. The question here
is:

Is it better, in terms of intersection calculation efficiency, for the
above geometry to check:
  1. one pfSegSet with all the segments for all the joints of the cord in
it against the entire scenegraph
  2. check each segment individually with its own pfSegSet against the
entire scenegraph
  3. use on pfSegSet with all the segments but mask it for each segment a
check once for each segment against the scenegraph

I don't want to write code to do frame-to-frame coherence yet-- that comes
later if I find that the straight forward approach of ignoring the previous
frame's results is too slow.

Thanks in advance for advice on this.

 BTW, I did a large collision implementation under Performer a couple
months back and ended up doing my own isects because I could use a segment
to cylinder intersect for that situation. It was probably 10x faster than
the Performer polygon-based isect. But I cannot do such tricks this time--
the geometry is too irregular.

--dwight

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




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From: Allen Bierbaum <allenb@icemt.iastate.edu>
To: "'Performer List'" <info-performer@sgi.sgi.com>
Subject: Inventor DSO loaders for n32 or 64
Date: Wed, 17 Apr 1996 17:05:02 -0500
Mime-Version: 1.0
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Content-Transfer-Encoding: 7bit
Status: O

Are there Performer loaders for inventor when running n32 or 64 bit code???

I looked in the library directories, and could find none.  Are they supposed to be there??

-Allen
allenb@iastate.edu
ISU CAVE
RA - Carolina Cruz-Neira



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Message-Id: <199604180148.SAA25694@surreal.asd.sgi.com>
To: Allen Bierbaum <allenb@icemt.iastate.edu>
Cc: "'Performer List'" <info-performer@sgi.sgi.com>, vince@surreal.asd.sgi.com
Subject: Re: Tele source 
In-Reply-To: Your message of "Tue, 16 Apr 96 18:50:30 CDT."
             <01BB2BC5.9EA22A00@helser75.res.iastate.edu> 
Date: Wed, 17 Apr 96 18:48:54 -0700
From: Jim Helman <jimh@surreal.asd.sgi.com>
Status: O

> Who do I contact to get this source????

Try:

ftp://sgigate.sgi.com/pub/Performer/src/pf1.2/tele-jan95.tar.Z

This version has not been ported to Performer 2.0, so it doesn't
use any of the built in video texturing capabilities in 2.0, but
it may still be useful for ideas.

rgds,

-jim helman

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




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To: "Thomas M. Miller" <miller@acusoft.com>
Cc: info-performer@sgi.sgi.com
Subject: Re: Inheritance off pfObjects. 
In-Reply-To: Your message of "Mon, 15 Apr 96 15:31:32 EDT."
             <Pine.SGI.3.91.960415150010.4854A-100000@pwstripes> 
Date: Wed, 17 Apr 96 18:45:30 -0700
From: Jim Helman <jimh@surreal.asd.sgi.com>
Status: O


1) Subclassing should work as expected single processed,
i.e. APPCULLDRAW.

2) Always use pfDelete() on Performer objects derived
from pfObject.

3) If you multiprocess, things get more complicated.
Your subclassed object will only exist in the APP
process.  The corresponding object in the CULL and DRAW
processes will still be the native Performer class.

If you haven't already, read the C++ chapter in the
programming guide.

rgds,

-jim helman

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




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From: lu@nvl.army.mil (Young Lu)
Subject: search for docs
To: info-performer@sgi.sgi.com (PF2.0)
Date: Thu, 18 Apr 96 9:25:19 EDT
X-Mailer: ELM [version 2.3 PL11]
Status: O

Hi, can someone be so kind to point to site where I can download Performer
2.0 manuals ? Thanks.

-- 
Young T. Lu     lu@nvl.army.mil




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        "Inheritance off pfObjects." (Apr 15,  3:31pm)
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On Apr 15,  3:31pm, Thomas M. Miller wrote:

> Are there problems with inheritance off performer objects?

No. The Performer Programmer's Guide, chapter 14 explains how it should be
done.

> For example if I was to implement a class in the following manner would
> it cause any problems?
>
> class DCS_ListElm : public pfDCS
> {
> 	public:
> 		DCS_ListElm	*next, *prev;
>
> 		DCS_ListElm( void ) : pfDCS()
> 		{
> 			next = prev = NULL;
> 		}
>
> 		~DCS_ListElm( void )
> 		{
> 			if( next )
> 				next->prev = prev;
> 			if( prev )
> 				prev->next = next;
> 		}
> };
>
> Please forgive the crudness of my example class.
>
> Would there be mal effects upon the deletion of an object of this class?
>
> In what manner should an object of this class be delete anyway,
> using the delete operator or pfDelete?
>

I've attached a modified version of simple.C illustrating how a derived DCS
could be implemented. See by yourself...

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

--PART-BOUNDARY=.19604180936.ZM28226.cae.ca
X-Zm-Content-Name: newAppDCS.C
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//
// Copyright 1995, Silicon Graphics, Inc.
// ALL RIGHTS RESERVED
//
// UNPUBLISHED -- Rights reserved under the copyright laws of the United
// States.   Use of a copyright notice is precautionary only and does not
// imply publication or disclosure.
//
// U.S. GOVERNMENT RESTRICTED RIGHTS LEGEND:
// Use, duplication or disclosure by the Government is subject to restrictions
// as set forth in FAR 52.227.19(c)(2) or subparagraph (c)(1)(ii) of the Rights
// in Technical Data and Computer Software clause at DFARS 252.227-7013 and/or
// in similar or successor clauses in the FAR, or the DOD or NASA FAR
// Supplement.  Contractor/manufacturer is Silicon Graphics, Inc.,
// 2011 N. Shoreline Blvd. Mountain View, CA 94039-7311.
//
// Permission to use, copy, modify, distribute, and sell this software
// and its documentation for any purpose is hereby granted without
// fee, provided that (i) the above copyright notices and this
// permission notice appear in all copies of the software and related
// documentation, and (ii) the name of Silicon Graphics may not be
// used in any advertising or publicity relating to the software
// without the specific, prior written permission of Silicon Graphics.
//
// THE SOFTWARE IS PROVIDED "AS-IS" AND WITHOUT WARRANTY OF ANY KIND,
// EXPRESS, IMPLIED OR OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY
// WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
//
// IN NO EVENT SHALL SILICON GRAPHICS BE LIABLE FOR ANY SPECIAL,
// INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY
// DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
// WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY
// THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE
// OR PERFORMANCE OF THIS SOFTWARE.
//
//
// simpleC.C: simple Performer program for programmer's guide
//
// $Revision: 1.10 $ 
// $Date: 1995/11/22 14:35:21 $
//



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

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


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

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

public:
  int count;

  appDCS() {count = 0;}

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

  virtual int  needsApp() { return TRUE; }

  static void init(); 

  static pfType* getClassType() { return classType; }

private:

  static pfType* classType;

};

pfType *appDCS::classType = NULL;

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


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


//
//	Application Callback used by channel groups
//
static void AppCallback( pfChannel *, void * )
{
  pfApp();
}


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

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

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

  // Attach the loaded file to a new appDCS
  appDCS* dcs = new appDCS;
  dcs->addChild(root);    

  // Attach the appDCS to a new pfScene
  pfScene *scene = new pfScene;
  scene->addChild(dcs);
    
  // Create a pfLightSource and attach it to scene
  scene->addChild(new pfLightSource);
    
  // Configure and open GL window
  pfPipe *p = pfGetPipe(0);
  pfPipeWindow *pw = new pfPipeWindow(p);
  pw->setWinType(PFPWIN_TYPE_X);
  pw->setName("IRIS Performer");
  pw->setOriginSize(0,0,640,480);
  pw->open();
 
  // Create and configure 2 channels.
  pfChannel *chan1 = new pfChannel(p);
  pfChannel *chan2 = new pfChannel(p);
  chan1->attach(chan2);
  chan1->setScene(scene);
  chan1->setFOV(45.0f, 0.0f);
  chan2->setViewport(0.333333f,0.666666f,0.7f,0.9f);
  chan1->setTravFunc( PFTRAV_APP, AppCallback );

  // determine extent of scene's geometry
  pfSphere bsphere;
  root->getBound(&bsphere);
  chan1->setNearFar(1.0f, 10.0f * bsphere.radius);

  // Simulate for twenty seconds.
  int frames;

  while (t < 20.0f) {

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

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

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

--PART-BOUNDARY=.19604180936.ZM28226.cae.ca--



From guest  Thu Apr 18 07:07:20 1996
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Date: Thu, 18 Apr 1996 09:02:33 -0500
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To: Young Lu <lu@bongo.nvl.army.mil>
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The Performer 2.0 manuals are located at:

	http://www.sgi.com/Technology/TechPubs/


On the same note, does anyone know how much it costs to buy the manuals
from SGI? Thanks!


-Rob Stevenson
rstevens@eecs.uic.edu


From guest  Thu Apr 18 07:32:35 1996
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Date: Thu, 18 Apr 1996 09:27:52 -0500
From: Rob Stevenson <rstevens@eecs.uic.edu>
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I went to the URL that I sent out and they now have the price listed(
which I don't remember seeing when this site was created). Anyhoo, the
price of the Performer 2.0 Manual Kit (Programming Guide, C Ref. Pages,
C++ Ref. Pages) is $230!!! Too rich for my student budget. Thanks to SGI
for the .ps version though!


-Rob Stevenson
rstevens@eecs.uic.edu


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From: "ted jordan" <tjordan@macgyver.detroit.sgi.com>
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Date: Thu, 18 Apr 1996 10:08:50 -0400
In-Reply-To: lu@nvl.army.mil (Young Lu)
        "search for docs" (Apr 18,  9:25am)
References: <m0u9ti4-0001u2C@nvl.client>
X-Face: j;kCV?eS+]ChRWl;VY/JLQw'A6B/%I(w,LT|3G9"H+!pjDW>%3s#S|I\}Fbs;ZH_d]GTE26H"ZAW_;)h6J,&\kX/%fmo'O?lmwvZ<9vaKm=(TuGBlm0/w-a~E/iwtvSGJw3/7g|IaG9D0npq,l>vkt:zK:rm,u%>O%aw=0&]@HgHWG[K=MO3
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see http://www.sgi.com/Technology/TechPubs/
check out http://www.sgi.com/Technology/TechPubs/lib/makepage.cgi?007-1680-030

ted


On Apr 18,  9:25am, Young Lu wrote:
> Subject: search for docs
> Hi, can someone be so kind to point to site where I can download Performer
> 2.0 manuals ? Thanks.
>
> --
> Young T. Lu     lu@nvl.army.mil
>
>
>-- End of excerpt from Young Lu



-- 
    theodore p jordan        silicon graphics, inc        detroit, michigan    
 tjordan@detroit.sgi.com       http://reality.sgi.com/employees/tjordan_detroit
         "Tact is the art of making a point without making an enemy"
    Monthly Spelling Aid: tried - past tense of try; tryed - not a word


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        "Re: search for docs" (Apr 18,  9:02am)
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I called my rep and they said they are about $250.00

That seems a little steep.

John


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From: lu@nvl.army.mil (Young Lu)
Subject: tapping on `make' experts...
To: info-performer@sgi.sgi.com (PF2.0)
Date: Thu, 18 Apr 96 11:47:32 EDT
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Hi there,

What do I need to do if a `make' does not pick up the changes in any of its
files once it was compiled once ? In another word, if I modify my one of the
files and compile with `make', it simply ignores the changes and declares
that the executable is up-to-date, thus no need for compiling.

I wonder if any environmental variable need some attention here.

I appreciate any help. Thanks.
-- 
Young T. Lu     	lu@nvl.army.mil




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From: "Michael T. Jones" <mtj@babar.asd.sgi.com>
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Date: Thu, 18 Apr 1996 08:54:46 -0700
In-Reply-To: Rob Stevenson <rstevens@eecs.uic.edu>
        "Cost of Performer2.0 Manuals.." (Apr 18,  9:27am)
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On Apr 18,  9:27am, Rob Stevenson wrote:
> Subject: Cost of Performer2.0 Manuals..
> I went to the URL that I sent out and they now have the price listed(
> which I don't remember seeing when this site was created). Anyhoo, the
> price of the Performer 2.0 Manual Kit (Programming Guide, C Ref. Pages,
> C++ Ref. Pages) is $230!!! Too rich for my student budget. Thanks to SGI
> for the .ps version though!

As far as wholesale .vs retail price markups go, the Performer manuals
are at an amazingly low price: 2100 pages of documentation in three
volumes, professionally printed, bound in nice "Stay-Flat" bindings
rather than el-cheapo wire or plastic rings, pretty pictures, and
similar factors make our cost very close to that of the sale price.

(In fact, if you accounted for the factory's overhead in handling
shipments, postage, etc., we probably loose money on each set that
we sell. Maybe if the old-guard image generator companies figure this
out, they'll order thousands of copies of the books and drive SGI out
of business ;-)

That notwithstanding the value of the books and the economy of their
pricing, they are clearly not inexpensive. We wanted everyone to have
access to the documentation, so that is why all of it is available
on-line and via the web.

Michael "Tired-fingers-from-typing-manpages" Jones



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From: "Daniela Rainer (Hiwi U. Lang)" <Daniela.Rainer@RUS.Uni-Stuttgart.DE>
Message-Id: <9604181916.ZM14499@awssg6.rus.uni-stuttgart.de>
Date: Thu, 18 Apr 1996 19:16:39 +0000
In-Reply-To: fred@virtual.me.uic.edu (Fred Dech)
        "pfiInputXform question." (Apr 16,  1:17pm)
References: <199604161817.NAA28219@virtual.me.uic.edu>
Reply-To: rainer@RUS.Uni-Stuttgart.DE
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To: fred@virtual.me.uic.edu (Fred Dech)
Subject: Re: pfiInputXform question.
Cc: info-performer@sgi.sgi.com
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Hi Fred,

I had the same problem with pfiXformerMat. It never sets the matrix of the
xformer. I think pfiXformerMat calls pfiInputXformTrackball::setMat().

Regards
Daniela

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


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From: " Allen Bierbaum" <allenb@icemt.iastate.edu>
Message-Id: <9604181226.ZM1469@kahuna.icemt.iastate.edu>
Date: Thu, 18 Apr 1996 12:26:27 -0500
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Subject: Inventor Loaders
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Status: O

When I complie a Performer 2.0 app as N32, I get the following error....



PF Debug:                      pfdFindConverterDSO() - DSO search path is:
PF                               ".:"
PF                               ":"
PF                               ":"
PF                               "/usr/lib32/libpfdb:"
PF                               "/usr/share/Performer/lib/libpfdb"
PF Debug:                      pfdFindConverterDSO() - version of libpfdu.so is
sgi2.0
PF Debug:                      pfdFindConverterDSO() - Did not find optimized
DSO "libpfiv20.so"
PF Debug:                      pfdFindConverterDSO() - Did not find debug DSO
"libpfiv20-g.so"
PF Warning:                    pfdFindConverterDSO() - Could not load DSO for
extension "iv20"
PF Warning:                    pfdFindConverterDSO() - Could not load DSO for
extension "iv"


I then looked in /usr/lib32/libpfdb and I could not find the inventor loader
either.  I also looked in all the libpfdb directories under lib32 and lib64.  I
could not find an inventor loader in any of these directories although all the
other loaders seemed to be there.  My program works fine when loading obj, lsa,
and flt, but not iv.  Do these loaders exist, but I just can't find them???


Second:
	Has anyone been able to compile the libpfiv1.1 code.  Whenever I try to
compile 32 bit, I get the following error.  This is with no changes to the
makefile.

ld: WARNING 84: /usr/lib64/libInventor.so is not used for resolving any symbol.
ld: FATAL 12: Expecting 64-bit objects: pfstoreiv.o is o32.
*** Error code 1


	If I change it to try to compile for N32 or 64 bit code, I get errors
from the compiler.  I am wondering if anyone has gotten these to compile
either.


Thanks,
Allen Bierbaum
allenb@iastate.edu
ISU CAVE
RA - Carolina Cruz-Neira

-- 
 Allen Bierbaum


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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9604181319.ZM28707@eagle.cae.ca>
Date: Thu, 18 Apr 1996 13:19:55 -0400
In-Reply-To: lu@bongo.nvl.army.mil (Young Lu)
        "tapping on `make' experts..." (Apr 18, 11:47am)
References: <m0u9vvk-0001u2C@nvl.client>
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Subject: Re: tapping on `make' experts...
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--
--PART-BOUNDARY=.19604181319.ZM28707.cae.ca
Content-Type: text/plain; charset=us-ascii

On Apr 18, 11:47am, Young Lu wrote:

> What do I need to do if a `make' does not pick up the changes in any of its
> files once it was compiled once ? In another word, if I modify my one of the
> files and compile with `make', it simply ignores the changes and declares
> that the executable is up-to-date, thus no need for compiling.
>
> I wonder if any environmental variable need some attention here.

Young,

Makefiles are no magic. Take the time to read the man page on pmake (which I
prefer over the standard make) as well as the system default make rules in
/usr/include/make/system.mk. You'll learn a lot from them. However I do not
suggest to learn Makefiles by reading the Performer 2.0 Makefile. It's too
complicated. As an example, attached is a simple makefile I use to compile
Performer 2.0 test programs such as simple.C, shadows.C, etc. Note that this
Makefile is for C++ program, I'll leave it to you to adapt it for C program.

Good luck...

P.S.	To compile simple.C with this Makefile, simply type "make simple"
	Isn't it simple?  ;)

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

--PART-BOUNDARY=.19604181319.ZM28707.cae.ca
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Content-Type: text/plain ; name="Makefile" ; charset=us-ascii

#!pmake

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

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

sinclude Makedepend

--PART-BOUNDARY=.19604181319.ZM28707.cae.ca--



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Date: Thu, 18 Apr 1996 12:30:44 -0500 (CDT)
From: Swaminathan <swami@evl.eecs.uic.edu>
To: info-performer@sgi.sgi.com
Subject: Re: Cost of Performer2.0 Manuals..
In-Reply-To: <9604180854.ZM2899@babar.asd.sgi.com>
Message-Id: <Pine.SGI.3.91.960418122804.23559A-100000@zbox.eecs.uic.edu>
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Status: O


This is definitely not a flame, but I noticed a conspicuous absence of 
OpenInventor and OpenGL manuals in postscript form. Perhaps they are so 
"Open", the royalty accruing from selling the manuals cannot be ignored?

Swami



 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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        ^
 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 



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From: "Dietrich Opitz" <dio@squash.mpik-tueb.mpg.de>
Message-Id: <9604181912.ZM20357@squash.mpik-tueb.mpg.de>
Date: Thu, 18 Apr 1996 19:12:44 +0000
In-Reply-To: lu@bongo.nvl.army.mil (Young Lu)
        "tapping on `make' experts..." (Apr 18, 11:47am)
References: <m0u9vvk-0001u2C@nvl.client>
X-Face: ,78BGR^:N$.'76:g~S1U^5[;4H@V1KZvxT0W&u<C+-RQ?=po&BquUIDc>giSX!CO}A((fKEnL2;vdw~RdA'C}Snv2n/1pB3cZjiFbN{Q}nXx}2cd*
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To: lu@bongo.nvl.army.mil (Young Lu)
Subject: Re: tapping on `make' experts...
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Hi,

Quick fix, remove the  executable, or just

type 'make clean' which removes the .o files.

One way to fool 'make' is if your system time and date is
screwed, so that your sourcefiles are always older than
the executable.

Dietrich Opitz

--


-- 
Dietrich Opitz

MPI fuer biologische Kybernetik
Spemannstr. 38
72076 Tuebingen
GERMANY  

Tel: ++49(7071) 601 606
FAX: ++49(7071) 601 575
e-mail: dio@mpik-tueb.mpg.de


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From: "Tom McReynolds" <tomcat@proxima.asd.sgi.com>
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Date: Thu, 18 Apr 1996 11:14:53 -0700
In-Reply-To: Swaminathan <swami@evl.eecs.uic.edu>
        "Re: Cost of Performer2.0 Manuals.." (Apr 18, 12:30pm)
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Would you settle for the specification and man pages in html format?

The man pages can also be downloaded as a single tar'ed or zip'ed file.


http://www.sgi.com/Technology/openGL/spec.html


		-Tom

P.S. http://www.sgi.com/Technology/openGL/opengl.html

Is a good place to start for all sorts of OpenGL info...






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From: fred@virtual.me.uic.edu (Fred Dech)
Message-Id: <199604181823.NAA04605@virtual.me.uic.edu>
Subject: Re: pfiInputXform question.
To: rainer@RUS.Uni-Stuttgart.DE
Date: Thu, 18 Apr 1996 13:23:16 -0500 (CDT)
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9604181916.ZM14499@awssg6.rus.uni-stuttgart.de> from "Daniela Rainer" at Apr 18, 96 07:16:39 pm
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Daniela Rainer wrote:
> 
> Hi Fred,
> 
> I had the same problem with pfiXformerMat. It never sets the matrix of the
> xformer. I think pfiXformerMat calls pfiInputXformTrackball::setMat().
> 
> Regards
> Daniela
> 
> -- 
> Daniela Rainer
> rainer@rus.uni-stuttgart.de
> 

yes.  thanks Daniela.  actually, after sending out that message, i eventually
tracked down the libpfui source code (kinda ass-backwards, sorry list), and it
appears that things are just a bit more complex than i originally thought
they were.  pfiInputXformTrackball::setMat() doesn't actually do anything to
the pfiInputXform matrix.  and that's how it is supposed to work.
the same holds true for such things as setResetCoord, setMotionCoord.  for
an explanation on the intricacies of what is actually going on here, get
back to me in about a week.  or maybe someone who knows will explain it;.>

--fred
--
  Fred Dech   fred@virtual.me.uic.edu
  (312) 413-3619  Fax: (312) 413-0447



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From: Stephen_Gifford@MAPS.CS.CMU.EDU
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To: info-performer@sgi.sgi.com
Subject: Memory management question
Date: Thu, 18 Apr 96 15:06:56 -0400
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Status: O


We have a Performer program that basically does the following
iteratively:

 Read geometry into Performer structures
 Rebuild each geoset with the GeoBuilder
 Free the old geoset
 Write the new geometry
 pfDelete() the hierarchy

Everything is allocated with pfNew* or pfMalloc (geoset arrays).
We got what looks to be a massive core leak, so we tried the
following:

 Read geometry into Performer structures
 Write geometry back out
 pfDelete() the hierarchy

And we still have massive core leaks.
So we decided to try deleting the hierarchy ourselves, thinking that
perhaps geosets arrays were being leaked.  Here we explicitly
pfFree()'ed all the geoset arrays, and pfDelete()'ed all the pfNodes.
And still have massive core leak problems.

Has anyone else had similar problems and managed to solve them?

-thanks
 Steve Gifford
 Digital Mapping Laboratory
 School of Computer Science
 Carnegie Mellon University





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To: info-performer@sgi.sgi.com
From: juanj@ibm.net (Juan J. Gonzalez)
Subject: Texture problem on RE with PF2.0
X-Mailer: <PC Eudora Version 1.4>
Status: O

Hello.

 I have a visual simulator developed on an Indigo2 High Impact with
Performer 2.0 compiled with OpenGL libraries. Now i want to run same
executable on a Onyx RE, it runs fine, but textures apears with all colors 
changed, like RGBA components was swaped or something like this. All frames
appears like they was on false colors.
 
 I want to know if i must compile my simulator with IRIS GL, or there
is another solution with actual OpenGL makefile.

Indigo2 is an High Impact with TRAM option.
Onyx RE is an Reality Station with 2 RMs.
All running IRIX 5.3 and Performer 2.0.

Thank you,


-----------------------------------------------------
   Juan J. Gonzalez         -        juanj@ibm.net
   Division de Desarrollo.         
   SAIS. (Oviedo / Spain).      
-----------------------------------------------------



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To: info-performer@sgi.sgi.com
Subject: (???) multi-lobed inverse billboard like grand viewing
Status: O

What did he say???? :)

______________________________ Forward Header __________________________________
Subject: multi-lobed inverse billboard like grand viewing
Author:  koopman@ctc.com (Michael G. Koopman) at Internet
Date:    4/17/96 3:26 PM


Dear Performer Users,

Is anyone familiar with methods to support coordination of a twining 
and pairing plane cleavage 3-view, (para-iso)metric scaling but with 
potential support for asymmetry in twining planes?  Robust assurity of 
bi-quartic modal assemblability is not necessary, though simple 2nd 
order inverse gear rigid kinematics applications applied to panels of 
such a structured network would be preferred.  (No, rapid animation of 
mushroom plumes is not the final intention [but injectors on ST lines 
might be an interesting non-affine demo].)

Thanks for any pointers (esp. sinh quarternion blob-like),

Michael G. Koopman, Comp. Sys. Specialist |<koopman@ctc.com> 
CTC (Concurrent Technologies Corp.)       | +1 814.269.2637 
1450 Scalp Ave., Johnstown  PA 15904      | facsimile x2666

--
P.S. no Grape Circle gimbals need reply, sans sharp retort in ordering.




From guest  Thu Apr 18 16:19:54 1996
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From: "Gan Wang" <gan@cavalier.cambridge.com>
Message-Id: <9604181858.ZM790@cavalier>
Date: Thu, 18 Apr 1996 18:58:47 -0400
In-Reply-To: uunet!MAPS.CS.CMU.EDU!Stephen_Gifford
        "Memory management question" (Apr 18,  3:06pm)
References: <1667.829854416@MAPS.CS.CMU.EDU>
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To: uunet.uu.net!uunet!MAPS.CS.CMU.EDU!Stephen_Gifford
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On Apr 18,  3:06pm, uunet!MAPS.CS.CMU.EDU!Stephen_Gifford wrote:
> Subject: Memory management question
>
> We have a Performer program that basically does the following
> iteratively:
>
>  Read geometry into Performer structures
>  Rebuild each geoset with the GeoBuilder
>  Free the old geoset
>  Write the new geometry
>  pfDelete() the hierarchy
>
> Everything is allocated with pfNew* or pfMalloc (geoset arrays).
> We got what looks to be a massive core leak, so we tried the
> following:
>
>  Read geometry into Performer structures
>  Write geometry back out
>  pfDelete() the hierarchy
>
> And we still have massive core leaks.
> So we decided to try deleting the hierarchy ourselves, thinking that
> perhaps geosets arrays were being leaked.  Here we explicitly
> pfFree()'ed all the geoset arrays, and pfDelete()'ed all the pfNodes.
> And still have massive core leak problems.
>
> Has anyone else had similar problems and managed to solve them?
>
> -thanks
>  Steve Gifford
>  Digital Mapping Laboratory
>  School of Computer Science
>  Carnegie Mellon University
>
>
>
>-- End of excerpt from uunet!MAPS.CS.CMU.EDU!Stephen_Gifford


Is it possible that you have configured a pfMultiprocess mode such as
PFMP_APP_CULL_DRAW and, at the same time, when you do "Free the old geoset" you
used pfFree() instead of pfDelete()?  If that is the case, you may be
destroying gsets that pfDraw() would still expect to draw in the next frame
time, and it gets upset with corrupted memory and dumpts core.  PfFree is
heavy-handed and does not honor the reference counts.  You can confirm this is
true by changing the mode to PFMP_APPCULLDRAW.

If you have to "Free the old geoset" on the fly in multiprocess mode, you may
have to find a way not to delete/free the gsets until after the draw process is
done with them, such as frame stamping them.

Hope it helps.

Gan

-- 

Gan Wang

Cambridge Research Associates            Office:   703-790-0505/703-917-5731
1430 Spring Hill Road, Suite 200         Fax:      703-790-0370
McLean, VA 22102                         Internet: gan@cambridge.com              


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From: aschaffe (Allan Schaffer)
Message-Id: <9604181650.ZM15713@holodeck.csd.sgi.com>
Date: Thu, 18 Apr 1996 16:50:45 -0700
In-Reply-To: kanou@ddd.co.jp (Y.Kanou)
        "IR video format" (Apr 17,  4:43pm)
References: <19960417074321646.AAA133@[202.230.84.102]>
X-Mailer: Z-Mail-SGI (3.2S.1 10apr95 MediaMail)
To: kanou@ddd.co.jp (Y.Kanou), info-performer@sgi.sgi.com
Subject: Re: IR video format
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Apr 17,  4:43pm, Y.Kanou wrote:
> I heard that InfiniteReality can output 2 channel without MCO.
> Does anyone know what kind of video format?

There's quite a few, here's the list of the ones shipped on the
IRIX 6.2 CD:

1024x768_60
1024x768_96s
1080x809_30i
1200x900_72
1280x1024_120s
1280x1024_25r2
1280x1024_25r3
1280x1024_30r2
1280x1024_50
1280x1024_60
1280x1024_72
1280x959_30i
1500x1200_60
1600x1200_60
1760x1100_60
1920x1035_30i
1920x1080_72
1920x1200_66
640x480_120s
640x480_180q
640x480_60
640x486_30i
646x486_30i
646x486_30if
768x576_25i
768x576_25if
800x600_60
960x680_60
CCIR601_525
CCIR601_625

[any per-channel combination of the above can be used, and
 they can also be resized using /usr/gfx/ircombine]

Allan

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


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Date: Thu, 18 Apr 1996 17:00:22 -0700
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        "Re: tapping on `make' experts..." (Apr 18,  7:12pm)
References: <m0u9vvk-0001u2C@nvl.client> 
	<9604181912.ZM20357@squash.mpik-tueb.mpg.de>
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Status: O

Rather than changing the system time:
	touch *.C *.c *.h

Much cleaner - and a much more local scope.

------

And a longer answer - there is an option for the compiler (both cc and CC) to
automatically update the dependencies in a file...

So adding "-MDupdate Makefile" updates the Makefile so that next time the
Makefile has the new dependencies.



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Date: 18 Apr 96 20:44:01 EDT
From: Gerhard Empl <100535.3606@CompuServe.COM>
To: <info-performer@sgi.sgi.com>
Subject: Performer Live-video sirius problem
Message-Id: <960419004401_100535.3606_JHB69-1@CompuServe.COM>
Status: O


 Hello,
 we've the task to incorporate live video into a performer application
 from a Sirius board. It went quite well with 2 exceptions:

 (1) the texture "leaks out" (is applied to) other polygons as well
 unless it is loaded as last one (thats a problem we can live with but
 might be the reason for others).



 (2) the frame rate drops down from 50 to 25 (or 60 to 30) when
 applying the video. We then set the texture loading to be done only
 once via performer and loaded the frame at the end of the drawing loop
 via vl. Surprisingly this call only took a very short time, so the
 Sirius board seems to synchronize itself with the video input blocking
 the raster engine during that period.




 here another formulation of our problems:


 Problem 1:

 Hardware: Onyx RE2 / 4 RM5 / Sirius Option
 Library:  Performer 2.0
 Display:  50 Hz

 Problem:      We need to get a rendered scene with a live video-input at
              50hz framerate.

 What we do have now:
                We got a stable framerate of 50 hz, but as soon as we
                turn on the live video-input and drain it to the RM, the
                framerate drops to appr. 25 hz.
                We use  SIR_TEX_PACK_RGB_5 packing for the tex drain.


 What we tried:
                We tried to draw only the Live-Video Texture --> still
                appr. 25 hz framerate.
                We tried interleaved and non-interleaved --> no effect
                We tried PFTEX_LIST_APPLY and PFTEX_BASE_AUTO_SUBLOAD
                We tried to reduce the texture size from 1024*1024 to
                512*512 --> the machine crashed.

 Question: Is there a way of getting Live-Video- input to texture memory with
 a 50 frames/sec?

 It seems to us that the video-transfer blocks the rendering
 completely, because the sirius option has to wait until it gets a
 complete frame.

 We could also live with a quality penalty of the live input, but our
 framerate has to be stable 50 hz.


 Problem 2:

 Hardware: Onyx RE2 / 4 RM5 / Sirius Option
 Library:  Performer 2.0
 Display:  50 Hz

 Problem:      How do we get a texture on a loaded graphic e.g: .obj ?


 Problem 3:

 Hardware: Onyx RE2 / 4 RM5 / Sirius Option
 Library:  Performer 2.0
 Display:  50 Hz

 Problem: As soon as our Live-video-texture gets into view, it
 sometimes happens that the video-input is drained to the wrong textures.

 It seems that the sirius board sometimes writes into the wrong texture
 memory adress.


 Thank you very much for your help,

 Gerhard Empl, R2
 E-Mail: 100535.3606@compuserve.com



  E-mail from: Gerhard Empl, 19-Apr-1996




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Date: Thu, 18 Apr 96 23:12:57 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9604190412.AA24721@mred.bgm.link.com>
To: info-performer@sgi.sgi.com
Subject: subtexload error message!?!
Status: O


I noticed this in my SYSLOG file for today :-

Apr 19 22:02:07 2A:sutcliffe unix: subtexload ioctl: Changing page sizes NOT allowed
Apr 19 22:03:16 2A:sutcliffe last message repeated 1343 times
Apr 19 22:03:16 2A:sutcliffe unix: subtexload ioctl: Changing page sizes NOT allowed
Apr 19 22:03:17 2A:sutcliffe last message repeated 36 times

(We are talking RE2, IRIX 5.3, Perf 2.0 here)

I was running my usual Performer-based application at about the time the
messages were logged - so I presume it's something I or Performer have
done.

Notice the *insane* numbers of repititions of each message - this presumably
means that the message is being spewed out to the SYSLOG about once a
frame (if you divide the time between messages into the number of repetitions,
you get something like 19Hz as the result - which is a figure I could believe).

I'm a little puzzled by this because I don't call 'subtexload' anywhere in
my code - although I *do* call fbsubtexload once per frame. My program *seemed*
to be running correctly and GL didn't spew messages to stdout/stderr - only
into the SYSLOG file!

Could some IrisGL guru out there suggest what on earth "Changing page sizes NOT allowed"
means? There doesn't appear to be any reference to it in the man pages for subtexload
or fbsubtexload.

HELP!!!!

     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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Date: Fri, 19 Apr 1996 01:37:08 -0500
From: William Sherman -Visualization <wsherman@ncsa.uiuc.edu>
Message-Id: <199604190637.BAA24438@space.ncsa.uiuc.edu>
To: aschaffe, info-performer@sgi.sgi.com, kanou@ddd.co.jp
Subject: Re: IR video format
Cc: wsherman@space.ncsa.uiuc.edu
Status: O

> From: aschaffe@holodeck.csd.sgi.com (Allan Schaffer)
> 
> On Apr 17,  4:43pm, Y.Kanou wrote:
> > I heard that InfiniteReality can output 2 channel without MCO.
> > Does anyone know what kind of video format?
> 
> There's quite a few, here's the list of the ones shipped on the
> IRIX 6.2 CD:
> 
> 1024x768_96s
> 1280x1024_120s
> 640x480_120s

Since stereo vof's were missing from the RE2-MCO, I'm glad to
see that this is built in to the IR (re3) system.

However, I've heard rumors that the left/right eyes were
switched in the IMPACTS, and I've had some problems syncing
stereo between multiple pipes on a RE2 system running 5.3
w/ patch 918, so I hope some effort is spent to make sure
all this will run when the stuff starts shipping.

> [any per-channel combination of the above can be used, and
>  they can also be resized using /usr/gfx/ircombine]

Cool.

 
> Allan

	Bill


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From: "Dietrich Opitz" <dio@squash.mpik-tueb.mpg.de>
Message-Id: <9604190912.ZM21054@squash.mpik-tueb.mpg.de>
Date: Fri, 19 Apr 1996 09:12:45 +0000
In-Reply-To: "Philip Nemec" <nemec@precious.asd.sgi.com>
        "Re: tapping on `make' experts..." (Apr 18,  5:00pm)
References: <m0u9vvk-0001u2C@nvl.client> 
	<9604181912.ZM20357@squash.mpik-tueb.mpg.de> 
	<9604181700.ZM11638@precious.asd.sgi.com>
X-Face: ,78BGR^:N$.'76:g~S1U^5[;4H@V1KZvxT0W&u<C+-RQ?=po&BquUIDc>giSX!CO}A((fKEnL2;vdw~RdA'C}Snv2n/1pB3cZjiFbN{Q}nXx}2cd*
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To: "Philip Nemec" <nemec@precious.asd.sgi.com>
Subject: Re: tapping on `make' experts...
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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Status: O

Hi,

i don't recommended to change system time.

It happened to me once, that 'make' did not recompile
changed source files.
It was found out that because of powerfail the system
clock was set to last year (time was ok.) So all new
files where dated backwards in time and so 'make' always
found younger .o and exe files.

Reseting the clock fixed it....


Cheers

Dietrich




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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9604190837.ZM5480@barney.reading.sgi.com>
Date: Fri, 19 Apr 1996 08:37:07 +0100
In-Reply-To: Swaminathan <swami@evl.eecs.uic.edu>
        "Re: Cost of Performer2.0 Manuals.." (Apr 18, 12:30pm)
References: <Pine.SGI.3.91.960418122804.23559A-100000@zbox.eecs.uic.edu>
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Subject: Re: Cost of Performer2.0 Manuals..
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On Apr 18, 12:30pm, Swaminathan wrote:
> Subject: Re: Cost of Performer2.0 Manuals..
>
> This is definitely not a flame, but I noticed a conspicuous absence of
> OpenInventor and OpenGL manuals in postscript form. Perhaps they are so
> "Open", the royalty accruing from selling the manuals cannot be ignored?
>
> Swami
>
>-- End of excerpt from Swaminathan


don't forget they are online as Insight books. You can install them from:

  gl_dev.books.OpenGL_PG         OpenGL Programming Guide
  gl_dev.books.OpenGL_Porting    OpenGL Porting Guide
  gl_dev.books.OpenGL_RM         OpenGL Reference Manual

  inventor_dev.books.Mentor      Insight Book : Inventor Mentor
  inventor_dev.books.PortAndPerf  Insight Book : Inventor 2.1 Porting and
                                         Performance Tips
  inventor_dev.books.Toolmaker   Insight Book : Inventor Toolmaker

If you don't have them.

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: "Christopher Cressy" <chris@mothra.csi-east.com>
Message-Id: <9604190847.ZM24089@mothra.csi-east.com>
Date: Fri, 19 Apr 1996 08:47:21 -0400
In-Reply-To: Hill_Brian@amelnx.advmar.com
        "(???) multi-lobed inverse billboard like grand viewing" (Apr 18,  6:21pm)
References: <9603188298.AA829877066@amelnx.advmar.com>
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On Apr 18,  6:21pm, Hill_Brian@amelnx.advmar.com wrote:
> Subject: (???) multi-lobed inverse billboard like grand viewing
> What did he say???? :)

Perhaps he's asking for pick-up lines to use while networking in 3-view virtual
chat rooms to pick up twin (twining?) women with asymmetric, blob-like
cleavage.

__________________________________
> Subject: multi-lobed inverse billboard like grand viewing
> Author:  koopman@ctc.com (Michael G. Koopman) at Internet
> Date:    4/17/96 3:26 PM
>
>
> Dear Performer Users,
>
> Is anyone familiar with methods to support coordination of a twining
> and pairing plane cleavage 3-view, (para-iso)metric scaling but with
> potential support for asymmetry in twining planes?  Robust assurity of
> bi-quartic modal assemblability is not necessary, though simple 2nd
> order inverse gear rigid kinematics applications applied to panels of
> such a structured network would be preferred.  (No, rapid animation of
> mushroom plumes is not the final intention [but injectors on ST lines
> might be an interesting non-affine demo].)
>
> Thanks for any pointers (esp. sinh quarternion blob-like),
>
> Michael G. Koopman, Comp. Sys. Specialist |<koopman@ctc.com>
> CTC (Concurrent Technologies Corp.)       | +1 814.269.2637
> 1450 Scalp Ave., Johnstown  PA 15904      | facsimile x2666
>
> --
> P.S. no Grape Circle gimbals need reply, sans sharp retort in ordering.
>
>-- End of excerpt from Hill_Brian@amelnx.advmar.com




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Message-Id: <9603198299.AA829936541@CCMAIL.NTSC.NAVY.MIL>
To: info-performer@sgi.sgi.com
Subject: We be doin some polytopin, Boass!
Status: O

     

     Starting with a rectangular room which is axially aligned in multigen, 
     we want our "bounding box" to be aligned with the model regardless of
     weather the model is axially aligned or not wrt the viewpoint in the 
     app. So scratch the traditional pfBox.
     
     We are able to take the multigen xyz(max) and xyz(min) and make planes
     with pfMakePts (I'm skipping some trivial steps here) and then make a 
     polytope with pfPtopeFacet.
     
     Complaint number 1: Wouldn't it be nice if we could map a box to a 
     polytope with one function call?
     
     Complaint number 1a: When you use points to make a plane and then make 
     the polytope, the order of the three points is not important so that 
     the plane normal is pointing out - that is - so the order of the three 
     points that go into pfMakePts is important. Worked it out thru trial 
     and error - am sure that there's a more robust way. Another reason I 
     prefer that the function call which I mentioned above was available.
     
     After making a polytope with xyzmin = (000) and xyzmax = (111), when I 
     did a check of the box center (0.5 0.5 0.5) with pfPolytopeContainsPt 
     all I got was a PFIS_MAYBE. Does that make sense?
     
     Dave Luebke, if you're out there, this concerns portals,FYI.
     
     Have a good weekend.
     
                                                                                
                                                                                
                               __,-~~/~    `---.                                
                             _/_,---(      ,    )                               
                         __ /        <    /   )  \___                           
          - ------===;;;'====------------------===;;;===----- -  -              
                            \/  ~"~"~"~"~"~\~"~)~"/                             
                            (_ (   \  (     >    \)                             
                             \_( _ <         >_>'                               
                                ~ `-M' ::>|--"                                  
                                    M;|.|.|                                     
                                    M;|.|.|                                     
                                    M;|.|.|                                     
                                   <Ii::|i|`.                                   
                                  (` ^'"`-' ")                                  
                                                                                




From guest  Fri Apr 19 10:37:14 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9604191825.ZM25352@bitch.reading.sgi.com>
Date: Fri, 19 Apr 1996 18:25:25 +0100
In-Reply-To: "John Archdeacon" <jarch@gemtech.com>
        "OpenGVS Cross Platform API" (Apr 17,  1:18pm)
References: <199604172008.NAA25916@gemtech.gemtech.com>
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To: "John Archdeacon" <jarch@gemtech.com>,
        "Performer News" <info-performer@sgi.sgi.com>
Subject: Re: OpenGVS Cross Platform API
Mime-Version: 1.0
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Status: O

I've heard about OpenGVS & it sounds like a worthwhile goal but my main concern
is that it cannot keep pace with innovative hardware and OpenGL extensions on
Silicon Graphics platforms, which has a considerable technology lead over other
suppliers. I'm not saying it doesn't, I'm just saying this is a concern I have,
could you please comment.

I'd also like to add that some of the suppliers mentioned by others earlier in
this thread seem to be completely uncommitted to the Visual Simulation market.
They're not even making a half hearted attempt to tackle the difficult problems
we all face. There is competition out there but HP & SUN in Vis Sim?

Rgds,
Angus.

> First, let me say that Performer is a great productivity product, and so is
OpenGVS.  As Don pointed out, OpenGVS is a computer image generation API with
"basically everything Performer has" but unlike Performer, OpenGVS is intended
(by design and focus) to be FULLY cross platform compatible at the end user
application level while still delivering ALL of the underlying graphics
hardware performance to the end user.
>

>-- End of excerpt from John Archdeacon



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


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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9604190937.ZM4911@lee.electrogig.com>
Date: Fri, 19 Apr 1996 09:37:46 -0700
In-Reply-To: ROY RUDDLE <saprar@thor.cf.ac.uk>
        "Loading textures on an RE" (Apr 16, 12:48pm)
References: <Pine.OSF.3.91.960416124548.15381B-100000@thor>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Ruddle@cardiff.ac.uk, info-performer@sgi.sgi.com
Subject: Re: Loading textures on an RE
Mime-Version: 1.0
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Status: O

On Apr 16, 12:48pm, ROY RUDDLE wrote:
> Subject: Loading textures on an RE
> This must have a simple answer, but I can't find it anywhere:
>
> As I'm running a small DB I want to force all textures to be loaded into
> the RE's texture memory while (or just after) the DB is loaded. I've got
> plenty of texture memory. At the moment (ie. by default) textures are
> being paged in when they first get displayed.
>
> Does anyone know the answer?
>
>
> cheers
>
> roy
>-- End of excerpt from ROY RUDDLE


You can take a look at perfly code. This does what you want. Also the
man page of pfuMakeTexList will be helpful.

-anita


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From: "Laurent Ach" <ach@anna.reality>
Message-Id: <9604191845.ZM26918@anna.reality>
Date: Fri, 19 Apr 1996 18:45:13 -0600
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To: info-performer@sgi.sgi.com
Subject: meshes
Mime-Version: 1.0
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Status: O

Hello

I have to generate meshes from any type of pfGeoSet with Performer 2.0 and I
tried to use pfdMeshGSet. But this function doesn't work with any type of
pfGeoSet and often returns NULL.
Would any one know in which case it can be used and what other means are
available for making triangle meshes using Performer 2.0

Thank you,

Laurent Ach
Email: ach@syseca.fr


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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9604191000.ZM4988@lee.electrogig.com>
Date: Fri, 19 Apr 1996 10:00:58 -0700
In-Reply-To: lu@bongo.nvl.army.mil (Young Lu)
        "tapping on `make' experts..." (Apr 18, 11:47am)
References: <m0u9vvk-0001u2C@nvl.client>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: lu@bongo.nvl.army.mil (Young Lu), info-performer@sgi.sgi.com (PF2.0)
Subject: Re: tapping on `make' experts...
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Status: O

On Apr 18, 11:47am, Young Lu wrote:
> Subject: tapping on `make' experts...
> Hi there,
>
> What do I need to do if a `make' does not pick up the changes in any of its
> files once it was compiled once ? In another word, if I modify my one of the
> files and compile with `make', it simply ignores the changes and declares
> that the executable is up-to-date, thus no need for compiling.
>
> I wonder if any environmental variable need some attention here.
>
> I appreciate any help. Thanks.
> --
> Young T. Lu     	lu@nvl.army.mil
>
>
>-- End of excerpt from Young Lu



Check the date and time on the .o files. Sometimes if the clock had gone
bad at the time when you compiled first, and if the time stamp it put
on the files were greater than the right time, then your files will never
compile again unless your current time is greater than the .o files time.

It happens to us very often on the Onyx, so this might be woth checking out.

-anita


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Date: Fri, 19 Apr 1996 12:32:25 -0700
From: chris@scotch.physics.ucla.edu (chris)
Message-Id: <199604191932.MAA05601@scotch.physics.ucla.edu>
To: info-performer@sgi.sgi.com
Subject: Colors and Colortables
Status: O


Hi,

	I am using performer to model isosurfaces, and I would like to assign
color values on a per-primitive basis according to posistion of the primitive
in space.  It seems like this should be easy, but there is very little
useful info on pfColortables and pfGSetAttr in the manuals.
	If I choose not to use a color table, and I assign pfGSetAttr PER_PRIMITIVE,
what are the connection rules for the ushort *list argument?  Vertex connections
are well explained in chapter 10 of PG, but Color connections are ignored.
	What are the indexing rules if I use the colortable?  Are they per Geoset?
If so, it would seem that I must make each polygon an independent geoset to have
independent coloring.  I really hope that's not true.

Chris

////////////////////////////////////////////////////
//Chris Mitchell  --                              //
//Institute of Plasma and Fusion Research (IPFR)  //
//UCLA Physics Department 310-206-1772            //
//mitchell@physics.ucla.edu                       //
//chris@scotch.physics.ucla.edu                   //
//                                                //
//"Self Reliance, the height and perfection of    //
// man, is reliance on God."                      //
//              --Ralph Waldo Emmerson            //
////////////////////////////////////////////////////


From guest  Fri Apr 19 15:36:44 1996
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From: Stephen_Gifford@MAPS.CS.CMU.EDU
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          19 Apr 96 16:26:56 EDT
To: info-performer@sgi.sgi.com
Subject: Re: Memory management question 
In-Reply-To: Your message of "Thu, 18 Apr 96 18:58:47 EDT."
             <9604181858.ZM790@cavalier> 
Date: Fri, 19 Apr 96 16:26:49 -0400
Message-Id: <6093.829945609@MAPS.CS.CMU.EDU>
Status: O


> Is it possible that you have configured a pfMultiprocess mode such as
> PFMP_APP_CULL_DRAW and, at the same time, when you do "Free the old geoset" you
> used pfFree() instead of pfDelete()?  If that is the case, you may be
> destroying gsets that pfDraw() would still expect to draw in the next frame
> time, and it gets upset with corrupted memory and dumpts core.  PfFree is
> heavy-handed and does not honor the reference counts.  You can confirm this is
> true by changing the mode to PFMP_APPCULLDRAW.

	The pfMultiprocess mode has been PFMP_APPCULLDRAW (0) through
all of these attempts.  Since we're not actually drawing the geometry,
only using pf functions to manipulate it, pfDraw is never being
called.  The program is simply running out of shared memory after
growing larger and larger in a linear fashion.

	This looks to me like a core leak of some kind.  I'm curious
if anyone else has had success with similar work: processing 200+MB
of data in a piece by piece fashion (iterating over a rectangular grid
of load modules read in from disk, for example).  In particular,
anything where a Performer related core leak would cause a real
problem.

-thanks
 Steve Gifford
 Digital Mapping Laboratory
 School of Computer Science
 Carnegie Mellon University



From guest  Fri Apr 19 15:31:22 1996
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From: scott@er.ht.com (Scott McMillan)
Message-Id: <199604192212.SAA08539@er.ht.com>
Subject: Old monthly archives
To: info-performer@sgi.sgi.com
Date: Fri, 19 Apr 1996 18:12:37 -0400 (EDT)
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Content-Type: text
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Status: O

I need to get at some postings about intersection testing that
happened in Feb and March.  Does anybody store these up?  If not, any
idea when they will appear at sgigate.sgi.com.

scott

-- 
Scott McMillan / scott@ht.com / (301)984-3706 x250 / FAX (301)984-2104
                      High Techsplanations Inc. 
       6001 Montrose Road, Suite 902 / Rockville, MD 20852-4874 


From guest  Fri Apr 19 15:31:15 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Fri, 19 Apr 1996 18:47:24 +0100
In-Reply-To: William Sherman -Visualization <wsherman@ncsa.uiuc.edu>
        "Re: IR video format" (Apr 19,  1:37am)
References: <199604190637.BAA24438@space.ncsa.uiuc.edu>
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To: William Sherman -Visualization <wsherman@ncsa.uiuc.edu>, aschaffe,
        info-performer@sgi.sgi.com, kanou@ddd.co.jp
Subject: Re: IR video format
Cc: wsherman@space.ncsa.uiuc.edu
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Status: O

On Apr 19,  1:37am, William Sherman -Visualization wrote:

> However, I've heard rumors that the left/right eyes were
> switched in the IMPACTS, and I've had some problems syncing
> stereo between multiple pipes on a RE2 system running 5.3
> w/ patch 918, so I hope some effort is spent to make sure
> all this will run when the stuff starts shipping.

You mean 'I hope some effort was spent to make sure all this was running before
the stuff shipped.'


> 	Bill
>
>-- End of excerpt from William Sherman -Visualization




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From: "Dave Pape" <pape@evl.eecs.uic.edu>
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Date: Fri, 19 Apr 1996 19:27:03 -0500
In-Reply-To: William Sherman -Visualization <wsherman@ncsa.uiuc.edu>
        "Re: IR video format" (Apr 19,  1:37am)
References: <199604190637.BAA24438@space.ncsa.uiuc.edu>
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        info-performer@sgi.sgi.com
Subject: Re: IR video format
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On Apr 19,  1:37am, William Sherman -Visualization wrote:
> Since stereo vof's were missing from the RE2-MCO, I'm glad to
> see that this is built in to the IR (re3) system.
> 
> However, I've heard rumors that the left/right eyes were
> switched in the IMPACTS, and I've had some problems syncing
> stereo between multiple pipes on a RE2 system running 5.3
> w/ patch 918, so I hope some effort is spent to make sure
> all this will run when the stuff starts shipping.


Well, as it so happens, our first IR just arrived yesterday,
and the left/right phase is in fact backwards in two of
the stereo formats (1280x1024_120s & 1024x768_96s).
We haven't tested stereo genlock yet.

-Dave


-- 
---------------------------------------------------------------------------
Dave Pape                          Electronic Visualization Laboratory, UIC
pape@evl.eecs.uic.edu              http://evlweb.eecs.uic.edu/pape/


From guest  Fri Apr 19 18:30:26 1996
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From: "Michael T. Jones" <mtj@babar.asd.sgi.com>
Message-Id: <9604191821.ZM12493@babar.asd.sgi.com>
Date: Fri, 19 Apr 1996 18:20:59 -0700
In-Reply-To: Stephen_Gifford@MAPS.CS.CMU.EDU
        "Re: Memory management question" (Apr 19,  4:26pm)
References: <6093.829945609@MAPS.CS.CMU.EDU>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Stephen_Gifford@MAPS.CS.CMU.EDU, info-performer@sgi.sgi.com
Subject: Re: Memory management question
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Status: O

On Apr 19,  4:26pm, Stephen_Gifford@MAPS.CS.CMU.EDU wrote:
> Subject: Re: Memory management question

> 	The pfMultiprocess mode has been PFMP_APPCULLDRAW (0) through
> all of these attempts.  Since we're not actually drawing the geometry,
> only using pf functions to manipulate it, pfDraw is never being
> called.  The program is simply running out of shared memory after
> growing larger and larger in a linear fashion.

Have you tried libdmalloc as a diagnostic approach?

> 	This looks to me like a core leak of some kind.  I'm curious
> if anyone else has had success with similar work: processing 200+MB
> of data in a piece by piece fashion (iterating over a rectangular grid
> of load modules read in from disk, for example).  In particular,
> anything where a Performer related core leak would cause a real
> problem.

We don't have known memory leaks, so there is no quick answer of the
"just get patch nnn and it will be ok" type. We have done extensive
testing and feel that this should not be a leakage situation from in
the Performer libraries themselves.

Have you examined the loaders that you use for possible memory leaks?
If nothing else, run in single process mode, make wrappers for the
allocation functions and print out info about each allocation and
free with a running total. Just about everyone has some version of
this approach in their toolbox and it should help you narrow down
the search for the leaky spot if there is such. It may just be that
your memory is ref()'ed and this not subject to deletion.

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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To: info-performer@sgi.sgi.com
Subject: Perf1.2 on IRIX6.2
Date: Mon, 22 Apr 1996 13:23:23 +0900
Message-Id: <1301.830147003@dimwit.dst.nk-exa.co.jp>
From: YAMANAKA MASAHIKO <wry@dimwit.dst.nk-exa.co.jp>
Status: O

Hello,

I believe IRIX6.2forAllPlatform is comming up soon,(or already MRed?)
and then, should Perf1.2 work on IMPACT/IRIX6.2 ?

I know it's not good idea to use Perf1.2(IrisGL) on IMPACT.
But, one of our customers has already developped an application on Extreame.
They think, for the time being, to use Perf1.2 and port it to Perf2.0 later.

# The application contains some IrisGL calls, so that porting doesn't seem so
# easy.

Does anyone use Perf1.2/IRIX6.2 ?
# I don't think there are, but if someone exists, it will be veryvery appreciated !

Thanks,
--
M.Y.



From guest  Sun Apr 21 22:18:01 1996
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From: "Ran Yakir" <rany@bvr.co.il>
Message-Id: <9604220814.ZM5067@genie.bvr.co.il>
Date: Mon, 22 Apr 1996 08:14:07 +0000
In-Reply-To: YAMANAKA MASAHIKO <wry@dimwit.dst.nk-exa.co.jp>
        "Perf1.2 on IRIX6.2" (Apr 22,  1:23pm)
References: <1301.830147003@dimwit.dst.nk-exa.co.jp>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: YAMANAKA MASAHIKO <wry@dimwit.dst.nk-exa.co.jp>
Subject: Re: Perf1.2 on IRIX6.2
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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Status: O

I suppose you can install Performer 1.2 on Irix 6.2, BUT, there is a better
way. Performer 2.0.1 and 2.1 have compatibility libraries for Performer 1.2.
That means that your 1.2 and IrisGL code, will run on Performer 2.0.1 on your
IMPACT, so you don't have to take any risk (other than the risk of low IrisGL
performance on IMPACT).

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: deepa@tcsernet.tcs.ernet.in
Message-Id: <9604221609.AA01133@tcsernet.tcs.ernet.in>
Subject: pfuFollowPath
To: info-performer@sgi.sgi.com
Date: Mon, 22 Apr 96 16:06:56 EDT
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Status: O

Dear Performer users,

I have a problem with pfuFollowPath. I am trying to define a path
but I have no idea what the parameters of this function mean. There
seems to be no man page.  Is there anybody who has used it who
can tell me what the function does and what the parameters mean? 

Deepa Krishnan
Tata Consultancy Services
deepa@tcsernet.tcs.ernet.in


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From: Veraart <rioj7@fel.tno.nl>
Message-Id: <199604221017.MAA23277@s00sn1.fel.tno.nl>
Subject: Re: Texture problem on RE with PF2.0
To: juanj@ibm.net (Juan J. Gonzalez)
Date: Mon, 22 Apr 1996 12:17:49 +0200 (MET DST)
Cc: info-performer@sgi.sgi.com
In-Reply-To: <199604181941.TAA75429@smtp-gw01.ny.us.ibm.net> from "Juan J. Gonzalez" at Apr 18, 96 07:41:46 pm
X-Mailer: ELM [version 2.4 PL24]
Content-Type: text
Status: O

>  I have a visual simulator developed on an Indigo2 High Impact with
> Performer 2.0 compiled with OpenGL libraries. Now i want to run same
> executable on a Onyx RE, it runs fine, but textures apears with all colors 
> changed, like RGBA components was swaped or something like this. All frames
> appears like they was on false colors.
>  
>  I want to know if i must compile my simulator with IRIS GL, or there
> is another solution with actual OpenGL makefile.

You must recompile with the IRISGL libraries. Take a look at the
makefile of the example programs like simple and complex.
OpenGL uses a different color component order than IRISGL.

Mario


From guest  Mon Apr 22 10:05:06 1996
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Date: Mon, 22 Apr 1996 18:50:09 +0200 (MET DST)
From: Morten Eriksen <mortene@pvv.unit.no>
To: info-performer@sgi.sgi.com
Subject: Mousebutton interrupts?
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Status: O

Hi,

I just wanted to hear if anyone on the list have some code (or ideas)
on how to set up an interrupt catching mousebutton presses in a
Performer application?

I need an interrupt routine because polling won't be fast enough if
the frame rate drops a bit (I've got a small handweapon connected to
one of the mousebuttons for detecting trigging of shots, and the
"button down" period of the gun is rather short).

Regards,
Morten


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From: scott@er.ht.com (Scott McMillan)
Message-Id: <199604221720.NAA11527@er.ht.com>
Subject: Retrieving geode isected with.
To: info-performer@sgi.sgi.com
Date: Mon, 22 Apr 1996 13:20:22 -0400 (EDT)
X-Mailer: ELM [version 2.4 PL22]
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Status: O

I am trying to get a _pointer_ to the pfGeode in my scene graph that I have
detected an intersection with.  This would be used to limit the isect() on
the next pass through the APP to checking against this geode first rather
than on the entire scene graph.  I am using IRIX5.3/Performer2.0...

I have tried using

   pfGeode *node;
   if (scene->isect(&seg_set, hits))
   {
      static int flags;
      hits[0][0]->query(PFQHIT_FLAGS, &flags);

      if (flags & PFHIT_POINT)
      {
         hits[0][0]->query(PFQHIT_NODE, node);

but this last line bombs because it seems to expect a node with its own
instance already allocated as follows;

   pfGeode node;
    :
    :
   hits[0][0]->query(PFQHIT_NODE, &node);

This does not crash but subsequent node.isect() calls yield no intersections
when in fact there should be.  I don't think I would want this anyway
because, at best, part of the scene graph would be copied into my node anyway
which is unwanted overhead....and what about the underlying pfGeoSets?

The next try was to use the pfPath:

   pfPath *prev_geometry_path = new pfPath(); // done once in the constructor
     :   
     :
   hits[0][0]->query(PFQHIT_PATH, prev_geometry_path);

But this returns a path with zero length....what happened to the path the
isect took to get a valid intersection???

Can anybody out there help me get a handle on this?

Thanks in advance,
scott

-- 
Scott McMillan / scott@ht.com / (301)984-3706 x250 / FAX (301)984-2104
                      High Techsplanations Inc. 
       6001 Montrose Road, Suite 902 / Rockville, MD 20852-4874 


From guest  Mon Apr 22 11:41:22 1996
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Date: Mon, 22 Apr 1996 11:19:24 -0700
From: kowsik@coryphaeus.com (Kowsik Guruswamy)
Message-Id: <9604221119.ZM25967@buggy.coryphaeus.com>
In-Reply-To: scott@er.ht.com (Scott McMillan)
        "Retrieving geode isected with." (Apr 22,  1:20pm)
References: <199604221720.NAA11527@er.ht.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: scott@er.ht.com (Scott McMillan), info-performer@sgi.sgi.com
Subject: Re: Retrieving geode isected with.
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Apr 22,  1:20pm, Scott McMillan wrote:
> Subject: Retrieving geode isected with.
> I am trying to get a _pointer_ to the pfGeode in my scene graph that I have
> detected an intersection with.  This would be used to limit the isect() on
> the next pass through the APP to checking against this geode first rather
> than on the entire scene graph.  I am using IRIX5.3/Performer2.0...

[snip]

>    pfGeode node;
>     :
>     :
>    hits[0][0]->query(PFQHIT_NODE, &node);
>
> This does not crash but subsequent node.isect() calls yield no intersections
> when in fact there should be.  I don't think I would want this anyway
> because, at best, part of the scene graph would be copied into my node anyway
> which is unwanted overhead....and what about the underlying pfGeoSets?

How about

  pfGeode *node;

  hits[0][0]->query (PFQHIT_NODE, &node);

That should get a pointer to the pfGeode...

> The next try was to use the pfPath:
>
>    pfPath *prev_geometry_path = new pfPath(); // done once in the constructor
>      :
>      :
>    hits[0][0]->query(PFQHIT_PATH, prev_geometry_path);
>
> But this returns a path with zero length....what happened to the path the
> isect took to get a valid intersection???

First of all, you have to tell performer to build the pfPath while it's doing
the intersection. You need to OR PFTRAV_IS_PATH with the 'mode' field in the
pfSegSet, before calling node->isect(...);

To get the path...

  pfPath *prev_geometry_path;
  ...
  hits[0][0]->query (PFQHIT_PATH, &prev_geometry_path);

The path returned by Performer [If I remember correctly] is reused in the next
call to node->isect(). Make sure you copy that into your own path. Also read
the man pages for pfNode. It's got tons of info, thanks to Performer 'tired of
typing' team. *smile*

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: "Uli Lechner" <uli@icemt.iastate.edu>
Message-Id: <9604221339.ZM10801@denali.icemt.iastate.edu>
Date: Mon, 22 Apr 1996 13:39:57 -0500
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To: info-performer@sgi.sgi.com
Subject: Texture-Problem
Mime-Version: 1.0
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Status: O

Hi!

In order to get rid of a strange Moire effect that I had
with my flt database using  Performer 2.0.1 (ogl) I forced
PFTEX_MIPMAP_TRILINEAR for my textures via
pfTexFilter(tex, PFTEX_MINFILTER, PFTEX_MIPMAP_TRILINEAR);

This takes care of the Moire effect but now I have vertical lines
on my screen at a specific distance.
This happens on an RE2 with 2RM5 but not on our RE2 with 2RM4.

Any ideas?

Uli
:-)


From guest  Mon Apr 22 12:46:44 1996
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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9604221523.ZM3894@eagle.cae.ca>
Date: Mon, 22 Apr 1996 15:23:07 -0400
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To: info-performer@sgi.sgi.com
Subject: SVR4 or BSD4.3 Signal Handling
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Dear pfUsers,

Our Performer-based application interfaces with another simulation process.
Upon termination, the simulation will send us a SIGTERM signal (signal 15). I'd
like to know which is best: use SVR4 signal handling functions or the BSD 4.3
version? Both seems to work but I'd like to know which is better to coexist
peacefully with Performer.

Thanks...

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


From guest  Mon Apr 22 13:17:47 1996
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	 id NAA18110; Mon, 22 Apr 1996 13:06:46 -0700
From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9604221306.ZM18108@rose.asd.sgi.com>
Date: Mon, 22 Apr 1996 13:06:45 -0700
In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "subtexload error message!?!" (Apr 18, 11:12pm)
References: <9604190412.AA24721@mred.bgm.link.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: steve@mred.bgm.link.com (Steve Baker), info-performer@sgi.sgi.com
Subject: Re: subtexload error message!?!
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

+>---- On Apr 18, 11:12pm, Steve Baker wrote:
> Subject: subtexload error message!?!

->
->I noticed this in my SYSLOG file for today :-
->
->Apr 19 22:02:07 2A:sutcliffe unix: subtexload ioctl: Changing page sizes NOT allowed
->Apr 19 22:03:16 2A:sutcliffe last message repeated 1343 times
->Apr 19 22:03:16 2A:sutcliffe unix: subtexload ioctl: Changing page sizes NOT allowed
->Apr 19 22:03:17 2A:sutcliffe last message repeated 36 times
->

->I'm a little puzzled by this because I don't call 'subtexload' anywhere in
->my code - although I *do* call fbsubtexload once per frame. My program *seemed*

When you do fbsubtexload, are you loading the entire texture?

->Could some IrisGL guru out there suggest what on earth "Changing page sizes NOT allowed"
->means? There doesn't appear to be any reference to it in the man pages for subtexload
->or fbsubtexload.


Somewhere in your app, or in Performer on your behalf if you have asked
for SUBLOAD textures or call pfSubloadTex(), a texture is being subloaded and
with a different size than the very _first_ subload.
The RE implmentation for subload has some very aggressive optimizations
in it, one of which is that the subloading size for a texture becomes
fixed after the first time that you do it.  You can't reliably change the 
download size for that texture on future subtexloads.  
Performer tries to avoid this problem by letting you 
letting you set the pfTexLoadSize() up front before the texture is
ever defined. 


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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	id AA06348; Mon, 22 Apr 96 18:51:06 EDT
Date: Mon, 22 Apr 96 18:51:06 EDT
From: sslayton@d-a-s.com (Susana B. Slayton (DAS))
Message-Id: <9604222251.AA06348@d-a-s.com>
To: info-performer@sgi.sgi.com, scott@er.ht.com
Subject: Re: Old monthly archives
Status: O

Scott,

    Here's what I have -- hope it helps.

-- Susana

Susana Slayton
sslayton@d-a-s.com
Dynamic Animation Systems (DAS) Inc.
Burke, VA  

#######################
>From guest@holodeck.asd.sgi.com Sat Mar  9 14:40:05 1996
From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Date: Sat, 9 Mar 1996 18:32:31 +0100
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Performer Mailing List" <perflist@vr.mme.wsu.edu>,
        info-performer@sgi.sgi.com
Subject: Re: Intersection questions
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
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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@holodeck.asd.sgi.com Fri Mar  8 16:01:23 1996
From: "Performer Mailing List" <perflist@vr.mme.wsu.edu>
Date: Fri, 8 Mar 1996 12:07:39 -0800
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Intersection questions
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Content-Length: 1306

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@holodeck.asd.sgi.com Sat Feb 17 12:52:50 1996
From: "Ulrich J Lechner" <uli@vislab.iastate.edu>
Date: Sat, 17 Feb 1996 11:25:46 -0600
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Intersection
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Content-Length: 1097

Hi Performers!

I would like to intersect my scene (on PFTRAV_IS_GEODE or PFTRAV_IS_GSET level)
with a simple cylinder or a box. What is the standard way to do this?
I tried to use a pfSegSet without any lines, a bounding cylinder and
a discriminator function (see pguide 186)
Result: My disc function is never called. I guess it is because of a missing
line segment. Did I do something wrong or is there another way to
test any object against a node. Do I have to use pfSphereContainsSphere
to test against every bounding volume for every node?


Uli


>	pfNodeTravMask(root, PFTRAV_ISECT, 1, PFTRAV_SELF, PF_SET);
	.....
>	pfSetVec3(cylinder.center, 0, 0, 0);
>	pfSetVec3(cylinder.axis, 0, 0, 1);
>	cylinder.halfLength=100;
>	cylinder.radius=100;

>	segset.activeMask = 1; (or 0)
>	segset.isectMask = 0xFFFF;
>	segset.discFunc =  disc;
>	segset.bound = &cylinder;
>	segset.mode = PFTRAV_IS_BCYL|PFTRAV_IS_GSET|PFTRAV_IS_GEODE;
	.....
>	isect = pfNodeIsectSegs(root, &segset, hits);

>	int disc(pfHit *hit)
>	{
>	    printf("Intersect\n");
>	    return(PFTRAV_CONT | PFTRAV_IS_CLIP_END);
>	}

#######################

> From guest@holodeck.csd.sgi.com Fri Apr 19 19:24:46 1996
> From: scott@er.ht.com (Scott McMillan)
> Subject: Old monthly archives
> To: info-performer@sgi.sgi.com
> Date: Fri, 19 Apr 1996 18:12:37 -0400 (EDT)
> X-Mailer: ELM [version 2.4 PL22]
> Content-Type> : > text> 
> Content-Length: 378
> 
> I need to get at some postings about intersection testing that
> happened in Feb and March.  Does anybody store these up?  If not, any
> idea when they will appear at sgigate.sgi.com.
> 
> scott
> 
> -- 
> Scott McMillan / scott@ht.com / (301)984-3706 x250 / FAX (301)984-2104
>                       High Techsplanations Inc. 
>        6001 Montrose Road, Suite 902 / Rockville, MD 20852-4874 
> 
> 


From guest  Mon Apr 22 17:40:53 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9604230129.ZM28859@bitch.reading.sgi.com>
Date: Tue, 23 Apr 1996 01:29:52 +0100
In-Reply-To: "Uli Lechner" <uli@icemt.iastate.edu>
        "Texture-Problem" (Apr 22,  1:39pm)
References: <9604221339.ZM10801@denali.icemt.iastate.edu>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Uli Lechner" <uli@icemt.iastate.edu>, info-performer@sgi.sgi.com
Subject: Re: Texture-Problem
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Status: O

Sounds like you may have a hardware problem with your RMs.

On Apr 22,  1:39pm, Uli Lechner wrote:
> Subject: Texture-Problem
> Hi!
>
> In order to get rid of a strange Moire effect that I had
> with my flt database using  Performer 2.0.1 (ogl) I forced
> PFTEX_MIPMAP_TRILINEAR for my textures via
> pfTexFilter(tex, PFTEX_MINFILTER, PFTEX_MIPMAP_TRILINEAR);
>
> This takes care of the Moire effect but now I have vertical lines
> on my screen at a specific distance.
> This happens on an RE2 with 2RM5 but not on our RE2 with 2RM4.
>
> Any ideas?
>
> Uli
> :-)
>
>-- End of excerpt from Uli Lechner




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From: Simon Bennett <simonb@wormald.com.au>
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Subject: Re: Texture-Problem
To: uli@icemt.iastate.edu (Uli Lechner)
Date: Tue, 23 Apr 1996 12:53:27 +1000 (EST)
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9604221339.ZM10801@denali.icemt.iastate.edu> from "Uli Lechner" at Apr 22, 96 01:39:57 pm
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Status: O

> Hi!
> 
> In order to get rid of a strange Moire effect that I had
> with my flt database using  Performer 2.0.1 (ogl) I forced
> PFTEX_MIPMAP_TRILINEAR for my textures via
> pfTexFilter(tex, PFTEX_MINFILTER, PFTEX_MIPMAP_TRILINEAR);
> 
> This takes care of the Moire effect but now I have vertical lines
> on my screen at a specific distance.
> This happens on an RE2 with 2RM5 but not on our RE2 with 2RM4.
> Any ideas?

Errrk!

Last time we had vertical lines all over everything it turned out to be
a faulty RM board!  (On the bright side it was easy to fix ---
eventually!)

+----------------------------------------------------------------------------+
  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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Date: Tue, 23 Apr 96 07:19:52 0200
From: Johan Isaksson <johan@clarus.se>
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Unsubscribe me please. Thanks.

Johan Isaksson
------------------------------------
Prosolvia Clarus AB
G=E5rdav=E4gen 1    S-412 50  G=F6teborg    Sweden
Tel: +46 (0)31 703 5118     Fax: +46 (0)31 703 5120
Email: johan@clarus.se    Web: http://www.prosolvia.se, http://www.clarus.s=
e


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Status: O

Unsubscribe me Please.



From guest  Tue Apr 23 03:44:54 1996
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Date: Tue, 23 Apr 1996 12:31:32 +0200 (MET DST)
From: Morten Eriksen <mortene@pvv.unit.no>
To: info-performer@sgi.sgi.com
Subject: Re: Mousebutton interrupts?
In-Reply-To: <9604221132.ZM6815@lee.electrogig.com>
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On Mon, 22 Apr 1996, AnitaKishore wrote:

> On Apr 22,  6:50pm, Morten Eriksen wrote:
> > Subject: Mousebutton interrupts?
> > Hi,
> >
> > I just wanted to hear if anyone on the list have some code (or ideas)
> > on how to set up an interrupt catching mousebutton presses in a
> > Performer application?
> >
> > I need an interrupt routine because polling won't be fast enough if
> > the frame rate drops a bit (I've got a small handweapon connected to
> > one of the mousebuttons for detecting trigging of shots, and the
> > "button down" period of the gun is rather short).
> >
> > Regards,
> > Morten
> >-- End of excerpt from Morten Eriksen
> 
> 
> 
> Attached below is a sample program in c++  for catching mouse events using
> performer utilities functions. Since this is based on X, I think it
> will be interrupt driven and not poll based. Hope this helps.
> 
> -anita

Thanks for the source. There's two problems though; I'm using a GL
window instead of an X window, and I'm using Performer 1.2, not 2.0.

I guess I could change the input type from GL to X fairly easy, but I
wonder what the equivalent of the following code would be under 1.2:

[SNIP]
> #include <Performer/pfui.h>
[SNIP]
> pfuEventHandlerFuncType eventHandler(int, void *, pfuCustomEvent *);
[SNIP]
>     pfuInitInput(pw, PFUINPUT_X);
>     pfuInputHandler(eventHandler, ButtonPressMask);
[SNIP]
> pfuEventHandlerFuncType eventHandler(int dev, void *val,
>                                      pfuCustomEvent *pfuevent)
> {
> 
>     XEvent *event = (XEvent *) val;
> 
>     if (event->type == ButtonPress)
>     {
>         printf("Hello, World!\n");
>         if (event->xbutton.button == Button1)
>         {
>             printf("Button1 pressed\n");
>             getSharedData();
>         }
>         else if (event->xbutton.button == Button2)
>             printf("Button2 pressed\n");
>         else if (event->xbutton.button == Button3)
>             printf("Button3 pressed\n");
>     }
> }
[SNIP]

..as some of the data types, some of the functions and the include
file does not exist in 1.2.

I did also try to simply use the GL 'qdevice' call with 'RIGHTMOUSE'
as parameter, and then to check for right mousebutton presses in
perfly's processKeybdInput(), but to no avail.

Any further help would be greatly appreciated. (And just to clearify
my first mail a bit: the purpose of doing this is to be able to catch
_all_ individual mousebutton presses with a high level of accuracy
(polling is not good enough) - even several mousebutton clicks during
the same frame, if possible).

Regards,
Morten Eriksen


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Subject: pfHit/isect/pick: confused by manuals/example
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Status: O

confusion with the pfHit datastructure used for picking/intertsection.
    i wrote to document it for myself and to deconfuse me just be getting it out
    of my head onto paper/elektrons. I hope its of some use to other.

    LOCATION:
	 $PFHOME/usr/share/catman/p_man/cat3/Performer_libpf_c++/pfChannel.z

    i found the declaration for picking in a channel. this is the same like
    at some other places(eg: Intersection):

	int pfChannel::pick(
	    int mode, float px, float py,
	    float radius,
	    pfHit **picklist[]
	);

    what im interested in is the pfHit datastructure defining my Hit. because we 
    can have more then one Hit we need an array. 
    as doctumented ::pick will return a pointer to an INTERNAL list of pfHits. 

    LOCATION:
	$PFHOME/usr/include/Performer/pf/pfIsector.h
---
    class _pfIsector : public pfTraverser
    {
    PFINTERNAL:
	_pfIsector();
    
    
    PFINTERNAL:
	...
    
	pfHit               *hits[32];      // array of pointers to hits

	...
---
    this is the declaration where I found the datastructure I get a handle to.

    In the examples:

    LOCATION:
	$PFHOME/usr/share/Performer/src/pguide/libpf/C++/intersect.C
---
	pfHit **hits[32];
	isect = root->isect(&segset, hits);
	if (isect)
	{
	    pfVec3 pnt, xpnt;
	    pfMatrix xmat;
	    (*hits[0])->query(PFQHIT_POINT, pnt.vec);
	    
	    ...
---
    which works ! BUT its plain wrong !
    /* hits here */  pfHit** hits[32];	// is identical(a least to some degree) to 
                     pfHit*** hits;	// 

    isect will contain the number of hits. this example(and most of what i found)
    is dereferencing always hits[0] for query. when isect > 1 and the application
    dereferences hits[i > 0] it coredumps. 

    as manuals say we get a pointer to an INTERNAL list os hits. 
	pfHit *hits[32];    // in $PFHOME/usr/include/Performer/pf/pfIsector.h

    pfChannel::pick( ... ) has to have a place where to store this
    pointer to an array of pointer to pfHit structures.

    pfChannel::pick( ... ) is writting exacly one pointer(4 bytes) to the address
    given as the last parameter. so the last parameter in this call is
	    a: pfHit*** hits;
    and
	    pfHit **hits[32]; // is such a pointer

    but this is an array of 32 pointer to pointer to pfHits. and in the very first
    entry hits[0] will stand the result of the ::pick call. 
    address hit[i > 0] will not be touched by the  ::pick(...) call

    in the implementation of ::pick(...) must ne something like:
    
    LOCATION:
	$SILICON_GRAPHICS: location unkown :-)
---
	int pfChannel::pick(
	    int mode, float px, float py,
	    float radius,
	    pfHit **picklist[]
	) {

	    ...
	    
	    *picklist = _pfIsector::hits;   
	    
	    ...
	}
---
    
    which tempted me to implement the following:

    LOCATION:
	$DIRK_LUESEBRINK: D-FACTS bv  :e-mail crux@artcom.de
---
	pfHit** hits;
	long picks = chan->pick(mode, px, py, radius, &hits);
	for(int i = 0; i < picks ; i++) {
	    pfHit* hit = hits[i];
	    
	    ...
	}
---
    which works well and let me loop over the collection of hits i have.
    (it saves me 31 * 4 bytes on the stack( hits[1..31]) :-)


    
    Dirk Luesebrink
    
    'having serious fun with sirius boards'


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From: Ion Barosan <I.Barosan@urc.tue.nl>
Message-Id: <199604231226.OAA12615@asterix.urc.tue.nl>
Subject: 3DS-FORMAT
To: info-performer@sgi.sgi.com
Date: Tue, 23 Apr 1996 14:25:58 +0200 (MDT)
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Hi,

I would like to load the 3DS file (also with animation) in a Performer application.
The 3DS loader, that comes with Performer2.0, can read only 3DS-models (?????)
but not also the animation of the camera.
Is there a way to get the 3DS file specification ?

Thanks,
  -Ion.


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From: "Scott Young" <syoung@motown.detroit.sgi.com>
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Unsubscribe me Please.

-- 

< SCOTT YOUNG   Systems Engineer-Silicon Graphics  (810)615-2166  >


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unsubscribe echan@buzz.hisd.harris.com


From guest  Tue Apr 23 08:01:48 1996
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Date: Tue, 23 Apr 1996 16:21:14 +0200 (MET DST)
From: Morten Eriksen <mortene@pvv.unit.no>
To: info-performer@sgi.sgi.com
Subject: Alpha information in lrectwrite
Message-Id: <Pine.SOL.3.91.960423160913.6142A-100000@datter.pvv.unit.no>
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Status: O

I'm fiddling around with the lrectwrite() function to try to make the
alpha component of the color values work correctly. No combination of
zfunction(), zwritemask() and zbuffer() seems to work for me, so my
question is how should I set the state of GL to make the alpha
component work? And how is the alpha component connected to the level
of transparency (is 0x00 or 0xff complete transparency?)?

What I want to do is basically have a cursor drawn, over the 3D
graphics, in PostDraw() with some completely transparent areas.

Regards,
Morten Eriksen


From guest  Tue Apr 23 09:02:14 1996
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From: "Uli Lechner" <uli@icemt.iastate.edu>
Message-Id: <9604231048.ZM24365@kix.icemt.iastate.edu>
Date: Tue, 23 Apr 1996 10:48:30 -0500
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: Texture-Problem" (Apr 23,  1:29am)
References: <9604221339.ZM10801@denali.icemt.iastate.edu> 
	<9604230129.ZM28859@bitch.reading.sgi.com>
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To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Hi!

I'm afraid you are right that we have a hardware problem here
since I see the same stripes viewing my database in modelgen;
The stripes occur only in the viewing window and not all over
the screen.

(By the way not all of our textures are square.
We saw the problem using IRIX6.2beta and IRIX6.2.)



Uli


From guest  Tue Apr 23 09:06:27 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Tue, 23 Apr 1996 16:50:03 +0100
In-Reply-To: Morten Eriksen <mortene@pvv.unit.no>
        "Alpha information in lrectwrite" (Apr 23,  4:21pm)
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To: Morten Eriksen <mortene@pvv.unit.no>, info-performer@sgi.sgi.com
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On Apr 23,  4:21pm, Morten Eriksen wrote:
> Subject: Alpha information in lrectwrite
> I'm fiddling around with the lrectwrite() function to try to make the
> alpha component of the color values work correctly. No combination of
> zfunction(), zwritemask() and zbuffer() seems to work for me, so my
> question is how should I set the state of GL to make the alpha
> component work?

blendfunction is what you need.

> And how is the alpha component connected to the level
> of transparency (is 0x00 or 0xff complete transparency?)?
>

Depends on your blendfunction parameters. Usually 0x00 is transparent &
blendfunction (BF_SA, BF_MSA) is used. This would reverse if you switched the
blendfunction arguments. You have lots of flexibility to do lots of things with
your blendfunction.

> What I want to do is basically have a cursor drawn, over the 3D
> graphics, in PostDraw() with some completely transparent areas.
>
> Regards,
> Morten Eriksen
>
>-- End of excerpt from Morten Eriksen



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


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To: info-performer@sgi.sgi.com
Subject: meshes and culling
Date: Tue, 23 Apr 1996 12:54:05 EDT
From: Jean-Marc Vezien <jmv@grip.cis.upenn.edu>
Status: O



I have a question concering the culling process, or
more precisely how I can use it to my own goals:

I create and
render several pfGeode's which are triangle meshes.
I wan't to display them and test things like
intersections, visibility, etc. I can do that
in software, but I was wondering if one
can extract information 
(eg. their id and to which pfGeode they belong)
 from the triangles that have
 been determined visible through the culling process.


Thanks for any info,


Jean-Marc.



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From: "Marco Tartaglia" <marco@infobyte.it>
Message-Id: <9604231925.ZM1962@marco.infobyte.it>
Date: Tue, 23 Apr 1996 19:25:32 +0000
X-Face: %uBtZt;(b5oh@P}@PgP*rG+TNcP`MK6Z4Z,W>]L$.O]$."Cc@l2s2Yc)hW5%o|X=-p_.\1{
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Subject: format texture
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Status: O


Hello Performer guys,

I need to speed up the texture loading and reduce the amount of disk and memory
space.
Since in my application I have power of two textures, no mipmap filter, static
image, I think all I have to do is:

1. (just for one time) build a program that load my 'unformatted' textures,
format them and save on disk the formatted textures;

2. (in regular loading stage) load from the disk only already formatted
textures with the PFTEX_SUBLOAD_FORMAT option:

	image = pfMalloc(...);
	read_image(image, ...);
	tex = pfNewTex(...);
	pfTexFormat(tex, PFTEX_SUBLOAD_FORMAT, PF_ON);
	pfTexImage(tex, image, ...);

And so the questions:

- Do you think it's possible ?

- Is there a way in Performer to get a pointer/handle of the formatted copy of
a texture ?

My configuration is : RE2, Performer 2.0 (IrisGL and OpenGL) and I use 900 Mb
of RAM for unformatted and formatted textures.

thank you

marco


-- 
Marco Tartaglia                                                    Infobyte Spa
VR R&D Software Engineer                              Via della Camilluccia, 67
E-mail marco@infobyte.it                                     00135 Roma - Italy
Tel +39-6-35572210                                           Fax +39-6-35572300


From guest  Tue Apr 23 12:18:23 1996
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From: Ion Barosan <I.Barosan@urc.tue.nl>
Message-Id: <199604231322.PAA19492@asterix.urc.tue.nl>
Subject: 3DS
To: info-performer@sgi.sgi.com
Date: Tue, 23 Apr 1996 15:22:52 +0200 (MDT)
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Status: O

HI,


The file "3dsftk.h" (/usr/share/Performer/src/lib/libpfdb/libpf3ds/3dsftk) contains
a lot of information about the 3DS file structure and a lot of functions.
It seems that the animation also is handled. Are those functions described in
"3dsftk.h" used by the loader ?
Could they  be used as an interface to the 3DS file structure ?

Best Regards,
 -Ion.


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From: Allen Bierbaum <allenb@icemt.iastate.edu>
To: "'Performer List'" <info-performer@sgi.sgi.com>
Date: Tue, 23 Apr 1996 19:29:53 -0500
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Status: O

Performers,
		For input processing in my current program, I hacked the input code =
from /usr/share/Performer/src/pguide/C++/detail.C.  I only use the input =
processing from here.  In other words, I use pfuMouse and pfuEventStream =
to do auto input for a variety of Xformers.  I needed the ability to =
switch between fly, drive, and trackball modes.  This was the only =
program example that I found to do all this.

	My program (and detail.C) work fine as long as I compile -32, but if I =
try -N32 or -64, I have problems.  They compile correctly, but when the =
view comes up, it is as if they receive no input data.  I traced the =
programs through a debugger, and it seems as if the draw loop is doing =
it's thing fine.  The program just doesn't accept any input.  I next =
tried to compile some other program samples included with Performer to =
see if they allowed input compiled in this way.  I compiled the programs =
in the libpfui directory.  They work fine, but they don't use the same =
method for input.  In fact they seem to use a much more difficult and =
cumbersome way to handle input and xformers. =20

	My question is, have I just run across a known limitation in the event =
processing code, or is there an error in the detail.C program sample???=20

I was unable to find any more samples that do input in this way, so I =
could not check the code for correctness.  I really need to be able to =
compile N32 or 64 because I would like to use STL in some of my current =
code.  It seems that the N32 and 64 bit SGI compilers only support the =
more advanced features of C++ needed.

	Can anyone help me???

-Allen
allenb@iastate.edu
ISU CAVE++
RA - Dr. Carolina Cruz-Neira




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From: "Don Hatch" <hatch@hell.asd.sgi.com>
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Date: Tue, 23 Apr 1996 18:17:01 -0700
In-Reply-To: Allen Bierbaum <allenb@icemt.iastate.edu>
        "" (Apr 23,  7:29pm)
References: <01BB314B.44AE4340@helser75.res.iastate.edu>
X-Face: /7QDEc=iPrsQG=j>iQo4F||T'ys-t--1bb9IJ9qo~4|i0nB|OG%gK}I3J2{/u*-q.I8=OSv/&K}V(pw:~5aIV!Y4:y+Vk#AAX)|i'B-jHf+r(?U'"B'9"D|<-(/1PD32tUN
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To: Allen Bierbaum <allenb@icemt.iastate.edu>,
        "'Performer List'" <info-performer@sgi.sgi.com>
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Status: O

On Apr 23,  7:29pm, Allen Bierbaum wrote:
> Subject: 
> 
> [ plain text
>   Encoded with "quoted-printable" ] :
Performers,
> 		For input processing in my current program, I hacked the input code from /usr/share/Performer/src/pguide/C++/detail.C.  I only use the input processing from here.  In other words, I use pfuMouse and pfuEventStream to do auto input for a variety of Xformers.  I needed the ability to switch between fly, drive, and trackball modes.  This was the only program example that I found to do all this.
> 
> 	My program (and detail.C) work fine as long as I compile -32, but if I try -N32 or -64, I have problems.  They compile correctly, but when the view comes up, it is as if they receive no input data.  I traced the programs through a debugger, and it seems as if the draw loop is doing it's thing fine.  The program just doesn't accept any input.  I next tried to compile some other program samples included with Performer to see if they allowed input compiled in this way.  I compiled the programs in the libpfui directory.  They work fine, but they don't use the same method for input.  In fact they seem to use a much more difficult and cumbersome way to handle input and xformers.  
> 
> 	My question is, have I just run across a known limitation in the event processing code, or is there an error in the detail.C program sample??? 
> 
> I was unable to find any more samples that do input in this way, so I could not check the code for correctness.  I really need to be able to compile N32 or 64 because I would like to use STL in some of my current code.  It seems that the N32 and 64 bit SGI compilers only support the more advanced features of C++ needed.
> 
> 	Can anyone help me???

This is a bug in libpfutil's input handling that only
manifests in N32 and N64, and will be fixed in Performer 2.1
and future patches.
You can fix it yourself by changing and recompiling libpfutil;
here is the relevant portion of the Performer 2.1 release notes:

|   Intermittent loss of input:
|	This was a bug in pfu input handling. The return value of XPeekEvent()
|	in IRIX 6.2 is random data. The workaround is in Performer 2.1, but
|	existing Performer 2.0 and Performer 2.0.1 customers can resolve this
|	by changing the IRIS Performer utility library source code for
|	input.c to make the main loop as follows:
|
|	    while (!DeviceInput->exit)
|	    {
|		if (!DeviceInput->inited)
|		    openXInput(p);
|
|		if (DeviceInput->inited)
|		{
|		    /* does not return a value */
|		    XPeekEvent(theDisplay, &event);
|
|		    collectXInput();
|		}
|	    }

Don

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



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From: "Ng Kian Bee, SIT/CS" <ngkb@nyp.ac.sg>
To: Angus <dorbie@bitch.reading.sgi.com>,
        performer <info-performer@sgi.sgi.com>
Subject: URGENT: Looking for VR company near bay area California
Date: Wed, 24 Apr 96 09:23:00 PDT
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Hi,

I'm posting this on behalf of my colleage. He needs this help urgently. 
Could someone help.

He needs to know if there are any company famous in doing VR work at the bay 
area
of California. (I hope I got him right!) As long as companies doing VR work 
at that area he
would like very much to get their contacts, addresses etc. Anyone knows?

Please reply me at my email address.
ngkb@nyp.ac.sg

Millions thanx!

Rgds.
Kian
ngkb@nyp.ac.sg


From guest  Tue Apr 23 23:08:37 1996
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Subject: pfMorph
To: info-performer@sgi.sgi.com
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This might be a long shot, but has anyone experienced apparent problems
with pfMorph node in multiprocess mode. Specifically, I am defining the 
pfMorphAttr's in the CULL phase and later specifying the pfMorphWeights and 
calling pfEvaluateMorph node, all also the CULL phase.

The manual seems to imply usually evaluating the pfMorph node in the 
APP phase, but I need to do it in the CULL phase.

Are there any fundamental problems with this? I suppose the pfCycleBuffers
which are used automagically by pfMorph will act correctly?

Any comments appreciated...


-Daniel.



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


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From: "Wolfgang Baudler" <baudler@lulu.gsf.de>
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Date: Wed, 24 Apr 1996 09:50:36 -0600
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Subject: Integrating Input-Devices into Performer
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Hello,

I would like to use some different input-devices (Data-Glove,
Tracking System etc.; we wrote device-drivers already) and I wonder
how to integrate this devices into Performer 2.0 so I get new
functions like the Performer Xformer functions pfiNewTDFXformer and
pfiSelectXformerModel.

I think I have to use C++ in order to achieve this in a good way.

Does anybody know, where I can find source-code examples which could help
me in doing this? How else is using non-standard-devices with Performer?

Thank you.


Bye

Wolfgang



-- 
-------------------------------------------------------
Wolfgang Baudler
GSF/MEDIS - Forschungszentrum fuer Umwelt u. Gesundheit
Ingolstaedter Landstr. 1, 85764 Oberschleissheim

Neuherberg / Munich - Germany

email: baudler@gsf.de  Tel.: +49 (0) 89/3187-4463
                       Fax.: +49 (0) 89/3187-3326
-------------------------------------------------------

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Hello:

Does anyone know where to find an example that uses intersection testing in a separate process?


Dave Heskamp


Lockheed Martin	Tactical Defense Systems	
1210 Massillon Road			
Akron, Ohio 44315-0001		
	
phone: (330) 796 - 5383
fax:   (330) 796 - 7009
email: dheskamp@ldsa.com


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From: Ulf Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR AB 
  <Ulf_Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR_AB.MANDATOR@mandator.se>
Date: 24 Apr 96 13:07:50 
Subject: Flight dynamics
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A couple of months ago, some of you discussed flight-dynamics using quaternions.
Someone had a web-address where you could find an article about it, does anyone
remember this address. I could not find it in the monthly archives.

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Status: O


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Date: Wed, 24 Apr 1996 14:51:52 -0600
From: Luz Marina Tinjaca <luz@aguirre.ing.unifi.it>
Subject: Loader Inventor V2.1 ascii
To: info-performer@sgi.sgi.com
Cc: luz@aguirre.ing.unifi.it
Message-id: <9604241451.ZM6280@smoke>
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hi ,


I need to load in Performer 1.2 the objects in format Inventor V2.1 ascii , but
the  loader that I have ,load only objects with format inventor V1.0 , anyone
have a loader for this format  or can say me  the way to change the version ?

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: "Rob Jenkins" <robj@barney.reading.sgi.com>
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Date: Wed, 24 Apr 1996 14:51:15 +0100
In-Reply-To: Luz Marina Tinjaca <luz@aguirre.ing.unifi.it>
        "Loader Inventor V2.1 ascii" (Apr 24,  2:51pm)
References: <9604241451.ZM6280@smoke>
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you can change the version of Inventor files with /usr/sbin/ivdowngrade
 which is installed from inventor_eoe.sw.inventor. Also you can read V1 files
into gview and if you save the current scenegraph from gview to a .iv file it
will be the version of Inventor you are running ( probably only works going
V1->V2.x ).

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins, Software Support Group, Silicon Graphics UK Ltd.       
Forum 1, Station Road, Theale, Reading, UK, RG7 4SB. 
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        I second the motion!  If anyone has examples, please post to the mailing 
        list.
        
        
        Don Tidrow
        Visual Simulation Developer
        US Army TACOM


______________________________ Reply Separator _________________________________
Subject: intersection processing thread
Author:  dheskamp@ldsa.com at TWLAN-SMTP
Date:    4/24/96 6:58 AM


Hello:

Does anyone know where to find an example that uses intersection testing in a 
sep
arate process?


Dave Heskamp


Lockheed Martin	Tactical Defense Systems	
1210 Massillon Road			
Akron, Ohio 44315-0001		
	
phone: (330) 796 - 5383
fax:   (330) 796 - 7009
email: dheskamp@ldsa.com

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See pubs on:

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

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| Michael R. Macedonia, Ph.D.  	| URL:   http://www.crcg.edu	|
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On 24 Apr 1996, Ulf Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR AB wrote:

> A couple of months ago, some of you discussed flight-dynamics using quaternions.
> Someone had a web-address where you could find an article about it, does anyone
> remember this address. I could not find it in the monthly archives.
> 

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From: "Ray Twiddy" <rltwiddy@ohio.neiddd.com>
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TO: SGI Performer developers and
    All who are interested in geocentric terrain models

When will Performer provide access to double precision in both
modeling and matrix operations similar to those in OpenGL (glRotated,
glTranslated, glLoadMatrisd, glMultMatrixd, etc.)?

We are developing a "real" world simulation system using a geocentric
coordinate system and, therefore, require the accuracy of double precision.
Currently, we are applying an offset to our terrain database in order to gain
a few decimal places in floating point precision.

-Ray

-- 
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Thanks to Scott O' for his code fragment.  I found a more detailed code 
fragment in the man page for pfIsectFunc.

Does anyone have a complete working example such as "intersect.C" that uses a 
forked intersection process?


Dave Heskamp


Lockheed Martin	Tactical Defense Systems	
1210 Massillon Road			
Akron, Ohio 44315-0001		
	
phone: (330) 796 - 5383
fax:   (330) 796 - 7009
email: dheskamp@ldsa.com



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Date: Wed, 24 Apr 1996 10:38:51 -0700
From: mtj@babar.asd.sgi.com (Michael T. Jones)
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To: info-performer@sgi.sgi.com, rltwiddy@ohio.neiddd.com
Subject: re: Double Precision Support in Performer
Status: O

Ray writes:

:When will Performer provide access to double precision in both
:modeling and matrix operations similar to those in OpenGL (glRotated,
:glTranslated, glLoadMatrisd, glMultMatrixd, etc.)?

Careful here. OpenGL lets you pass double-precision values into the
functions, but all implementations that I'm aware of immediately
convert them to single-precision floating point before taking any
further steps, such as translations, matrix stack operations, etc.
To be clear, the results from using SP and DP would be exactly the
same on every machine that IRIS Performer operates on, were we to
support double precision. 

Given that, there is one argument for and one against direct Performer
support for double precision. For: an application may use the geoset 
data for it's own purposes and need the extra precision. This is a
good argument. Against: we'd get half of the effective bus bandwidth 
since we'd send 8-bytes rather than 4 for each vertex, and the GFX
subsystem would be busy tossing out the extra bytes as it's first
task. This would mean lower performance. Our choice: single-precision,
lower data traffic, and greater performance until such time as the 
machine would really use the extra precision.

:We are developing a "real" world simulation system using a geocentric
:coordinate system and, therefore, require the accuracy of double precision.

I'd agree with "desire", but not with "require". The reason is...

:Currently, we are applying an offset to our terrain database in order to 
:gain a few decimal places in floating point precision.

...that this approach works well when carefully implemented. What you
need are some non-performer DP values:
   a DP eyepoint location, 
   a DP global origin, and,
   a DP local origin for each big chunk of your world. 
(The maximum chunksize should be limited to about 1/2 the dynamic range 
of SP given your chosen model coordinate system epsilon).

In operation (method A):
   put the eye wherever you want (DP).
   put the global origin at the eye (DP).
   set the performer eye to 0,0,0. (SP is fine for this ;-)
   for each chunk
      compute chunkOffset as chunkOrigin - globalOrigin (DP)
      (this is the happy part ... even though the two numbers
      above are DP, the difference fits into a SP number nicely)
      set performer DCS for chunk to chunkOffset (SP)
   pfFrame();

Alternate method (saves one DCS, under the eye). Make sure you *really* 
understand method A before thinking about this.
   put the eye wherever you want (DP).
   figure out which chunk is under the eye -- the "localChunk".
   set the global origin to the localChunk's origin. (DP)
   compute eyeOffset as eyepoint - globalOrigin;
      (though these subtrahends are DP, their difference is 
      representable in SP)
   set the performer eye to eyeOffset
   for each chunk
      compute chunkOffset as chunkOrigin - globalOrigin (DP)
      (this is the happy part ... even though the two numbers
      above are DP, the difference fits into a SP number nicely)
      set performer DCS for chunk to chunkOffset (SP)
   pfFrame();

Once it all makes sense to you, implement method B if there is much
complexity in your database. The advantage of B is that there's no
matrix (or just an identity matrix) in the performer scene graph above
it, so that libpr geoset bounding box culling will be performed. This
can be a big win in the local area when many cultural features are
present and geodes contain many geosets.

Someday, perhaps Performer will provide double precision values
for the eyepoint and global offset in the pfChannel, and either a
special pfOrigin node or a new semantic for DCS nodes to make the
implementation of methods A and B automatic. Until then, the code
outlined above is identical to what we'd do--just as efficient and
probably better since it makes the relationships between the chunk
dynamic ranges and SP/DP precisions more exposed and thus likely
more widely understood.

Michael "Think Globally, Offset Locally" Jones

P.S. the case for DP geoset data so that CAD modelling tools, FEA
     programs, and such have access to the high-precision data
     that they need is a good one and not one that's lost on us.

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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unsubscribe

-- 
                                               _______                 
David Edgemon                                     |                    
Nichols Research Corp.        \__________________(*)__________________/
dave@cirrus.redstone.army.mil         Huntsville Soaring Club          

From guest  Wed Apr 24 12:56:26 1996
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We've been seeing a lot of unsubscribe/subscribe requests to the list of 
late, and for very good reason.

It seems that the majordomo at SGI is broken -- doesn't seem to like 
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Any admins @ SGI want to take a look?

-sasha

------------
sasha eysymontt = sage@thecia.net
webdesigner/webmaster @ complete internet access = cambridge, ma
operagraphics '96 = http://www.thecia.net/cia/staff/sage


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From: "Dietrich Opitz" <dio@squash.mpik-tueb.mpg.de>
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Date: Wed, 24 Apr 1996 22:48:51 +0000
In-Reply-To: Mike Macedonia <mmacedon@crcg.edu>
        "Re: Flight dynamics" (Apr 25, 11:44am)
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Subject: Static db loaders
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Status: O

Hi,

is there a way to link the loader for flt-files static under
Performer 2.0 ?

I want to create an all included fat binary, but i got complains
like:

PF Warning:  pfdFindConverterDSO() - Could not load DSO for extension "flt"
PF Warning:  pfdLoadFile() - Unable to load file boat.flt because of problem
finding pfdLoadFile_flt

Any help?

Dietrich Opitz

--

-- 
Dietrich Opitz

MPI fuer biologische Kybernetik
Spemannstr. 38
72076 Tuebingen
GERMANY  

Tel: ++49(7071) 601 606
FAX: ++49(7071) 601 575
e-mail: dio@mpik-tueb.mpg.de

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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: Dietrich Opitz <dio@squash.mpik-tueb.mpg.de>
Cc: info-performer@sgi.sgi.com
Subject: Re: Static db loaders
Date: Thu, 25 Apr 1996 08:20:19 GMT
Organization: Pera
Message-Id: <317f35bd.3357000@post.demon.co.uk>
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On Wed, 24 Apr 1996 22:48:51 +0000, you wrote:

>Hi,
>
>is there a way to link the loader for flt-files static under
>Performer 2.0 ?
>
>I want to create an all included fat binary, but i got complains
>like:
>
>PF Warning:  pfdFindConverterDSO() - Could not load DSO for extension "flt"
>PF Warning:  pfdLoadFile() - Unable to load file boat.flt because of problem
>finding pfdLoadFile_flt

Don't know if the loader library name is different for Performer 2.0
(we are still waiting to get it) but if you have got libpfflt.a on
your machine you can link with it by specifying -B static before
-lpfflt when you link.

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

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From: "Dietrich Opitz" <dio@squash.mpik-tueb.mpg.de>
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Date: Thu, 25 Apr 1996 10:22:04 +0000
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Hi,

it was just a problem with the Makefile i used. Is fixed now.

Sorry.

Dietrich

--


-- 
Dietrich Opitz

MPI fuer biologische Kybernetik
Spemannstr. 38
72076 Tuebingen
GERMANY  

Tel: ++49(7071) 601 606
FAX: ++49(7071) 601 575
e-mail: dio@mpik-tueb.mpg.de

From guest  Thu Apr 25 04:30:18 1996
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From: dheskamp@ldsa.com
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To: info-performer@sgi.sgi.com
Subject: MP isect data passing
Date: Thu, 25 Apr 96 07:22:21 EDT
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Hello:

I have successfully forked an intersection process, and passed data to it from my application process using 
pfPassIsectData.  I then update the Isect data in the Intersection process and call pfGetIsectData from the application 
process.  I DO NOT see the updated data in the application task.

My question:  How does one pass data back from the Intersection process to the application process.  pfGetIsectData 
does not appear to work!


Dave Heskamp


Lockheed Martin	Tactical Defense Systems	
1210 Massillon Road			
Akron, Ohio 44315-0001		
	
phone: (330) 796 - 5383
fax:   (330) 796 - 7009
email: dheskamp@ldsa.com


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From: Elena Liria <Elena.Liria@irisa.fr>
Date: Thu, 25 Apr 1996 14:31:49 +0200
Message-Id: <199604251231.OAA06927@picasso.irisa.fr>
To: info-performer@sgi.sgi.com
Subject: pfMakeLookat???
Status: O


I'll like to know if there is any kind of function in Performer -lib- C++
to manage the point of view,( by changing its angles (h,p,r) or the angles and the position or the position only), in order to follow all the time a pfDCS's translation.
Giving the pfDCS's translation, the camera has to be all the time looking at the objet.

Elena Liria

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From: Andrew Ng <nga@division.co.uk>
To: "'Performer Mailing List'" <info-performer@sgi.sgi.com>
Subject: Reducing latency in multi-process mode.
Date: Thu, 25 Apr 1996 13:29:16 +-100
Mime-Version: 1.0
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Status: O

Hi,

I've been trying to implement a method for reducing the latency of the =
view position when rendering in multi-process mode in Performer 2.0. =
Basically the method is to over cull in the CULL stage and then to =
insert the current view position into the DRAW stage from the APP.

I've managed to achieve the over culling, and the insertion of the view =
position into the DRAW using pfLoadMatrix in the draw callback. However, =
the problem I'm facing now is the synchronization between the APP and =
the DRAW. This is particularly important when dealing with multiple =
channels and pipes which need to stay in sync. Basically I need to =
somehow ensure that the DRAW gets the latest view position that the APP =
has received, but at the same time for multiple channels and/or pipes, I =
need to make sure that all the DRAW stages get the view positions from =
the same sample time in the APP, otherwise the views will drift.

I've been looking at the Performer multi-process model, trying to =
understand how it behaves in the various phase modes, in order to try to =
find a solution to the  problem above. In particular how it works when =
there are multiple channels and/or multiple CULL and DRAW processes. =
What exactly does pfSync and pfFrame do in these situations? How do the =
processes synchronize to each other?

Any help, suggestions or comments would be greatly 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. UK.                              Fax: +44 (0)1454 =
615532



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Date: Thu, 25 Apr 1996 07:09:55 -0700
From: mtj@babar.asd.sgi.com (Michael T. Jones)
Message-Id: <199604251409.HAA15650@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com, nga@division.co.uk
Subject: RE: Reducing latency in multi-process mode
Status: O

Andrew writes:
: I've been trying to implement a method for reducing the latency of the
: view position when rendering in multi-process mode in Performer 2.0. 
: Basically the method is to over cull in the CULL stage and then to
: insert the current view position into the DRAW stage from the APP.

Note that a new feature in IRIS Performer 2.0 was the ability to have
separate cull and viewing volumes for just this reason. Its documented
in the man pages but the best example is to see what happens when the
'z' key is pressed in Perfly -- look at that code for an example.

: I've managed to achieve the over culling, and the insertion of the view
: position into the DRAW using pfLoadMatrix in the draw callback. However,
: the problem I'm facing now is the synchronization between the APP and
: the DRAW. This is particularly important when dealing with multiple
: channels and pipes which need to stay in sync. Basically I need to
: somehow ensure that the DRAW gets the latest view position that the APP
: has received, but at the same time for multiple channels and/or pipes, I
: need to make sure that all the DRAW stages get the view positions from
: the same sample time in the APP, otherwise the views will drift.

You have view position as a per-frame update stream from a head-tracker 
and simply need to get that value consistently in all channels and in
all pipelines. The Performer channel pass-through data is not what you
need here. What you need would seem to be a time-stamped (or rather,
destination frame stamped) list of view parameters in shared memory
that is consulted in the channel pre-draw callback to update the view.

Note that since each channel on the same pipe is drawn consecutively,
just grabbing the latest parameters is not sufficient. You'll also 
need to pay attention to the "frame id" which is something that you
should send down through the channel pass-through data mechanism.

: I've been looking at the Performer multi-process model, trying to
: understand how it behaves in the various phase modes, in order to try to
: find a solution to the  problem above. In particular how it works when
: there are multiple channels and/or multiple CULL and DRAW processes.
: What exactly does pfSync and pfFrame do in these situations? How do the
: processes synchronize to each other?

Just remember that in LOCK or FLOAT mode entire frames will be dropped
after an overload-frame event. This is why simple incrementing of the
frame ID in the draw callback won't be enough. (Presuming that there
are one or more frame overruns. If not, then there shoud be no problem.)

: Any help, suggestions or comments would be greatly appreciated.

This approach can be made to work well. It's been used in theme-park
rides and other head-tracked applications.

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: Thu, 25 Apr 1996 09:09:26 -0700
From: kowsik@coryphaeus.com (Kowsik Guruswamy)
Message-Id: <9604250909.ZM4712@buggy.coryphaeus.com>
In-Reply-To: dheskamp@ldsa.com
        "MP isect data passing" (Apr 25,  7:22am)
References: <9604251122.153AE0@pc1197.ldsa>
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To: dheskamp@ldsa.com, info-performer@sgi.sgi.com
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On Apr 25,  7:22am, dheskamp@ldsa.com wrote:
> Subject: MP isect data passing
> Hello:
>
> I have successfully forked an intersection process, and passed data to it
from my application process using
> pfPassIsectData.  I then update the Isect data in the Intersection process
and call pfGetIsectData from the application
> process.  I DO NOT see the updated data in the application task.
>
> My question:  How does one pass data back from the Intersection process to
the application process.  pfGetIsectData
> does not appear to work!
>
>
> Dave Heskamp

pfPassIsectData is always downstream only. If you need to pass data from the
Isect process back to the APP, you need to put the results in a shared memory
segment maybe with a mutual exclusion lock. Not to mention framestamping it.

Probably, the easiest thing to do is to have a pfCycleBuffer and every frame
copy the necessary information to the Isect process and then get back the
results.

  cbuf->getCurData(); // Check to see if we have any hits

  // process the hits

  // fill cbuf with new data
  cbuf->changed();

K.

ps: Only catch is that you may not get the results of the collision immediately
in the next frame, since the number of pfCycleMemory's created by pfCycleBuffer
will be dependent on your APP, CULL, DRAW process model.


-- 
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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To: dheskamp@ldsa.com, info-performer@sgi.sgi.com
Subject: Re: MP isect data passing
Date: Thu, 25 Apr 96 12:47:22 EDT
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Thanks to  kowsik@coryphaeus.com  for an answer on intersection data passing.  I suggest that Silicon Graphics alter 
the man page for pfGetIsectData to be more explicit in this regard....


Dave Heskamp


Lockheed Martin	Tactical Defense Systems	
1210 Massillon Road			
Akron, Ohio 44315-0001		
	
phone: (330) 796 - 5383
fax:   (330) 796 - 7009
email: dheskamp@ldsa.com


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unscribe

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Date: Thu, 25 Apr 1996 12:03:53 -0500 (CDT)
From: Swaminathan <swami@evl.eecs.uic.edu>
To: info-performer@sgi.sgi.com
Subject: SIGSEGV in pfGroup::nb_cull
Message-ID: <Pine.SGI.3.91.960425120025.14453A-100000@zbox.eecs.uic.edu>
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Status: O

I sent this sometime ago, but didnt receive any replies. I still havent 
solved this problem; probably because it happens infrequently. Hope I'm 
lucky the second time around! Any leads will be greatly appreciated.
Thanks
Swami


---------- Forwarded message ----------
Date: Mon, 15 Apr 1996 20:04:06 -0500 (CDT)
From: Swaminathan <swami@zbox.eecs.uic.edu>
To: info-performer@sgi.sgi.com
Subject: SIGSEGV in pfGroup::nb_cull


I am having problems reminiscient of the nb_clean() kind. I am loading a
vrml scene into performer, and then bufferAddChild() all the respective
inlines, with a corresponding pfBuffer::merge() after each addChild. The
other suggestion of having a bounding sphere didnt work. The app runs
almost all the time, except when I give demos :-). And I get the following
in debugger when examining the core file.

Core from signal SIGSEGV: Segmentation violation
pfGroup::nb_cull(<stripped>) ["pfGroup.C":258, 0x5d47de14]

Thanks
Swami

P.S. The call stack is as follows.

pfGroup::nb_cull(<stripped>) ["pfGroup.C":258]
pfSCS::nb_cull(<stripped>) ["pfSCS.C":308]
pfGroup::nb_cull(<stripped>) ["pfGroup.C":247]
pfGroup::nb_cull(<stripped>) ["pfGroup.C":247]
pfGroup::nb_cull(<stripped>) ["pfGroup.C":247]
pfGroup::nb_cull(<stripped>) ["pfGroup.C":247]
pfGroup::nb_cull(<stripped>) ["pfGroup.C":247]
pfSCS::nb_cull(<stripped>) ["pfSCS.C":259]
pfSCS::nb_cull(<stripped>) ["pfSCS.C":308]
pfSCS::nb_cull(<stripped>) ["pfSCS.C":308]
pfGroup::nb_cull(<stripped>) ["pfGroup.C":247]
pfScene::nb_cull(<stripped>) ["pfScene.C":269]
_pfCuller::nb_cull(<stripped>) ["pfCuller.C":197]
pfCull(<stripped>) ["pfProcess.C":3295]
cbcull(<stripped>) ["pfChannel.C":60]
pfChannel::pf_callCullFunc(<stripped>) ["pfChannel.C":1797]
threadCull(<stripped>) ["pfProcess.C":3192]
doCull(<stripped>) ["pfProcess.C":3244]
doCullForkedDraw() ["pfProcess.C":3689]
mpCull(<stripped>) ["pfProcess.C":3553]
pfConfig(<stripped>) ["pfProcess.C":1630]
main(argc = 1, argv = 0x7fffaf2c) ["cave6u.c++":74]
__start() ["crt1text.s":133]



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From: "Franz Novak" <franzn@hobbes.vienna.sgi.com>
Message-Id: <9604252239.ZM1201@hobbes.vienna.sgi.com>
Date: Thu, 25 Apr 1996 22:39:24 +0000
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To: info-performer@sgi.sgi.com
Subject: Performer and 50hz Video
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi,

a customer sent us to following questions concerning live video-input
at 50 hz. Is this a known problem or is demo-code available where the
customer can see how this is done?


Here are the questions/problems:


Problem 1:
**********

 Hardware: Onyx RE2 / 4 RM5 / Sirius Option
 Library:  Performer 2.0
 Display:  50 Hz

 Problem:      We need to get a rendered scene with a live video-input at
               50hz framerate.

 What we do have now:
                We got a stable framerate of 50 hz, but as soon as we
                turn on the live video-input and drain it to the RM, the
                framerate drops to appr. 25 hz.
                We use  SIR_TEX_PACK_RGB_5 packing for the tex drain.


 What we tried:
                We tried to draw only the Live-Video Texture --> still
                appr. 25 hz framerate.
                We tried interleaved and non-interleaved --> no effect
                We tried PFTEX_LIST_APPLY and PFTEX_BASE_AUTO_SUBLOAD
                We tried to reduce the texture size from 1024*1024 to
                512*512 --> the machine crashed.

 Question: Is there a way of getting Live-Video- input to texture memory with
 a 50 frames/sec ?

 It seems to us that the video-transfer blocks the rendering completely,
 because the sirius option has to wait until it gets a complete frame.
 We could also live with a quality penalty of the live input, but our
 framerate has to be stable 50 hz.


Problem 2:
**********
 Hardware: Onyx RE2 / 4 RM5 / Sirius Option
 Library:  Performer 2.0
 Display:  50 Hz

 Problem:      How do we get a texture on a loaded graphic e.g: .obj ?


Problem 3:
**********

 Hardware: Onyx RE2 / 4 RM5 / Sirius Option
 Library:  Performer 2.0
 Display:  50 Hz

 Problem:      As soon as our Live-video-texture gets into view, it sometimes
 happens that the video-input is drained to the wrong textures.
 It seems that the sirius board sometimes writes into the wrong texture memory
 adress.



Thank you in advance for your help.

Best regards


Franz

-- 

  ***********************************************************************
 | Franz Novak           | System Engineer          |                    |
 | Silicon Graphics GmbH |                          |                    |
 | Modecenterstrasse 14  | franzn@vienna.sgi.com    |                    |
 | A-1030 Wien           | Phone: +43 1 7986848-517 | VoiceMail: 58025   |
 | Austria               | Fax:   +43 1 7986848-11  | Mail-Stop: IVA-309 |
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From: "Remi Arnaud" <remi@remi.asd.sgi.com>
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Date: Thu, 25 Apr 1996 14:54:02 -0700
In-Reply-To: Swaminathan <swami@evl.eecs.uic.edu>
        "SIGSEGV in pfGroup::nb_cull" (Apr 25, 12:03pm)
References: <Pine.SGI.3.91.960425120025.14453A-100000@zbox.eecs.uic.edu>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@remi.asd.sgi.com, Swaminathan <swami@evl.eecs.uic.edu>
Subject: Re: SIGSEGV in pfGroup::nb_cull
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Apr 25, 12:03pm, Swaminathan wrote:

>
> I am having problems reminiscient of the nb_clean() kind. I am loading a
> vrml scene into performer, and then bufferAddChild() all the respective
> inlines, with a corresponding pfBuffer::merge() after each addChild. The
> other suggestion of having a bounding sphere didnt work. The app runs
> almost all the time, except when I give demos :-). And I get the following
> in debugger when examining the core file.
>

 Do you have a callback associated to this last pfGroup ?
 Can you run the application in single cpu mode (-m0) to see if this is not a
dso loader problem ?



-- 


 o o  Remi ARNAUD - Silicon Graphics, Advanced Systems Dev    o o 
 o o  Mail Stop 590 - 2011 N. Shoreline Boulevard             o o 
 o o  Mountain View, California 94043-1389, USA               o o 
 o o  Tel: (415) 933 6208      Fax: (415) 965 2658            o o 

  



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Date: Fri, 26 Apr 1996 00:31:42 +0100
In-Reply-To: "Franz Novak" <franzn@hobbes.vienna.sgi.com>
        "Performer and 50hz Video" (Apr 25, 10:39pm)
References: <9604252239.ZM1201@hobbes.vienna.sgi.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Franz Novak" <franzn@hobbes.vienna.sgi.com>, info-performer@sgi.sgi.com
Subject: Re: Performer and 50hz Video
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Apr 25, 10:39pm, Franz Novak wrote:
> Subject: Performer and 50hz Video
> Hi,
>
> a customer sent us to following questions concerning live video-input
> at 50 hz. Is this a known problem or is demo-code available where the
> customer can see how this is done?
>
>
> Here are the questions/problems:
>
>
> Problem 1:
> **********
>
>  Hardware: Onyx RE2 / 4 RM5 / Sirius Option
>  Library:  Performer 2.0
>  Display:  50 Hz
>
>  Problem:      We need to get a rendered scene with a live video-input at
>                50hz framerate.
>
>  What we do have now:
>                 We got a stable framerate of 50 hz, but as soon as we
>                 turn on the live video-input and drain it to the RM, the
>                 framerate drops to appr. 25 hz.
>                 We use  SIR_TEX_PACK_RGB_5 packing for the tex drain.
>
>
>  What we tried:
>                 We tried to draw only the Live-Video Texture --> still
>                 appr. 25 hz framerate.
>                 We tried interleaved and non-interleaved --> no effect
>                 We tried PFTEX_LIST_APPLY and PFTEX_BASE_AUTO_SUBLOAD
>                 We tried to reduce the texture size from 1024*1024 to
>                 512*512 --> the machine crashed.
>
>  Question: Is there a way of getting Live-Video- input to texture memory with
>  a 50 frames/sec ?
>
>  It seems to us that the video-transfer blocks the rendering completely,
>  because the sirius option has to wait until it gets a complete frame.
>  We could also live with a quality penalty of the live input, but our
>  framerate has to be stable 50 hz.
>
>
> Problem 2:
> **********
>  Hardware: Onyx RE2 / 4 RM5 / Sirius Option
>  Library:  Performer 2.0
>  Display:  50 Hz
>
>  Problem:      How do we get a texture on a loaded graphic e.g: .obj ?

Simply change the geostate or apply it & override in draw callbacks, use
texture matrix to scale existing coordinates or texgen if coordinates are
required.

>
>
> Problem 3:
> **********
>
>  Hardware: Onyx RE2 / 4 RM5 / Sirius Option
>  Library:  Performer 2.0
>  Display:  50 Hz
>
>  Problem:      As soon as our Live-video-texture gets into view, it sometimes
>  happens that the video-input is drained to the wrong textures.
>  It seems that the sirius board sometimes writes into the wrong texture
memory
>  adress.
>
The target texture should be bound when loading the video image, could this be
your problem?
>
>
> Thank you in advance for your help.
>
> Best regards
>
>
> Franz
>
> --
>
>   ***********************************************************************
>  | Franz Novak           | System Engineer          |                    |
>  | Silicon Graphics GmbH |                          |                    |
>  | Modecenterstrasse 14  | franzn@vienna.sgi.com    |                    |
>  | A-1030 Wien           | Phone: +43 1 7986848-517 | VoiceMail: 58025   |
>  | Austria               | Fax:   +43 1 7986848-11  | Mail-Stop: IVA-309 |
>   ***********************************************************************
>
>-- End of excerpt from Franz Novak



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

From guest  Thu Apr 25 17:34:25 1996
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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9604252012.ZM13196@eagle.cae.ca>
Date: Thu, 25 Apr 1996 20:12:12 -0400
In-Reply-To: Elena Liria <Elena.Liria@irisa.fr>
        "pfMakeLookat???" (Apr 25,  2:31pm)
References: <199604251231.OAA06927@picasso.irisa.fr>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: Elena Liria <Elena.Liria@irisa.fr>, info-performer@sgi.sgi.com
Subject: Re: pfMakeLookat???
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Bonjour Elena,

> I'll like to know if there is any kind of function in Performer -lib- C++
> to manage the point of view,( by changing its angles (h,p,r) or the angles
> and the position or the position only), in order to follow all the time a
> pfDCS's translation. Giving the pfDCS's translation, the camera has to be
> all the time looking at the objet.

A few weeks ago, I faced a similar problem. I wanted to be able to attach the
viewpoint to any pfNode. I solved the problem by creating a new class derived
from pfChannel. Here is an excerpt from the class definition:

	class pfuChannel : public pfChannel
	{
	public:
		void attachView(pfNode*);
		void detachNode();
	private:
		pfNode* viewpoint;
	}

The function pfuChannel::attachView() attaches a special vpNode to the pfNode
passed as argument. This vpNode has a app() function that gets called during
the pfAppFrame() traversal. At that moment, the vpNode has access to the
current transformation matrix (pfTraverser::getMat) which is used to set the
channel viewpoint position (pfChannel::setViewMat).

To implement a pfMakeLookAt() function, just attach the viewpoint to the node
and use pfChannel::setViewOffsets() to move the viewpoint outside the node.

It works well and smoothly.

I can't give you the actual implementation details since this class has been
developped specifically for a contract... and I haven't had time to make it
public yet... ;)

However Elena, I invite you to get in touch with me directly if you need more
info on the subject. I'll be glad to help you.

Bonne chance...

--
      ___/      |        ___/	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 Apr 25 21:27:21 1996
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	id <31812149@mgate.nyp.ac.sg.>; Fri, 26 Apr 96 12:17:29 PDT
From: "Ng Kian Bee, SIT/CS" <ngkb@nyp.ac.sg>
To: performer <info-performer@sgi.com>,
        "Vincent, SGI" <vincent@sgisgp.singapore.sgi.com>,
        "vincentoh@singapore.sgi.com" <vincentoh@singapore.sgi.com>
Subject: URGENT HELP: Polhemus tracker with Performer
Date: Fri, 26 Apr 96 12:16:00 PDT
Message-ID: <31812149@mgate.nyp.ac.sg.>
Encoding: 26 TEXT
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Hello,

I need this help ASAP. Millions thanx!

I would like to use the following devices for my project:

 - Polhemus FASTRAK motion tracking device by Polhmeus Inc.
 - 3D Spaceball 2003 by Spacetec Inc.

The software I'm using is Coryphaeus Software's EasyScene 3.0. Since this
software runs on top of Performer 1.2/2.0, I'm praying that someone here 
could
help me. I'm running on my RE2 machine. I need some one to guide me as to
1. where can I get the drivers for both the Polhemus and Spaceball? Or 
anyone here
had tried on the device with their performer?
2. How do I set the devices up? That is do I just run the driver and it will 
work
or do I have to configure my RE2 or ...

Appreciate any reply.

Many thanx!
Kian
ngkb@nyp.ac.sg

From guest  Fri Apr 26 06:12:51 1996
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To: info-performer@sgi.com
Subject: pfLightPoint
Date: Fri, 26 Apr 1996 19:17:27 +0900
Message-Id: <8113.830513847@dimwit.dst.nk-exa.co.jp>
From: YAMANAKA MASAHIKO <wry@dimwit.dst.nk-exa.co.jp>
Status: O

This might be one of FAQ, but...

I checked the behavior of pfLightPoint at Performer2.0(170).

What I did was following.

1. Create pfLightPoint
2. AddChild it under the proper node.

However, no light points were visible, and as I did

3. Set the light point's position

the light point appears.

Is this one of Performer's spec.? or bug? or there are some mistakes of me?

# I know, it's obsolete so I shouldn't use it.
# However, it's very convenient.
# I think it's good to support it in the future.

Thanx,
--
M.Y.


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From: "Dietrich Opitz" <dio@squash.mpik-tueb.mpg.de>
Message-Id: <9604260942.ZM851@squash.mpik-tueb.mpg.de>
Date: Fri, 26 Apr 1996 09:42:41 +0000
In-Reply-To: "Franz Novak" <franzn@hobbes.vienna.sgi.com>
        "Performer and 50hz Video" (Apr 25, 10:39pm)
References: <9604252239.ZM1201@hobbes.vienna.sgi.com>
X-Face: ,78BGR^:N$.'76:g~S1U^5[;4H@V1KZvxT0W&u<C+-RQ?=po&BquUIDc>giSX!CO}A((fKEnL2;vdw~RdA'C}Snv2n/1pB3cZjiFbN{Q}nXx}2cd*
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To: "Franz Novak" <franzn@hobbes.vienna.sgi.com>
Subject: Re: Performer and 50hz Video
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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Status: O

Hi Franz,

European PAL-Video format has 25 Frames per second. (50 Fields.)
If you don't have access to the fields, this resticts LiveVideo
to 25 fps.
So, why not refresh the Live Video in every second call of pfDraw()
and run the videohandler in single process. Should give you a stable
50fps.


Dietrich


-- 
Dietrich Opitz

MPI fuer biologische Kybernetik
Spemannstr. 38
72076 Tuebingen
GERMANY  

Tel: ++49(7071) 601 606
FAX: ++49(7071) 601 575
e-mail: dio@mpik-tueb.mpg.de

From guest  Fri Apr 26 08:51:48 1996
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Date: Fri, 26 Apr 1996 16:22:58 +0200
From: Stefan Schuster <Stefan.Schuster@esi.es>
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Subject: rotate dcs positioned relative to scene matrix
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Hi,
I=B4m loading various objects into a scene and want to rotate and =

translate them as DCS=B4s by use of pfDCSRot. These objects were =

positioned relative to each other in a modeling tool. My problem is,
that I want them to rotate (translate) relative to their own position
but don=B4t have a clue, which Matrix-Transformations to use. By now
their always rotating around the scene centerpoint.
I=B4d appreciate if anyone could give me a hint on that.

Thanks Stefan

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	 id KAA14976; Fri, 26 Apr 1996 10:38:47 -0400
From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9604261038.ZM14974@eagle.cae.ca>
Date: Fri, 26 Apr 1996 10:38:43 -0400
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.com
Subject: Onyx Infinite Reality vof's
Cc: gilroy@stlaurent.sgi.com (Gilles Roy - SGI Account Manager),
        parviz@stlaurent.sgi.com (Parviz Parandeh - SGI System Engineer)
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A very simple question...

On a deskside Onyx InfiniteReality, is it possible to generate 3 channels of
1024x768_60 using a single graphics pipe?  Is the MCO required?

Thanks in advance.

--
      ___/      |        ___/	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  Fri Apr 26 09:23:13 1996
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From: "parviz" <parviz@pxp.stlaurent.sgi.com>
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Date: Fri, 26 Apr 1996 11:07:48 -0400
In-Reply-To: "Bernard Leclerc" <bleclerc@cae.ca>
        "Onyx Infinite Reality vof's" (Apr 26, 10:38am)
References: <9604261038.ZM14974@eagle.cae.ca>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Bernard Leclerc" <bleclerc@cae.ca>, info-performer@sgi.sgi.com
Subject: Re: Onyx Infinite Reality vof's
Cc: gilroy@stlaurent.sgi.com (Gilles Roy - SGI Account Manager),
        parviz@stlaurent.sgi.com (Parviz Parandeh - SGI System Engineer)
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Status: O

On InfiniteReality  you don't need MCO any more. what you need is
InfiniteReality with DG-8 option, by default you get 2 channel and since
you need three you should look at DG-8 option, one pipe vs two depends on total
number of polygons and pipeline polygon throughput.

-- 
Regards

Parviz Parandeh
SE , Montreal Canada
parviz@stlaurent.sgi.com
Voice mail: 58479
Tel: 514-745-2440
Fax: 514-745-2660


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From: deepa@tcsernet.tcs.ernet.in
Message-ID: <9604262033.AA22075@tcsernet.tcs.ernet.in>
Subject: Lights
To: info-performer@sgi.sgi.com
Date: Fri, 26 Apr 96 16:45:12 EDT
Content-Length: 815
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Status: O


Dear Performer users,

I wrote a very simple program to draw one polygon, map a texture
on it and rotate it in a loop. I defined colors for the vertices 
and set the the shade model as Gouraud shading model. One light was set,
and a default light model applied. 
The program was compiled on the onyx and executed with the display set 
to Indy, Indigo and the onyx respectively. The program works perfectly on
the onyx, but exits without displaying on the indigo (2 extreme) and
on the indy the whole scene appears white at first and gradually dims to
gray as the object rotates away from the light (on the onyx, the background 
which is black is not affected and the lighting only affects the object).

Why does this happen? Can anyone help?

Deepa Krishnan
Tata Consultancy Services
deepa@tcsernet.tcs.ernet.in



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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9604261121.ZM15135@eagle.cae.ca>
Date: Fri, 26 Apr 1996 11:21:22 -0400
In-Reply-To: "parviz" <parviz@pxp.stlaurent.sgi.com>
        "Re: Onyx Infinite Reality vof's" (Apr 26, 11:07am)
References: <9604261038.ZM14974@eagle.cae.ca> 
	<9604261107.ZM2265@pxp.stlaurent.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.com
Subject: Re: Onyx Infinite Reality vof's
Cc: gilroy@stlaurent.sgi.com (Gilles Roy - SGI Account Manager),
        parviz@stlaurent.sgi.com (Parviz Parandeh - SGI System Engineer)
Mime-Version: 1.0
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Status: O

On Apr 26, 11:07am, Parviz Parandeh wrote:

> On InfiniteReality  you don't need MCO any more. what you need is
> InfiniteReality with DG-8 option, by default you get 2 channel and since
> you need three you should look at DG-8 option, one pipe vs two depends
> on total number of polygons and pipeline polygon throughput.

Can the DG-8 option fit inside a Onyx Deskside? Specifically, I would need the
capability to expand to 6 CPUs, 1 InfiniteReality, 1 DG-8 option, 384 Mb RAM
and one 4 Gb disk. Can this fit in a deskside Onyx?

Thanks.

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

From guest  Fri Apr 26 10:14:21 1996
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From: "parviz" <parviz@pxp.stlaurent.sgi.com>
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Date: Fri, 26 Apr 1996 12:07:50 -0400
In-Reply-To: "Bernard Leclerc" <bleclerc@cae.ca>
        "Re: Onyx Infinite Reality vof's" (Apr 26, 11:21am)
References: <9604261038.ZM14974@eagle.cae.ca> 
	<9604261107.ZM2265@pxp.stlaurent.sgi.com> 
	<9604261121.ZM15135@eagle.cae.ca>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Bernard Leclerc" <bleclerc@cae.ca>, info-performer@sgi.sgi.com
Subject: Re: Onyx Infinite Reality vof's
Cc: gilroy@stlaurent.sgi.com (Gilles Roy - SGI Account Manager),
        parviz@stlaurent.sgi.com (Parviz Parandeh - SGI System Engineer)
Mime-Version: 1.0
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Status: O

If you need more than 4 cpus you should look at onyx rack,  onyx deskside
suport 2-4 CPU's, 2 RM6 and DG-2 or DG-8, also three 1024x768_60 channels with
depth compexity of 4 requires more than 2 RM6

-- 
Regards

Parviz Parandeh
SE , Montreal Canada
parviz@stlaurent.sgi.com
Voice mail: 58479
Tel: 514-745-2440
Fax: 514-745-2660


From guest  Fri Apr 26 12:54:32 1996
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	for info-performer@sgi.com id OAA01655; Fri, 26 Apr 1996 14:22:03 -0400
From: "Paul Sherman" <paul@te.ht.com>
Message-Id: <9604261422.ZM1653@te.ht.com>
Date: Fri, 26 Apr 1996 14:22:03 -0400
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To: info-performer@sgi.com
Subject: pfSprites
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Status: O

Does anyone have any example code on these? Not urgent, they just kind of
interesting. Looks like you could implement several "billboard" type objects in
concert pretty easily (a forest of trees to extend the example in the pguide).
Anyway, if anyone has some non-proprietary code they'd be willing to share, I'd
love to see it. If not, I will probably get around to trying them myself later
on.

			Thanks,
				Paul Sherman
				paul@ht.com

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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9604261615.ZM15946@eagle.cae.ca>
Date: Fri, 26 Apr 1996 16:15:56 -0400
In-Reply-To: "parviz" <parviz@pxp.stlaurent.sgi.com>
        "Re: Onyx Infinite Reality vof's" (Apr 26, 12:07pm)
References: <9604261038.ZM14974@eagle.cae.ca> 
	<9604261107.ZM2265@pxp.stlaurent.sgi.com> 
	<9604261121.ZM15135@eagle.cae.ca> 
	<9604261207.ZM2364@pxp.stlaurent.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: Onyx Infinite Reality vof's
Cc: gilroy@stlaurent.sgi.com (Gilles Roy - SGI Account Manager),
        parviz@stlaurent.sgi.com (Parviz Parandeh - SGI System Engineer)
Mime-Version: 1.0
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Status: O

On Apr 26, 12:07pm, Parviz Parandeh wrote:

> If you need more than 4 cpus you should look at onyx rack,  onyx deskside
> support 2-4 CPU's, 2 RM6 and DG-2 or DG-8, also three 1024x768_60 channels
> with depth complexity of 4 requires more than 2 RM6

Ok. Assume I limit myself to 4 CPUs, 2 RM6 and 1 DG-8  -- it's still a lot :)
Are you telling me I can't have 4 sub-samples with three 1024x768_60 channels?
If it's the case, then I have no anti-aliasing.

Is it possible to use a smaller resolution (say 800x600_60) for the two side
channels while keeping the center channel at 1024x768_60? And will this give
enough depth for multi-sampling?

--
      ___/      |        ___/	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  Fri Apr 26 18:01:00 1996
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From: gideon <gideon@xs4all.nl>
Message-Id: <199604262314.AA03184@xs1.xs4all.nl>
Subject: RGBA or ABGR and textures
To: info-performer@sgi.com
Date: Sat, 27 Apr 1996 01:14:07 +0200 (MET DST)
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Status: O

Hi,

I'm trying to download textures from an sgi movie file - using the dmedia
library. It all seems to work, except for the fact that the packing of 
the pixels is wrong. I've tried a number of things to change the pixel 
packing during transer (like glPixelStorei ...), to no avail.
Does anyone have a suggestion how to solve this ?
BTW I'm using Performer 2.0 and OpenGL on a High Impact.

Thanks, Gideon.



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From: "Dewey Anderson" <dewey@evt.com>
Message-Id: <9604261810.ZM24287@snowmass>
Date: Fri, 26 Apr 1996 18:10:37 -0700
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To: info-performer@sgi.sgi.com
Subject: movietex and OpenGL
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Status: O


I've had some trouble trying to get movietex to work with OpenGl. (I haven't
tried IGL.)  This is on an Onyx REII, Performer 2.0, IRIX 5.3.

First I had to fix some errors to get it to compile, to wit:

The variable "DoFields" was declared twice.  I removed one.

In VideoInit, the line

     videosource = glXCreateGLXVideoSourceSGIX(Dsp, 0 /* screen */,
	    vlServer, vlPath, VL_TEXTURE, vlDrn)) == None);

has unbalanced parentheses.  Since there was no obvious "if" action taking
place, I just removed the ") == None)"

There were also 4 calls to "mmode" which is not OGL.  I replaced them with
calls to glMatrixMode.

And then I installed patch 154 so that the GLXVideoSourceSGIX stuff in
VideoInit would work.

This done, I got it to compile and run.  I used the -vR commands, i.e.:

movietex -vR

so that it would map video onto the texture and begin running immediately.

All I get is a white square rotating about the Z axis.  The motion looks right,
but that white square is supposed to be incoming video.  I have called up the
video control panel and done "Live Video Input" to verify that the video is
coming in OK.  It is.  Also, vidtotex works fine, so I'm confident the video
can get in OK.  movietex just doesn't seem to be able to do the "Performery"
thing with it.

Has anybody gotten movietex to work with live video and OpenGL?

Naturally, my objective isn't to have movietex running, but to use a working
example as a guide to get my own application to work.  But I can't get the
example to work.

Thanks,


Dewey K. Anderson
Evolving Video Technologies
Arvada, Colorado



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Date: Fri, 26 Apr 1996 18:24:21 -0700
From: src@rose.asd.sgi.com (Sharon Clay)
Message-Id: <199604270124.SAA05808@rose.asd.sgi.com>
To: info-performer@rock
Subject: Announcing IRIS Performer2.1 for InfiniteReality
Cc: performer@rose.asd.sgi.com
Status: O



************* Announcing IRIS Performer 2.1 ***************

IRIS Performer 2.1 is now available for shipping to run on
an InfiniteReality near you!   

New features in IRIS Performer2.1 for InfiniteReality include:
    o Clip-mapping for texturing like you've never textured before!
	You can have MIPmapped geospecific textures of size up to 
	32768x32768 (will get even bigger in the future) and let IRIS Performer
	manage the texture paging automatically for you while you 
	traverse your database in real time.
	This uses special texturing capabilities in InfiniteReality.
    o Dynamic video resizing for dynamic resolution
	Finally, a real way to manage overload due to fill limitations.
	InfiniteReality allows for the resolution of an output channel
	to be changed dynamically in real time.  This allows fill-limited
	application to draw to a smaller viewport as load increases.  
	IRIS Performer will manage the details, as well as provide automatic
	and user-controlled load management utilities.
    o Graphics timing from within the graphics pipeline using special 
	InfiniteReality timing support for better real-time load management
    o Active surface definition applied to smooth LOD morphing of terrain
	Tired of drawing tons of sub-pixel polygons at your horizon?  
	IRIS Performer2.1 allows you to define very large terrain areas with
	levels of detail and will smoothly transition between levels based on
	a variety of possible default or user-defined parameters and functions.
    o Fast database loader 
	The new libpfpfb database loader (and writer) will let you convert your
	databases to this new fast-loading .pfb format.

We have released this new version of IRIS Performer specifically 
for those applications using the new features of InfiniteReality.
To be able to have this product available with the introduction
of InfiniteReality, we have focused our attention for this release
on that platform.  Therefore, 2.1 is only intended to run on IRIX6.2
and on InfiniteReality.  However, utilities that do not require an 
InfiniteReality, namely the fast database loader and the adaptive
terrain library, are being made available through other mechanisms:
	o our ftp site
	o patch upgrades for 2.0 that will be announced soon.
We hope that this will address everyone's current needs and 
will further enable you to new heights of high performance graphics!

Sincerely
  The IRIS Performer Team


Read on for ordering information!


Product Codes and Prices:
-------------------------

SC4-PERF-2.1 - $1265.00
  IRIS Performer 2.1 Software
  Includes a CD and online documentation (reference pages and book)

M4-PERF-2.0 - $230.00
  IRIS Performer 2.0 Documentation Only (the book has not changed for 2.1)
  Includes a Programmer's Guide (600 Pages)
  Includes C and C++ Man Pages (700+ Pages each)
  (Need extra printed documentation sets?)

SR4-PERF-2.1 - $295.00
  IRIS Performer 2.1 Right To Use
  For people who need to run performer on multiple development stations 
  but don't require a CD and Manuals for each one. (This is for
  the second through Nth copies, not the first)


Upgrade Policies:
-----------------

If you have a software support contract with SGI's Global
Customer Satisfaction Division (previously known as CSD)
and have previously bought a copy of IRIS Performer,
than you can an order a copy of IRIS Performer2.1 at no charge.
However, you do have to call and order it so here is the number:

	800-800-4SGI (upgrades)

Note that the basic product does not include the manuals.
These manuals will be the same as the 2.0 manuals so you may
not need them if you already have 2.0.

New Purchases:
--------------

If you are buying an InfiniteReality and have not previously bought
a copy of IRIS Performer, or, do not have a support contract,
you can purchase your copy of 2.1 through tele-sales at

	1-800-800-7441 (new purchases)

or through your sales representative.
Note that printed manuals are ordered separately.
We also recommend that you get a support contract so that we can
easily update you with new versions!


Overview of IRIS Performer2.1:
------------------------------

IRIS Performer provides a powerful and extensible programming
interface for creating real-time visual simulation and other
interactive graphics applications.

IRIS Performer 2.1 is designed to bring out the best of the
Onyx/InfiniteReality (iR) system. It does this by providing direct
support for advanced features of the iR, such as very large MIP-map
textures (up to 32768x32768) for geospecific texture (called
Clip-mapped textures), dynamic video resolution to control pixel
rendering load, active surface definitions for efficient meshing and 
morphing, graphics pipeline instrumentation for tuning and optimization, 
fast database loading, and other iR advances.  IRIS Performer 2.1 is based
on the industry standard OpenGL graphics library and combines with the
IRIX 6.2 64-bit operating system and its REACT extensions to form a
uniquely powerful suite of tools and features for creating real-time
visual simulation applications.

IRIS Performer consists of two main libraries, libpf and libpr,
and four associated libraries, libpfdu, libpfui, 
libpfutil, and the new libpfs, as well as numerous database loader
libraries, including the new fast loading libpfpfb.

The basis of IRIS Performer is the performance rendering library
libpr, a low level library providing high speed rendering
functions based on pfGeoSets, efficient graphics state control
using pfGeoStates, and other application-neutral functions.

Layered above libpr is libpf, a real-time visual simulation
environment providing a high-performance multi-processing
database rendering system that takes best advantage of IRIS
symmetric multiprocessing CPU hardware.

The new Active Surface Definition library, libpfs,
contains support for active surface definitions, an advanced
method of defining, reconstructing, and displaying geometric objects
with variable resolution.  One use of this support is in large-area
terrain rendering where the hierarchical level of detail nature and
user directed morphing allow high-quality visualization with selectable
polygon density.  This library has both a C and C++ API and is IRIS GL/OpenGL 
independent.


The database utility library, libpfdu, provides powerful
functions for defining both geometric and appearance attributes
of three dimensional objects, encourages sharing of state and
materials and generates efficient triangle strips from
independent polygonal input.

The libpfui library contains user interface building blocks
for creating manipulators and user-interface components common to
many interactive applications. This library has both a C and C++
API and is IRIS GL/OpenGL independent.

Completing the suite of support libraries is libpfutil, the IRIS
Performer utility library. It provides a collection of
convenience routines implementing tasks such as smoke effects,
MultiChannel Option support, graphical user interface tools, X
and IRIS GL event collection and management, and traversal
functions.  Added for 2.1 are utilities for loading and viewing 
databases with Clip-mapped textures and sample routines to create and 
read active surface definition data structures.

The database libraries use the facilities of libpfdu,
libpf, and libpr to import database files in many popular
industry standard database formats.  These loaders also serve as
a guide to developers creating new database importers.
The PFA and PFB formats can read and write any valid Performer scene graph
and the binary PFB format loads geometry are rates exceeding 150000
triangles per second, up to two orders of magnitude faster than many 
of the other loaders.  IRIS Performer2.1 also supports the addition
of loader-independent DSOs that contain database operators that operate on 
files after they are loaded.  These operators are currently used for 
applying Clip-mapping to generic databases.

For aid in application development, IRIS Performer includes
sample application source code ranging from simple programs to
illustrate particular features to the comprehensive, GUI-driven
file viewer perfly.

IRIS Performer2.1 also includes demos (with source code) of Clip-mapping
and active surface definition terrain.


Getting More Information:
-------------------------

For further information, check out the IRIS Performer WWW Page
in SiliconSurf. The URL is:

    http://www.sgi.com/Technology/Performer.html
    
Be sure to check out the gift source code as we update these periodically
with new-improved versions and bug fixes.

You can also contact our product marketing manger:
    Larry McDonough, lardog@asd.sgi.com, (415) 933-6165
and me:
    Sharon Rose Clay, src@asd.sgi.com, (415) 933 - 1002
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
Sharon Rose Clay (Fischler) - Silicon Graphics, Advanced Systems Dev.
src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@


From guest  Fri Apr 26 22:03:47 1996
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	 id UAA27417; Fri, 26 Apr 1996 20:11:20 -0700
From: "Javier Castellar" <javier@sixty.asd.sgi.com>
Message-Id: <9604262011.ZM27415@sixty.asd.sgi.com>
Date: Fri, 26 Apr 1996 20:11:20 -0700
In-Reply-To: "Bernard Leclerc" <bleclerc@cae.ca>
        "Re: Onyx Infinite Reality vof's" (Apr 26,  4:15pm)
References: <9604261038.ZM14974@eagle.cae.ca> 
	<9604261107.ZM2265@pxp.stlaurent.sgi.com> 
	<9604261121.ZM15135@eagle.cae.ca> 
	<9604261207.ZM2364@pxp.stlaurent.sgi.com> 
	<9604261615.ZM15946@eagle.cae.ca>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "Bernard Leclerc" <bleclerc@cae.ca>, info-performer@sgi.sgi.com
Subject: Re: Onyx Infinite Reality vof's
Cc: gilroy@stlaurent.sgi.com (Gilles Roy - SGI Account Manager),
        parviz@stlaurent.sgi.com (Parviz Parandeh - SGI System Engineer)
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O



There is not a video/frame buffer limitation in your case (with 2 RM6 you could
get three 1024x768 with 8 subsamples AA), the limitation is on the pixel fill,
this is why Parviz configured a 4 RM6 machine:

DC = 4

1024 x 2304 x 4 x 60 = 576 Mtexels/s ===> 4 RM6

( if your system is 60hz)


On Apr 26,  4:15pm, Bernard Leclerc wrote:
> Subject: Re: Onyx Infinite Reality vof's
> On Apr 26, 12:07pm, Parviz Parandeh wrote:
>
> > If you need more than 4 cpus you should look at onyx rack,  onyx deskside
> > support 2-4 CPU's, 2 RM6 and DG-2 or DG-8, also three 1024x768_60 channels
> > with depth complexity of 4 requires more than 2 RM6
>
> Ok. Assume I limit myself to 4 CPUs, 2 RM6 and 1 DG-8  -- it's still a lot :)
> Are you telling me I can't have 4 sub-samples with three 1024x768_60
channels?
> If it's the case, then I have no anti-aliasing.
>
> Is it possible to use a smaller resolution (say 800x600_60) for the two side
> channels while keeping the center channel at 1024x768_60? And will this give
> enough depth for multi-sampling?
>
> --
>       ___/      |        ___/	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
>-- End of excerpt from Bernard Leclerc



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


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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9604262201.ZM7753@rose.asd.sgi.com>
Date: Fri, 26 Apr 1996 22:01:15 -0700
In-Reply-To: "Dewey Anderson" <dewey@evt.com>
        "movietex and OpenGL" (Apr 26,  6:10pm)
References: <9604261810.ZM24287@snowmass>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "Dewey Anderson" <dewey@evt.com>, info-performer@sgi.sgi.com
Subject: Re: movietex and OpenGL - cont.
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O


Woops - I made an error in my previous mail.
OpenGL video texture for Performer2.0 did NOT make it into
the IRIX6.2 release.
My apologies,
src.

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


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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9604262156.ZM7691@rose.asd.sgi.com>
Date: Fri, 26 Apr 1996 21:56:08 -0700
In-Reply-To: "Dewey Anderson" <dewey@evt.com>
        "movietex and OpenGL" (Apr 26,  6:10pm)
References: <9604261810.ZM24287@snowmass>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "Dewey Anderson" <dewey@evt.com>, info-performer@sgi.sgi.com
Subject: Re: movietex and OpenGL
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

+>---- On Apr 26,  6:10pm, Dewey Anderson wrote:
> Subject: movietex and OpenGL
->

->Has anybody gotten movietex to work with live video and OpenGL?

Video texture for OpenGL was broken in Performer2.0.  A fix
is available in 2 ways:
1) the performer_eoe 2.0.1 libraries in 6.2 have fixed video texture
2) we will soon be providing a patch for 2.0 with fixes for current bugs.
I will post the current bug list following this.


FYI: here is an updated movietex.c:


/*
 * Copyright 1995, Silicon Graphics, Inc.
 * ALL RIGHTS RESERVED
 *
 * UNPUBLISHED -- Rights reserved under the copyright laws of the United
 * States.   Use of a copyright notice is precautionary only and does not
 * imply publication or disclosure.
 *
 * U.S. GOVERNMENT RESTRICTED RIGHTS LEGEND:
 * Use, duplication or disclosure by the Government is subject to restrictions
 * as set forth in FAR 52.227.19(c)(2) or subparagraph (c)(1)(ii) of the Rights
 * in Technical Data and Computer Software clause at DFARS 252.227-7013 and/or
 * in similar or successor clauses in the FAR, or the DOD or NASA FAR
 * Supplement.  Contractor/manufacturer is Silicon Graphics, Inc.,
 * 2011 N. Shoreline Blvd. Mountain View, CA 94039-7311.
 *
 * Permission to use, copy, modify, distribute, and sell this software
 * and its documentation for any purpose is hereby granted without
 * fee, provided that (i) the above copyright notices and this
 * permission notice appear in all copies of the software and related
 * documentation, and (ii) the name of Silicon Graphics may not be
 * used in any advertising or publicity relating to the software
 * without the specific, prior written permission of Silicon Graphics.
 *
 * THE SOFTWARE IS PROVIDED "AS-IS" AND WITHOUT WARRANTY OF ANY KIND,
 * EXPRESS, IMPLIED OR OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY
 * WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
 *
 * IN NO EVENT SHALL SILICON GRAPHICS BE LIABLE FOR ANY SPECIAL,
 * INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY
 * DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
 * WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY
 * THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE
 * OR PERFORMANCE OF THIS SOFTWARE.
 *
 * file: movietex.c
 * ----------------
 * 
 * Example of using pfTextures different dynamic input sources
 *  for creating texture movies
 * o using Sirius video as input source control via VideoLibrary
 *	- needs HAVE_VL defined
 * o using images in memory as input source
 * o using framebufer as input source (not yet implemented)
 *
 * $Revision: 1.14 $
 *
 * Cmdline Options:
 * ----------------
 *	-i - use image texture source (can follow with list of textures
 *		or else we will make default ones)
 *	-v - use video texture source
 *	-f - use framebuffer texture source
 *	-t - default base texture
 *	-R - start up running
 *	-F - transfer fields from video
 *	-c - set number of components in texture image
 *
 * Runtime Controls:
 * -----------------
 *	r - start running movie
 *	space - stop and reset movie
 *	ESC - exit
 *	up/down arrows: step through image movie
 *
 */

/* Make this 1 to have Video Library calls */
#define HAVE_VL 0

/* general includes */
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <getopt.h>

/* X Window includes */
#include <X11/X.h>
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/keysym.h>

#if HAVE_VL
/* VL includes */
#include <vl/vl.h>
#include <vl/dev_sirius.h>
#endif

#include <Performer/pr.h>

#if HAVE_VL

int vlTexWidth, vlTexHeight; 

/* Video controls */
static int vlInSrc = VL_ANY, vlDevice = VL_ANY;
static VLControlValue vlSize, vlTiming, vlTexPack;
static VLControlValue vlFormat;
static VLControlValue vlCaptureType;
static VLServer vlServer;
static VLPath  vlPath;
static VLNode  vlSrc, vlDrn;
#endif /* HAVE_VL */

#if HAVE_VL
static int VideoInit(void);
static void VideoExit(void);
static void setVideoTextureParameters(pfGeoSet *gset);
static int loadTextureMatrixCB(pfGeoState *gs, void *userData);
static int loadIDMatrixCB(pfGeoState *gs, void *userData);
#endif /* HAVE_VL */

static pfList *loadMovieFiles(pfTexture *movieTex, char **fileNames, int count);
static pfDispList *MakeScene(pfGeoSet *geom, pfTexture *tex);

static void DoEvents(void);
static void DrawScene(void);
static void StartMovie(void);
static void ResetMovie(void);
static void GetFrameData(void);


static float idmat[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
};

pfVec2          texcoords[]={   {0.0f, 0.0f},
                                {1.0f, 0.0f},
                                {1.0f, 1.0f},
                                {0.0f, 1.0f} };

pfVec3          coords[] ={     {-1.0f,  -1.0f,  0.0f },
                                { 1.0f,  -1.0f,  0.0f },
                                { 1.0f,  1.0f,   0.0f },
                                {-1.0f,  1.0f,   0.0f } };

pfVec4		colors[] ={ {1.0f, 1.0f, 1.0f, 1.0f} };

#define NUM_COLORS 10
static unsigned int texclrs[] = {
	0x108f8fff, /* base is teal */
	0xff0000ff, /* level 1 is red */
	0x00ff00ff, /* level 2 is green */
	0x0000ffff, /* level 3 is blue */
	0xff00ffff, /* level 4 is magenta */
	0xfff00fff, /* level 5 is yellow */
	0x00ffffff, /* level 6 is cyan */
	0xf0f0f0ff, /* level 7 is grey */
	0xf0f010ff, /* level 8 is ground */
	0xf010f0ff, /* level 9 is sky */
};
				
/* setup parameters */
static int TexSource=PFTEX_SOURCE_IMAGE;
static int glTexFormat = PFTEX_RGB_5; /* PFTEX_RGB_4, PFTEX_RGBA_8 */
static int TexComp = 3;

/* for movies of host texture images */
static char *dftTexName=NULL;
static char **texFileNames=NULL;
static int ListLength=0;
static pfList *TexList=NULL;

/* general movie controls */
static int DoExit = 0;	    /* flag to quit */
static int RunMode = 0;	    /* is movie running */
static int TexFrame = -1;   /* for IMAGE textures only */

/* general movie data */
static pfTexture *MovieTex=NULL;
static pfGeoSet *ScreenGeom=NULL;
static pfDispList *SceneDL=NULL;


static Display *Dsp=NULL;
static pfWindow *Win=NULL;

static char OptionStr[] = "c:ifvR?t:";

static int
docmdline(int argc, char **argv)
{
     extern char *optarg;
     extern int  optind;
     int opt;
        
     while ((opt = getopt(argc,argv,OptionStr)) != -1) {
	 switch(opt) {
	 /* custom options */
	 case 'c':
	    TexComp = atoi(optarg);
	    break;
	 case 'f':  /* use image in framebuffer - not implemented */
	    TexSource = PFTEX_SOURCE_FRAMEBUFFER;
	    break;
	 case 'i':  /* use specified files as movie textures */
	    TexSource = PFTEX_SOURCE_IMAGE;
	    break;
	 case 'v':  /* use video input */
	    TexSource = PFTEX_SOURCE_VIDEO;
	    break;
	 case 't':  /* default textue when no movie is running */
	    dftTexName = optarg;
	    break;
	 case 'R':  /* come up running */
	    RunMode ^= 1;
	    break;
	 case '?':
	 default:
	    pfNotify(PFNFY_FATAL,PFNFY_USAGE,
		"movietex [-irRf] [-t dftimage] [image0 image1 image2 ...]\n");
	    exit(0);
	    break;
	} /* switch */
    } /* while */
    
    texFileNames = &(argv[optind]);
    return argc - optind;
}


int
main(long argc, char *argv[])
{
    int		    i, j, k;
    int		    arg;
    char*	    str;
    pfFrustum	    *frust;
    pfTexture*       tex;
    Window	     xwin;
    void	    *arena=NULL;
    
     /* Initialize Performer */    
    pfInit();
    /* pfInitArenas(); */
    
    pfNotifyLevel(PFNFY_DEBUG);
    
    pfInitState(arena);
    
    arg = docmdline(argc, argv);
    
    /* Append to PFPATH standard data dirs */
    pfFilePath(".:/usr/share/Performer/data:/usr/demos/data/textures");
    
    /* Initialize window and viewing frustum */
    Win = pfNewWin(arena);
    pfWinOriginSize(Win, 0, 0, 400, 400);
    pfWinName(Win, "texlist");
    pfWinType(Win, PFWIN_TYPE_X);
    pfOpenWin(Win);
    Dsp = pfGetCurWSConnection();
    xwin = pfGetWinWSWindow(Win);
    XSelectInput(Dsp, xwin,  KeyPressMask);
    XMapWindow(Dsp, xwin);
    XSync(Dsp,FALSE);

    frust = pfNewFrust(NULL);
    pfApplyFrust(frust);
    pfDelete(frust);
    pfLoadMatrix(idmat);
    pfTranslate (0.0f, 0.0f, -4.0f);

    /* Create Movie Texture and Screen Geom */
    MovieTex = pfNewTex(arena);
    /* set some basic formats for doing dynamic textures */
    pfTexFormat(MovieTex, PFTEX_SUBLOAD_FORMAT, 1);
    pfTexFilter(MovieTex, PFTEX_MINFILTER, PFTEX_BILINEAR);
    if (dftTexName)
    {
	pfNotify(PFNFY_DEBUG, PFNFY_PRINT, 
		"\tLoading tex %s as base texture\n", dftTexName);
	if (!pfLoadTexFile(MovieTex, dftTexName))
	    dftTexName = 0;
    }
    
    ScreenGeom = pfNewGSet(arena);
    /* create scene */
    SceneDL = MakeScene(ScreenGeom, MovieTex);
        
    /* initialize movie */
    switch(TexSource)
    {
    case PFTEX_SOURCE_VIDEO:
#if HAVE_VL
	pfNotify(PFNFY_INFO, PFNFY_PRINT, "Starting Sirius Video....");
	if (VideoInit() < 0)
	    pfNotify(PFNFY_FATAL, PFNFY_RESOURCE, "Error in initializing VL and Sirius.");
	setVideoTextureParameters(ScreenGeom);

	/* video starts running HERE */
	vlBeginTransfer(vlServer, vlPath, 0, NULL);
	pfNotify(PFNFY_NOTICE,PFNFY_PRINT,"Done with video init");

#else
	pfNotify(PFNFY_FATAL, PFNFY_PRINT, 
	    "HAVE_VL is not defined - no video texture possible.");
#endif /* HAVE_VL */
	break;
    case PFTEX_SOURCE_IMAGE:
	TexList = loadMovieFiles(MovieTex, texFileNames, arg);
	ListLength = pfGetNum(TexList);
	pfNotify(PFNFY_INFO, PFNFY_PRINT, "%s has %d frames\n", 
	    pfGetTexName(MovieTex), ListLength);
	break;
    case PFTEX_SOURCE_FRAMEBUFFER:
	pfNotify(PFNFY_FATAL, PFNFY_PRINT, 
	    "Framebuffer movies are not implemented.");
	break;
    }

    pfEnable(PFEN_TEXTURE);
    pfApplyTEnv(pfNewTEnv(arena));
    pfApplyTex(MovieTex);

    while(!DoExit)
    {
	/* draw textured scene */
	DrawScene();
	/* advance running movie */
	if (RunMode)
	{
	    /* get data for next movie frame */
	    GetFrameData();
	}
	/* handle user events */
	DoEvents();
    }
#if HAVE_VL
    VideoExit();
#endif /* HAVE_VL */
    return 0;
}


static void 
DoEvents(void)
{
    long do_draw = 0;
    long hlmode = 0;
    long ov = 0;
    int dev;
    short val;
    
    while (XPending(Dsp))
    {
	XEvent event;
	
	XNextEvent(Dsp, &event);
	switch (event.type) 
	{
	case KeyPress:
	{
	    char buf[100];
	    int rv;
	    KeySym ks;

	    rv = XLookupString(&event.xkey, buf, sizeof(buf), &ks, 0);
	       
	    switch(ks) 
	    {
	    case XK_Escape:
		DoExit = 1;
		break;
	    case XK_space:
		ResetMovie();
		break;
	    case XK_r:
		StartMovie();
		break;
	    case XK_Up:
		if ((TexSource == PFTEX_SOURCE_IMAGE) && val)
		{
		    TexFrame++;
		    if (TexFrame < ListLength)
		    {
			pfTexFrame(MovieTex, TexFrame);
			TexFrame = pfGetTexFrame(MovieTex);
			fprintf(stderr, "Tex frame %d: \"%s\"\n",
			     TexFrame, pfGetTexName(pfGet(TexList, TexFrame)));
			pfApplyTex(MovieTex);
		    } else {
			fprintf(stderr, "frame %d too high. max is %d.\n", 
				TexFrame, ListLength-1);
			TexFrame = ListLength-1;
		    }
		}
		break;   
	    case XK_Down:
		if ((TexSource == PFTEX_SOURCE_IMAGE) && val && (TexFrame > -1))
		{
		    TexFrame--;
		    if (TexFrame < -1)
			TexFrame = -1;
		    pfTexFrame(MovieTex, TexFrame);
		    TexFrame = pfGetTexFrame(MovieTex);
		    fprintf(stderr, "Tex frame %d: \"%s\"\n",
			 TexFrame, pfGetTexName(pfGet(TexList, TexFrame)));
		    pfApplyTex(MovieTex);
		}
		break;    
	    default:
		break;
	    }/* key switch */
	    }
	}/* dev switch */
    } /* while events */
}

static void DrawScene(void) 
{
    static pfVec4 clr = {0.1f, 0.0f, 0.4f, 1.0f};
    static frame = 0;

    pfClear(PFCL_COLOR | PFCL_DEPTH, clr);

    if (TexSource == PFTEX_SOURCE_VIDEO) {
	/* since incoming video is interlaced, offset destination by 1 on alternate frames */
	pfTexLoadOrigin(MovieTex, PFTEX_ORIGIN_DEST, 0, (frame++ % 2) ? 1 : 0);
	pfLoadTex(MovieTex);
    }
    pfRotate (PF_Z, 1.0f);
    pfDrawDList(SceneDL);
    pfSwapWinBuffers(Win);  
   
}

static void
StartMovie(void)
{
    switch(TexSource)
    {
    case PFTEX_SOURCE_IMAGE:
	TexFrame = 0;
    case PFTEX_SOURCE_VIDEO:
	break;
    case PFTEX_SOURCE_FRAMEBUFFER:
	break;
    }
    RunMode = 1;
}

static void
GetFrameData(void)
{
    switch(TexSource)
    {
    case PFTEX_SOURCE_IMAGE:
	pfNotify(PFNFY_NOTICE,PFNFY_PRINT," MOVIE FRAME %d", TexFrame);
	pfTexFrame(MovieTex, TexFrame);
	pfApplyTex(MovieTex);
	TexFrame++;
	if (TexFrame == ListLength)
	    TexFrame = 0;
    case PFTEX_SOURCE_VIDEO:
	/* load texture for next frame */
	pfLoadTex(MovieTex); 
	break;
    case PFTEX_SOURCE_FRAMEBUFFER:
	break;
    }
}

static void
ResetMovie(void)
{
    switch(TexSource)
    {
    case PFTEX_SOURCE_IMAGE:
	TexFrame = -1;
	RunMode = 0;
	pfTexFrame(MovieTex, TexFrame);
	TexFrame = pfGetTexFrame(MovieTex);
	fprintf(stderr, "Tex frame %d: \"%s\"\n",
	     TexFrame, pfGetTexName(MovieTex));
	pfApplyTex(MovieTex);
	break;
    case PFTEX_SOURCE_VIDEO:
	break;
    case PFTEX_SOURCE_FRAMEBUFFER:
	break;
    }
}

static pfDispList *
MakeScene(pfGeoSet *geom, pfTexture *tex)
{
    pfDispList *dl;
    pfGeoState *gstate;
    void *arena=NULL;
    
    dl = pfNewDList(PFDL_FLAT, 0, arena);
    
    pfGSetAttr(geom, PFGS_COORD3, PFGS_PER_VERTEX, coords, NULL);
    pfGSetAttr(geom, PFGS_TEXCOORD2, PFGS_PER_VERTEX, texcoords, NULL);
    pfGSetAttr(geom, PFGS_COLOR4, PFGS_OVERALL, colors, NULL);
    pfGSetPrimType(geom, PFGS_QUADS);
    pfGSetNumPrims(geom, 1);
    
    gstate = pfNewGState (arena);
    pfGSetGState (geom, gstate);
    
    pfGStateMode (gstate, PFSTATE_CULLFACE, PFCF_OFF);
    pfGStateAttr (gstate, PFSTATE_TEXENV, pfNewTEnv(arena));
    pfGStateAttr (gstate, PFSTATE_TEXTURE, tex);
    
    pfOpenDList(dl);
    pfDrawGSet(geom);
    pfCloseDList();
    
    return dl;
}

static pfList *
loadMovieFiles(pfTexture *movieTex, char **fileNames, int count)
{
    pfList *texList;
    pfTexture *tex;
    unsigned int *image;
    void *arena=NULL;
    int i, j;
    
    texList = pfNewList(sizeof(pfTexture*), 16, arena);
    
    pfTexLoadMode(movieTex, PFTEX_LOAD_LIST, PFTEX_LIST_AUTO_SUBLOAD);
    if (count)
    {
	char *strp;
	
	pfTexName(movieTex, "File Image Movie");
	if (!dftTexName)
	{
	    dftTexName = texFileNames[0];
	    pfLoadTexFile(movieTex, dftTexName);
	}
	for (i=0; i < count; i++)
	{
	    strp = texFileNames[i];
	    tex = pfNewTex(arena);
	    pfTexName(tex, strp);
	    pfNotify(PFNFY_DEBUG, PFNFY_PRINT, 
		"\tLoading tex %s as frame %d\n", strp, i-1);
	    pfLoadTexFile(tex, strp);
	    pfTexFormat(tex, PFTEX_SUBLOAD_FORMAT, 1);
	    pfTexFilter(tex, PFTEX_MINFILTER, PFTEX_BILINEAR);
	    pfAdd(texList, tex);
	}
    } else { /* no files specified - create some colored textures */
	char tstr[PF_MAXSTRING];
	
	pfTexName(movieTex, "Color Image Movie");
	if (!dftTexName)
	{
	    image = pfMalloc(sizeof(int)*32*32, NULL);
	    for (j=0; j < 32*32; j++)
		image[j] = 0xff808000;
	    pfTexImage(movieTex, image, 4, 32, 32, 1);
	}
	
	for (i=0; i < NUM_COLORS; i++)
	{
	    image = pfMalloc(sizeof(int)*32*32, NULL);
	    for (j=0; j < 32*32; j++)
		image[j] = texclrs[i];
	    tex = pfNewTex(arena);
	    sprintf(tstr, "frame=%d", i);
	    pfTexName(tex, tstr);
	    pfTexFormat(tex, PFTEX_SUBLOAD_FORMAT, 1);
	    pfTexFilter(tex, PFTEX_MINFILTER, PFTEX_BILINEAR);
	    pfTexImage(tex, image, 4, 32, 32, 1);
	    pfTexLoadSize(tex, 32, 32);
	    pfAdd(texList, tex);
	}
    }
    
    /* set list of texture frame on the base texture */
    pfTexList(movieTex, texList);
    return texList;
}

#if HAVE_VL

static int
VideoInit(void)
{
    /* open the server */
    if (!(vlServer = vlOpenVideo(""))) {
        vlPerror("vlOpenVideo");
        fprintf(stderr, "couldn't open video server!\n");
        return 1;
    }

    /* Get the Video source */
    vlSrc = vlGetNode(vlServer, VL_SRC, VL_VIDEO, vlInSrc);
    /* Get the Texture drain */
    vlDrn = vlGetNode(vlServer, VL_DRN, VL_TEXTURE, 0);
    /* Create path   */
    vlPath = vlCreatePath(vlServer, vlDevice, vlSrc, vlDrn);
    if (vlPath < 0) 
    {
        vlPerror("vlCreatePath");
        return -1;
    }

    /* setup path */
    if (vlSetupPaths(vlServer, (VLPathList)&vlPath,1,VL_SHARE, VL_SHARE) < 0) {
        vlPerror("vlSetupPaths");
        return -1;
    }

    /* select the appropriate events */
    if (vlSelectEvents(vlServer, vlPath, VLStreamPreemptedMask |
                            VLControlChangedMask ) < 0) 
    {
        vlPerror("Select Events");
        return -1;
    }

    /* sirius always delivers fields, so the capture type is moot */ 
    vlCaptureType.intVal = VL_CAPTURE_NONINTERLEAVED;
    vlSetControl(vlServer, vlPath, vlDrn, VL_CAP_TYPE, &vlCaptureType);

    switch( glTexFormat )
    {
        case PFTEX_RGBA_4:
            vlTexPack.intVal = SIR_TEX_PACK_RGBA_4;
            break;
        case PFTEX_RGB_5:
            vlTexPack.intVal = SIR_TEX_PACK_RGB_5;
            break;
        case PFTEX_RGBA_8:
            vlTexPack.intVal = SIR_TEX_PACK_RGBA_8;
            break;
        default:
            vlTexPack.intVal = SIR_TEX_PACK_RGB_5;
            glTexFormat = PFTEX_RGB_5;
            break;
    }
    /* Set the Texture packing mode */
    vlSetControl(vlServer, vlPath, vlDrn, VL_PACKING, &vlTexPack);
    
    /* Get the timing from input source */
    vlGetControl(vlServer, vlPath, vlSrc, VL_TIMING, &vlTiming);
    /* Set texture drain's timing to input source */
    vlSetControl(vlServer, vlPath, vlDrn, VL_TIMING, &vlTiming);

    /* Get corresponding size */
    vlGetControl(vlServer, vlPath, vlSrc, VL_SIZE, &vlSize);

#ifndef IRISGL /* OPENGL */
    {
	GLXVideoSourceSGIX videosource;
        const char *gl_extensions;
        int has_interlace;

	videosource = glXCreateGLXVideoSourceSGIX(Dsp, 0 /* screen */, 
						  vlServer, vlPath, VL_TEXTURE,
						  vlDrn);
	if (videosource == None) {
	    fprintf(stderr, "can't create video source\n");
	    exit(EXIT_FAILURE);
	}
	glXMakeCurrentReadSGI(Dsp, pfGetWinWSDrawable(Win), videosource,
			      pfGetWinGLCxt(Win));

	/* turn on interlacing */
        gl_extensions = glGetString(GL_EXTENSIONS);
        if (!gl_extensions) {
            fprintf(stderr, "can't get GL_EXTENSIONS\n");
        }
        has_interlace = strstr((const char *) gl_extensions,
			       "GL_SGIX_interlace") != NULL;
        glEnable(GL_INTERLACE_SGIX);
        if (!has_interlace
	    || !glIsEnabled(GL_INTERLACE_SGIX)) {
            fprintf(stderr, "can't enable interlace extension\n");
            exit(EXIT_FAILURE);
        }
    }
#endif
    return 0;  
}


static void
setVideoTextureParameters(pfGeoSet *gset)
{
    pfGeoState *gstate;
    pfTexture *tex;
    pfMatrix *tmat;
    void *arena=NULL;
    float s_scale, t_scale;
    
    gstate = pfGetGSetGState(gset);
    tex = pfGetGStateAttr(gstate, PFSTATE_TEXTURE);
    
    if ((vlTiming.intVal == VL_TIMING_525_SQ_PIX)
     || (vlTiming.intVal == VL_TIMING_525_CCIR601)) {
        vlTexWidth = 1024;
        vlTexHeight = 512;
    } else {
        vlTexWidth = 1024;
        vlTexHeight = 1024;
    }
    /* create texture matrix for scaling texcoords to valid part of texture */
    tmat = (pfMatrix*) pfCalloc(sizeof(pfMatrix), 1, arena);
    pfMakeIdentMat(*tmat);
    s_scale = vlSize.xyVal.x / (float) vlTexWidth;
    t_scale = vlSize.xyVal.y / (float) vlTexHeight;
    (*tmat)[0][0] =  s_scale;
    (*tmat)[1][1] = -t_scale;   /* invert in y because of video origin */
    (*tmat)[3][1] =  t_scale;	/* this is really a translate */
    /* gset callbacks to manage texture matrix - put matrix in userData */
    pfGStateFuncs(gstate, loadTextureMatrixCB, loadIDMatrixCB, tmat);
    
    /* since interlacing is on, the actual height of the texture is doubled */
    pfTexImage(tex, NULL, TexComp, vlTexWidth, vlTexHeight/2, 1);
    /* sirius sends fields, so each load is half the height of the video */
    pfTexLoadSize(tex, vlSize.xyVal.x, vlSize.xyVal.y/2); 
    
    /* specify the texture format, this is the default */
    pfTexFormat(tex, PFTEX_INTERNAL_FORMAT, glTexFormat);
    pfTexLoadMode(tex, PFTEX_LOAD_SOURCE, PFTEX_SOURCE_VIDEO);
}


static void
VideoExit(void)
{
    vlEndTransfer(vlServer, vlPath);
    vlDestroyPath(vlServer, vlPath);
    vlCloseVideo(vlServer);
    exit(0);
}

/* callback to load texture matrix to invert the video image */
static int
loadTextureMatrixCB(pfGeoState *gs, void *userData)
{
    pfMatrix *tmat = (pfMatrix *)(userData);

#ifdef IRISGL    
    mmode(MTEXTURE);
    pfLoadMatrix(*tmat);
    mmode(MVIEWING);
#else
    glMatrixMode(GL_TEXTURE);
    pfLoadMatrix(*tmat);
    glMatrixMode(GL_MODELVIEW);
#endif    
    
    return 0;
}

static int 
loadIDMatrixCB(pfGeoState *gs, void *userData)
{
#ifdef IRISGL    
    mmode(MTEXTURE);
    pfLoadMatrix(idmat);
    mmode(MVIEWING);
#else
    glMatrixMode(GL_TEXTURE);
    pfLoadMatrix(idmat);
    glMatrixMode(GL_MODELVIEW);
#endif    
    return 0;
}

#endif

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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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Received: by sixty.asd.sgi.com (940816.SGI.8.6.9/940406.SGI.AUTO)
	 id WAA27478; Fri, 26 Apr 1996 22:46:35 -0700
From: "Javier Castellar" <javier@sixty.asd.sgi.com>
Message-Id: <9604262246.ZM27476@sixty.asd.sgi.com>
Date: Fri, 26 Apr 1996 22:46:35 -0700
In-Reply-To: carter@eai.com
        "OpenPerformer & Vis/Sim outside SGI" (Apr 16,  9:45am)
References: <199604161445.JAA06866@granite.eai.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: javier@sixty.asd.sgi.com, carter@eai.com, info-performer@sgi.sgi.com
Subject: OpenPf & Vis/Sim outside SGI (I)
Cc: carter@vortex.eai.com (2370)
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I just came back for a long trip, here please find my own comments on this
interesting issue.


On Apr 16,  9:45am, carter@eai.com wrote:
> Subject: OpenPerformer & Vis/Sim outside SGI
>    I have a couple of things to say on the subject of the Vis/Sim world
> outside SGI.  SGI seems to me largely responsible for developing and
> driving the field of commercial visual simulation over the past five
> years or so.  They've done so with the excellent RE product line, and
> the well thought-out Performer library.  Others have been slow to catch on.
>
>    SGI has been alone on the battlefield for so long (so to speak) that
> _perhaps_ it hasn't had the opportunity to build up its own corporate
> self-confidence with respect to competing with others.
>
>    Now, the world is rapidly taking on a different hue with respect to
> the market for visual simulation.  No longer is SGI completely alone in
> its offerings of HW and SW to this market.  Now that other competent
> graphics hardware is entering the mainstream market on platforms such
> as HP and Sun, where does that leave SGI with respect to visual simulation
> on those platforms?

In my opinion the HP, IBM and Sun offers still miles away from the SGI high end
offer (both HW = iR/RE2 and SW = Performer 2.1).
Only in the medium end and mainly in the low end systems is in which we should
consider competition but mainly in the HW, not in SW (HW=Impact/Extreme and SW
= Performer 2.0).

>
> Here are some possible, though perhaps extreme, postures SGI might adopt:
>
> 1. IBM-style "do it our way or do it all yourself": Performer remains a
>    closed product tied to the SGI platform, and other vendor's customers
>    must invent all their visual simulation applications from scratch.
>    This has the advantage of minimizing "leakage" of the customer base
>    away from the SGI platform, but it makes it very difficult for SGI
>    to win customers away from other vendors -- they would have to
>    rewrite their applications yet again for the platforms whose policy
>    forced them to write it from scratch in the first place!  Not to
>    mention that the last time I heard the official policy from SGI (Dev
>    Forum '95), it was "SGI is a hardware company, not a software company.
>    We are interested in selling SGI boxes."  Of course, that was before
>    the acquisition of Alias and Wavefront. :-)

We provide a medium term, we let people to use Performer (our way) or use
OpenGL (do it all your self).

Maybe we have not OpenPerformer but we have an outstanding feature that other
vendors cannot offer: a single API regardless the level of your simulator (it
works from Indy to iR). A simulator that begings with an Indy can became a iR
level simulator.

>
> 2. OpenGL-style: SGI takes the high road and places its hardware and support
>    into direct, level, fair, head-to-head competition with HP, Sun, E&S and
>    anyone else who feels that they have the "grambaugh" to tangle with the
>    inventors of visual simulation, and the leaders in commercial hardware
>    rendering!  OpenPerformer.  This has the added advantage that the sales
>    force can compete to "convert" customers from other platforms to SGI.
>
>    The market for visual simulation on platforms other than SGI is not
> growing, it is *HERE* ***NOW***!!!  The market is *not* standing still
> waiting to see if SGI will open up performer.  Both HP and Sun have
> competent graphics products available NOW.  You can bet that they have
> announcements of excellent products on the way.

Our initial aproach is to move into an OpenDatabase aproach to VisSim. Other
vendors (mainly on the high end) use to rely on "closed" databases to trap his
clients. The SGI's aproach of being open in terms in the databases support (to
be as much as indenpent as possible from the database format)

>
>    Both have the strategic advantage of being MUCH larger organizations
> than SGI.

First off SGI is not what a call an small company.

Second i would like to know how much money they spend R&D for Hi-end graphics .
I think that SGI is the most focused in hi-end graphics and in fact we devote
more resources to graphics that E&S, HP ... etc.

>  Both have the distinct tactical disadvantage that they are now
> trying to break into SGI's home turf.  SGI is at a critical policy
> crossroads:  it can finesse the entire market into playing by ITS rules
> (by opening Performer), or it can leave Performer a proprietary library
> and let the market decide whose rules to play by.

I agree, but we have to go step by step ... and i prefer the first step to be
perfomance + features rather that to be Open as the first priority.

>
>-- End of excerpt from carter@eai.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


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From: "Javier Castellar" <javier@sixty.asd.sgi.com>
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Date: Fri, 26 Apr 1996 22:54:35 -0700
In-Reply-To: klaus <klaus@xmission.com>
        "Re: OpenPerformer & Vis/Sim outside SGI" (Apr 16, 11:13am)
References: <199604161713.LAB10780@xmission.xmission.com>
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To: info-performer@sgi.sgi.com, klaus <klaus@xmission.com>
Subject: (II) OpenPf & Vis/Sim outside SGI
Cc: javier@sixty.asd.sgi.com
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Status: O

Some additional comments.

On Apr 16, 11:13am, klaus wrote:
> Subject: Re: OpenPerformer & Vis/Sim outside SGI
> >
> > From: carter@eai.com
> > Subject: OpenPerformer & Vis/Sim outside SGI
> > To: info-performer@sgi.sgi.com
> >
> > 2. OpenGL-style: SGI takes the high road and places its hardware and
support
> >    into direct, level, fair, head-to-head competition with HP, Sun, E&S and
> >    anyone else who feels that they have the "grambaugh" to tangle with the
> >    inventors of visual simulation, and the leaders in commercial hardware
> >    rendering!  OpenPerformer.  This has the added advantage that the sales
> >    force can compete to "convert" customers from other platforms to SGI.
> >
>
> Are you claiming that SGI are the inventors of visual simulation?
> Hmmmm. Not very old, are you? And Apple invented GUI's, right? ;>

You are right, SGI did not invented VisSim but a lot of people who work here
did in some percent in SGI, E&S, L-M, Star, ... etc.

What SGI maybe did was to reinvent it.

>
> -klaus
>
>
>
>-- End of excerpt from klaus



-- 
*************************************************************************
* 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 incompetent"
						Hari Seldon


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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9604262302.ZM10362@rose.asd.sgi.com>
Date: Fri, 26 Apr 1996 23:02:25 -0700
In-Reply-To: src (Sharon Clay)
        "Announcing IRIS Performer2.1 for InfiniteReality" (Apr 26,  6:24pm)
References: <199604270124.SAA05808@rose.asd.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: info-performer@rock
Subject: Performer2.0 bug list
Cc: performer@rose.asd.sgi.com, aschaffe@rock
Mime-Version: 1.0
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Status: O

Here is the Performer2.0 bug list.
Some of these were already in the release notes for Performer2.0.
src.

===========================
IRIS Performer 2.0 Bug List
===========================

Bugs fixed in the IRIX6.2 performer_eoe libraries:

o OpenGL Fog: OpenGL exponential fog in IRIS Performer 2.0 did not match 
    the IRIS GL fog.

o OpenGL default MIPmapped Texture filter:
    Graphics platforms that should be using MIPMAP_TRILINEAR as the default 
    minification filter (such as RealityEngine and IMPACT) were actually using 
    MIPMAP_LINEAR in 2.0.

o Detail Texture Splines:\f1
    Several bugs with the specification of detail splines in IRIS Performer 2.0 
    have been fixed. The default OpenGL splines now match the IRIS GL defaults.
    Specification of clamped detail splines for IRIS GL operation have
    been fixed.

o OpenGL Detail Texture on IRIX 6.2: OpenGL detail texture through 
    IRIS Performer 2.0 was not functional when running under 6.2.

o OpenGL Texture Loading on RealityEngine:
    In IRIS Performer 2.0 running under OpenGL on RealityEngine graphics,
    texture had to be explicitly enabled for a texture to be successfully
    loaded.  This is now handled internally by IRIS Performer.

o Video Clock Timing: video clock timing in IRIS Performer 2.0 was often slightly off.

o pfdLoadFile_flt: The FLT loader under IRIS Performer 2.0 64bit operation 
    may core dump on textures.

o pfMergeBuffer core dump in clean() when creating children before parents:
    IRIS Performer 2.0 could core dump after pfMergeBuffer() if 
    child nodes in the asynchronous process were created before their
    parents.

o pfDrawBin core dump: pfDrawBin() in IRIS Performer 2.0 will core dump if called on an 
    empty bin.

o IRIS GL windows had no stereo buffers: pure IRIS GL windows would not be configured
    with stereo buffers with pfWinFBConfigAtrrs()
    even if the PFFB_STEREO token was present in the 
    attribute array.

o IRIS GL window queries were broken: some of the window config queries for 
    pfQueryWin() would always return 0 for pure IRIS GL windows.

o Resizing of pfPipeWindows when multi-processed and
    using X windows (IRIS GLX or OpenGL/X) when an alternate framebuffer configuration 
    window is selected (such as the fill statistics window in OpenGL/X perfly) has
    been fixed.  In IRIS Performer 2.0 this
    could channel viewports to be confused when the alternate framebuffer
    configuration window is de-selected (such as disabling the fill statistics
    in perfly when running with X windows).

o pfAlphaFunc had no effect if PFSTATE_ENLIGHTING is being overridden

o pfMatrix::getOrthoCoord\f1: Performer2.0 it gave bad roll when pitch was +-90.

o C++ perfly error\f1: In the C++ perfly and related programs, on multipipe machines,
    all windows get opened on pipe 0. The fix is swapping lines 419 and 420 in
    perf/sample/apps/C++/common/generic.C.

o Intersections with PFGS_POLYS could cause core dumps in Performer2.0

o Memory corruption by extending pfStrings by 1 character

o Bad malloc for names of pfFontss could potentially cause a core dump in Performer2.0. 

o Order of pfBuffer commands executed by pfMergeBuffer() is reversed in 2.0

Problems to be fixed in later patch for 2.0:

o Asynchronous pfDelete of data of data allocated off the heap and not in shared
    memory could cause core dump.

o OpenGL textures with VIDEO and FRAMEBUFFER sources do not work in 2.0

o pfFlatten on indexed pfGeoSets may dump for in 2.0

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


From guest  Sat Apr 27 01:16:09 1996
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To: "Dewey Anderson" <dewey@evt.com>
Cc: info-performer@sgi.sgi.com, shui@kid.asd.sgi.com
Subject: Re: movietex and OpenGL 
In-Reply-To: Your message of "Fri, 26 Apr 96 18:10:37 PDT."
             <9604261810.ZM24287@snowmass> 
Date: Fri, 26 Apr 96 23:27:13 -0700
From: Simon Hui <shui@kid.asd.sgi.com>
Status: O


Hi, there is a bug in performer that prevented video texturing from working
with OpenGL; that's why you get the white rectangle.  That bug, plus the bugs 
in the movietex.c program itself, was fixed in Performer 2.1, and are also 
fixed in the upcoming patch to Performer 2.0.1. 

Simon Hui

> From:    "Dewey Anderson" <dewey@evt.com>
> Subject: movietex and OpenGL
> 
> I've had some trouble trying to get movietex to work with OpenGl. (I
> haven't tried IGL.)  This is on an Onyx REII, Performer 2.0, IRIX 5.3.



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From: "Javier Castellar" <javier@sixty.asd.sgi.com>
Message-Id: <9604262349.ZM27555@sixty.asd.sgi.com>
Date: Fri, 26 Apr 1996 23:49:28 -0700
In-Reply-To: "John Archdeacon" <jarch@gemtech.com>
        "OpenGVS Cross Platform API" (Apr 17,  1:18pm)
References: <199604172008.NAA25916@gemtech.gemtech.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "John Archdeacon" <jarch@gemtech.com>,
        "Performer News" <info-performer@sgi.sgi.com>
Subject: Re: OpenGVS Cross Platform API
Cc: jburwell@sixty.asd.sgi.com, javier@sixty.asd.sgi.com,
        judithp@sixty.asd.sgi.com, mtj@sixty.asd.sgi.com
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On Apr 17,  1:18pm, John Archdeacon wrote:
> Subject: OpenGVS Cross Platform API
> REGARDING  OpenGVS Cross Platform API                       4/17/96    10:58
> >Gemini has had a paper entitled "RealWorld Benchmarks for Workstation and PC
>Computer Image Generation Systems" accepted at the upcoming Image Society
>meeting in June (Arizona) which largely addresses this issue.  Gemini has
>proposed a new benchmark system for computer image generation (CIG)
application >developers which will allow end users to compare the relative
performance of >3-D graphics systems under identical "realworld" application
and database >workload (on or off SGI systems).  The OpenGVS test suite
environment makes >this possible as it runs on top of OpenGL (like Performer
does) as well as >other low level rendering engines (e.g., Direct3D).

In my opinion your test suit will show *YOUR* software perfomance across the
different IGs, NOT the perfomance of the IGs themselves.

I know that your company have very strong skills on SGI and this makes your SGI
OpenGVS implementation very interesting but if you are using OpenGL instead of
Performer for the SGI-OpenGVS it means that you are taking a trade off of easy
portability versus perfomance.

If your SGI-OpenGVS were running on top of libpr i could accept that the pure
rendering speed (after substracting all the culling-LOD-App host load due to
OpenGVS) will be a good representation of the SGI IG speed but since you are
using OpenGL i may say that is not 100% sure that you are getting the top
rendering perfomance for most of the databases.

If you are running the benchmarks in single CPU (as it seems to be after
speaking with Judith Pafford) you are adding a distorting factor since VisSim
perfomance is not only graphics perfomance (you are adding your software
propietary  culling-lod perfomance on top of the IG measure).

>  The test suite as proposed will include a flight simulation stress test, a
>race car test, and a tank simulation environment test.  The paper itself will
>shortly be published on the WEB at http://www.gemtech.com.  Gemini has
received >favorable comments from some hardware manufacturers who are
interested in >officially endorsing the test suite.  I have incorporated good
commments as >well from SGI (Judith Pafford).  The results of tests will be
published in June >or July on our WEB site.

My PERSONAL opinion (and vote) is that SGI should not take your test suit as a
valid comparison of SGI versus other IGs since is based on OpenGL GVS
implementation instead of Performer. Beside this fact your test suit is a very
interesting reference as an example of  OpenGVS application perfomance on
OpenGL that could be in some way be extrapolated to a well written OpenGL
implementation in VisSim databases.

Another issue is the support for SGI specific features for iR that are only
available using performer, some of this features help a lot in order to fully
use the "fast path" of our IGs.

>...

>
>
>-- End of excerpt from John Archdeacon



-- 
*************************************************************************
* 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 *     
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* Silicon Graphics Inc.                                                 *
* 2011 N. Shoreline Boulevard,                                          *                        
* Mountain View, California 94043-1386, USA                             *
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"Violence is the last refuge of the incompetent"
						Hari Seldon


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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9604271057.ZM11906@rose.asd.sgi.com>
Date: Sat, 27 Apr 1996 10:57:21 -0700
In-Reply-To: Simon Hui <shui@kid>
        "Re: movietex and OpenGL" (Apr 26, 11:27pm)
References: <199604270627.XAA27414@kid.asd.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: Simon Hui <shui@kid.asd.sgi.com>, "Dewey Anderson" <dewey@evt.com>
Subject: Re: movietex and OpenGL
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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+>---- On Apr 26, 11:27pm, Simon Hui wrote:
> Subject: Re: movietex and OpenGL
->From guest@holodeck.csd.sgi.com  Sat Apr 27 02:17:13 1996
->To: "Dewey Anderson" <dewey@evt.com>
->Cc: info-performer@sgi.sgi.com, shui@kid
->Subject: Re: movietex and OpenGL 
->In-Reply-To: Your message of "Fri, 26 Apr 96 18:10:37 PDT."
->             <9604261810.ZM24287@snowmass> 
->Date: Fri, 26 Apr 96 23:27:13 -0700
->From: Simon Hui <shui@kid>
->
->Hi, there is a bug in performer that prevented video texturing from working
->with OpenGL; that's why you get the white rectangle.  That bug, plus the bugs 
->in the movietex.c program itself, was fixed in Performer 2.1, and are also 
->fixed in the upcoming patch to Performer 2.0.1. 

FYI, 2.0.1 was just our internal way to refer to the DSOs that we release 
with 6.2.  The patch will cover anyone who has 2.0.

src.

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


From guest  Sat Apr 27 12:48:02 1996
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Message-Id: <9604272012.ZM17872@lig.di.epfl.ch>
Date: Sat, 27 Apr 1996 20:12:29 -0600
In-Reply-To: "Javier Castellar" <javier@sixty.asd.sgi.com>
        "(II) OpenPf & Vis/Sim outside SGI" (Apr 26, 10:54pm)
References: <199604161713.LAB10780@xmission.xmission.com> 
	<9604262254.ZM27519@sixty.asd.sgi.com>
X-Face: +(HrN.)~49u8-TQ;yV?v]-KFW;TEu3C_S,.lR,i&33X*C#G/`fPOnfi=W}(Y8CZ]7uV7W_Y
                                       z~F2isE!U%t1rR.\Jc{VO&Of.i;p%BD/X~^5+M5"_:xM\x@Wjced&{)\`IwrTAPLGSz:N}UDE`)6oR
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To: "Javier Castellar" <javier@sixty.asd.sgi.com>, info-performer@sgi.sgi.com
Subject: Re: (II) OpenPf & Vis/Sim outside SGI
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On Apr 26, 10:54pm, Javier Castellar wrote:

> You are right, SGI did not invented VisSim but a lot of people who work here
> did in some percent in SGI, E&S, L-M, Star, ... etc.
>
> What SGI maybe did was to reinvent it.

No `reinvent' is a pejorative term which applies to C++, reference counting,
Fix+Continue, DSOs/DLLs, dumb Desktop Manager that restarts applications
in ridiculous initial states, some hyped Java features, etc.

When it comes to _hardware_ SGI invented a lot of things.
Same for graphic APIs.





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Date: Sat, 27 Apr 1996 11:37:16 -0700
From: mtj@isdn-celeste.corp.sgi.com (Michael Jones)
Message-Id: <199604271837.LAA01295@isdn-celeste.corp.sgi.com>
To: info-performer@sgi.sgi.com
Subject: Performer Update
Status: O

Reviewing the last week's info-performer email, I can't help but
respond to the emails announcing IRIS Performer 2.1, contemplating
SGI's role in vis-sim, especially with respect to other workstation
companies, discussing benchmarking techniques for IG's, talking about
OpenGVS, and asking about the potential for an open Performer.  This 
will be long but there's a surprise at the end, so hopefully it will 
be worth waiting for (but NO peeking, that would be cheating. ;-)

Michael Jones


IRIS PERFORMER 2.1

As Sharon explained yesterday, IRIS Performer 2.1 has released and is
now available. Those who noticed that the 2.0 release tool a bit longer
than planned might be surprised that 2.1 was done so soon.  There are
significant new features for InfiniteReality users that will amaze
you.  This version of Performer (which is the partner of
InfiniteReality) supports the creation of the most sophisticated
applications in the history of visual simulation.

SIMULATION CREDIT AND HISTORY

Speaking of the history of visual simulation, General Electric Co.
invented the computer graphic image generator (IG) in the 1960's and
NASA was the deep-pockets customer sponsoring the work. I have a great
deal of respect for those early GE engineers and want to make sure
they're credited where credit is due.  In fact, we've made a point of
listing the contributions of these pioneers (and the work at Evans &
Sutherland, Link/Sunnyvale, Thomson, etc.) in our SIGGRAPH course
"Real-Time Graphics for Entertainment" for the past two years.

What SGI did was to find a way to use aggressive technology, rapid
product cycles, clever approaches, and a commercial business model
(rather than the military contractor style) to reinvent the image
generator industry. Our machines, such as the InfiniteReality, are
faster, more capable, and less expensive by far (in all three areas!)
than those of the Ancien Regime. A trip to a visual simulation trade
show such as the recent ITEC show in Holland, IMAGE, or I/ITSEC makes
the point very clearly: the tables have turned in visual simulation 
and it's the early pioneers that are now trying to catch-up. If you
were at ITEC and disagree (or agree) please say so.

COMPETITIVE WORKSTATIONS

Now, as far as HP, SUN, DEC, and IBM, are concerned, it's a very
different story. None have products that pose a challenge to SGI,
E&S, GE (sold to Loral, then Martin, then Lockheed), CAE, or any
other visual simulation provider. Perhaps you might argue that some
non-SGI workstation (or high-end PC) is good enough for your database 
modeling needs, but there is no chance of a SparcStation (or Windows
NT Intergraph) providing the visual simulation needs of the F-117 
stealth fighter trainer, the German ICE train simulator, or thousands 
of the other demanding Onyx/RE/Performer applications.

This is not arrogance. All of these companies have capable engineers
who may be building *future* products to compete in these spaces. Time
will tell (but the same is true for SGI -- companies who aim directly 
at our moving target will miss.)

IMAGE GENERATOR BENCHMARKS

John Archdeacon of Gemini Technologies sent out email describing the
portability and openness of his product, OpenGVS. Most interestingly,
he discussed a benchmark suite his company has developed. I think 
that this is a great idea!  While it's always difficult to reduce
complex ensembles down to a single virtue number (SPECmark, MPG,
and so on), more data can only help. The only problem that I see is
the fact that the metric of such tests is not "Virtue of Machine X"
but rather "Virtue of Machine X running software Y".  This is fine 
as long as it's marked clearly. The Gemini IG test suite will serve 
as an interesting benchmark since it's open, in the following ways:

   1. It can be run on multiple machines using OpenGVS. It would be a 
      way to verify and judge implementation and hardware. This is the
      test that a GVS user would want to make, since it is a measure of
      virtue for the range of available options.

   2. It can be run using multiple software libraries (OpenGVS, dVS,
      VistaWorks, SENSE8, Performer, etc.) on the same machine and 
      database. This is what an SGI user would want to test since it 
      is a measure of virtue for the range of available options.

An undecided user (not committed to either Gemini or SGI) would want to
examine the results of these tests for the full matrix of results and
the prices of the configurations.  Now I see the wisdom of Gemini's
approach. Hardware vendors would shy away from #1 based on experiences
where poor software implementations make their machine look bad, but
this fear is resolved by test #2, which validates the benchmark by
showing how well the machine can solve the stated problem. If there is
a major difference between the results of test #1 for a given machine
and test #2 on that same system, then the meaning will be clear.

Based on this, I'm eager to get the Gemini Technology test suite and
have the Performer team get it up and running. If we can get it here
at SGI in time, we can have numbers for test #2 in time for John
Archdeacon's presentation at the Image Society meeting in June. We'll
post the results here on the mailing list after that. I'll get with
Gemini next week to get this started and see if it also includes both
single and multiple channel and single and multiple processor tests.

PERFORMER .VS OTHER TOOKITS

This is the wrong question. Many other toolkits use IRIS Performer,
some visibly, some not. We believe that SGI visual simulation and
high-speed rendering customers are best served by Performer, but we
have no reason to "slight" anyone who uses or sells an alternate
product on SGI, or who places portability above all else so long as
they know that that choice implies. For example, the Performer team has
helped most non-Performer vis-sim partners tune to SGI over the years
and have sent extracts from Performer source code where that made
sense.  SGI appreciates it's partners and customers and has no reason 
to engage in a debate about product merits. (Though I must admit that 
the Gemini Technology posting has made me anxious to see the results 
of tests #1 and #2 on SGI machines, but in a friendly way. :-)

THE DESIRE FOR A PORTABLE PERFORMER

IRIS Performer is much like IRIS GL in that it has grown up along with 
increasing hardware capabilities and diverging application scopes. This
all comes from user experiences and the growing performance levels of
new machines, CPUs, and graphics systems.  This leads to a very capable
but (perhaps) awkward and eclectic set of features. Moving from this
state to a highly portable situation while retaining the features that
make a product great requires much reevaluation and analysis. It's a
difficult task.  This is how OpenGL was created and is what would be
needed to create the open, portable performer that people have been 
asking for here in the mailing list and elsewhere.

People like carter@eai.com who are interested in openness issues, who
want to understand the SGI software strategy and development road-map
for IRIS Performer, OpenInventor, and the ImageVision library, or who
seek answers to issues such as portability to other workstations, PCs,
Java, and distributed WEB graphics, will find many answers at the
Silicon Graphics Developer's Forum this year (Forum info available at
http://www.sgi.com). Both Jim Helman and I will be making detailed
presentations on these issues and the news should please you (that's
the surprise I mentioned before ;-), but we are not free to disclose 
details of our presentations before the Forum.

Be seeing you,      Phone:415.390.1455  Fax:415.965.2658 M/S:8U-590
Michael T. Jones    Silicon Graphics, Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311

"Competition is a by-product of productive work, not its goal.  A 
creative man is motivated by the desire to achieve, not by the desire 
to beat others." -Ayn Rand

From guest  Sat Apr 27 13:29:15 1996
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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9604271152.ZM12036@rose.asd.sgi.com>
Date: Sat, 27 Apr 1996 11:52:58 -0700
In-Reply-To: "Julia Kossack" <jkossack@westside.corp.sgi.com>
        "terrain paging" (Apr  8,  3:50pm)
References: <9604081550.ZM21599@westside.corp.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "Julia Kossack" <jkossack@westside.corp.sgi.com>,
        info-performer@sgi.sgi.com
Subject: Re: terrain paging
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
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+>---- On Apr 8,  3:50pm, Julia Kossack wrote:
> Subject: terrain paging
->From guest@holodeck  Mon Apr  8 16:10:54 1996
->From: "Julia Kossack" <jkossack@westside.corp.sgi.com>
->Date: Mon, 8 Apr 1996 15:50:04 -0700
->X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
->To: info-performer@sgi.sgi.com
->Subject: terrain paging
->
->Hello Performer team,
->
->Larry McDonough referred me to you regarding this question we received on the
->Fastline:
->
->"Does performer 2.0 support Terrain Paging?

Not quite yet.
IRIS Performer2.1 for InfiniteReality has an adaptive surface definition terrain 
library that currently supports smooth transition of terrain LODs through morphing,
and handles other issues that arise with morphing terrain when you want to 
plant objects (such as roads and houses) on it.  
We will soon make this library available to folks with
Performer2.0.  Paging of terrain will be directly supported in the 
next release.


src.


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


From guest  Sat Apr 27 14:03:27 1996
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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9604271227.ZM12347@rose.asd.sgi.com>
Date: Sat, 27 Apr 1996 12:27:13 -0700
In-Reply-To: "Luis Ignacio Miranda" <lmiranda@buitre.madrid.sgi.com>
        "Inventor loader problem" (Apr 11, 10:10pm)
References: <9604112210.ZM29987@buitre.madrid.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "Luis Ignacio Miranda" <lmiranda@buitre.madrid.sgi.com>,
        info-performer@sgi.sgi.com
Subject: Re: Inventor loader problem
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
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+>---- On Apr 11, 10:10pm, Luis Ignacio Miranda wrote:
> Subject: Inventor loader problem
->From guest@holodeck  Thu Apr 11 14:06:20 1996
->From: "Luis Ignacio Miranda" <lmiranda@buitre.madrid.sgi.com>
->Date: Thu, 11 Apr 1996 22:10:15 -0600
->X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
->To: info-performer@sgi.sgi.com
->Subject: Inventor loader problem
->
->Hi all,
->
->I have a problem with the Inventor loader in Performer 2.0.
->
->When I try to load a model with a environment-reflecting texture, it loads the
->texture, but it is not applied to the model, or, it is not applied in the right
->way because the model does not show the texture.
->
->I attach a very simple inventor with a environment-reflecting texture model as
->an example.
->
->Any ideas?


Ok, one that I forgot in my my  2.0 bug list...

Reflection mapping was broken for OpenGL in the Inventor loader.

FYI, libpfdu:pfdCallbacks.c had a texgen handling bug with OpenGL specification of 
the reference plane for EYE_LINEAR and OBJECT_LINEAR.


src.

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


From guest  Sat Apr 27 15:43:02 1996
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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9604271409.ZM12854@rose.asd.sgi.com>
Date: Sat, 27 Apr 1996 14:09:07 -0700
In-Reply-To: deepa@tcsernet.tcs.ernet.in
        "Lights" (Apr 26,  4:45pm)
References: <9604262033.AA22075@tcsernet.tcs.ernet.in>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: deepa@tcsernet.tcs.ernet.in, info-performer@sgi.sgi.com
Subject: Re: Lights
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--
--PART-BOUNDARY=.19604271409.ZM12854.asd.sgi.com
Content-Type: text/plain; charset=us-ascii

Hi,

What version of Performer were you using?
What OS was on the respective machines?
Also, by any chance was this IRIS GL?  

+>---- On Apr 26,  4:45pm, deepa@tcsernet.tcs.ernet.in wrote:
> Subject: Lights
->From guest@holodeck.csd.sgi.com  Fri Apr 26 10:54:06 1996
->From: deepa@tcsernet.tcs.ernet.in
->Subject: Lights
->To: info-performer@sgi.sgi.com
->Date: Fri, 26 Apr 96 16:45:12 EDT
->X-Mailer: ELM [version 2.3 PL2]
->
->Dear Performer users,
->
->I wrote a very simple program to draw one polygon, map a texture
->on it and rotate it in a loop. I defined colors for the vertices 
->and set the the shade model as Gouraud shading model. One light was set,
->and a default light model applied. 
->The program was compiled on the onyx and executed with the display set 
->to Indy, Indigo and the onyx respectively. The program works perfectly on
->the onyx, but exits without displaying on the indigo (2 extreme) and
->on the indy the whole scene appears white at first and gradually dims to
->gray as the object rotates away from the light (on the onyx, the background 
->which is black is not affected and the lighting only affects the object).
->
->Why does this happen? Can anyone help?
->
->Deepa Krishnan
->Tata Consultancy Services
->deepa@tcsernet.tcs.ernet.in
->
+>---- End of excerpt from deepa@tcsernet.tcs.ernet.in




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

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From: deepa@tcsernet.tcs.ernet.in
Message-Id: <9604262033.AA22075@tcsernet.tcs.ernet.in>
Subject: Lights
To: info-performer@sgi.sgi.com
Date: Fri, 26 Apr 96 16:45:12 EDT
Content-Length: 815
Content-Type: text
X-Mailer: ELM [version 2.3 PL2]


Dear Performer users,

I wrote a very simple program to draw one polygon, map a texture
on it and rotate it in a loop. I defined colors for the vertices 
and set the the shade model as Gouraud shading model. One light was set,
and a default light model applied. 
The program was compiled on the onyx and executed with the display set 
to Indy, Indigo and the onyx respectively. The program works perfectly on
the onyx, but exits without displaying on the indigo (2 extreme) and
on the indy the whole scene appears white at first and gradually dims to
gray as the object rotates away from the light (on the onyx, the background 
which is black is not affected and the lighting only affects the object).

Why does this happen? Can anyone help?

Deepa Krishnan
Tata Consultancy Services
deepa@tcsernet.tcs.ernet.in





--PART-BOUNDARY=.19604271409.ZM12854.asd.sgi.com--



From guest  Sat Apr 27 23:41:05 1996
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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9604272207.ZM13549@rose.asd.sgi.com>
Date: Sat, 27 Apr 1996 22:07:26 -0700
In-Reply-To: "Sharon Clay" <src>
        "Re: terrain paging" (Apr 27, 11:52am)
References: <9604081550.ZM21599@westside.corp.sgi.com> 
	<9604271152.ZM12036@rose.asd.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "Julia Kossack" <jkossack@westside.corp.sgi.com>,
        info-performer@sgi.sgi.com
Subject: Re: terrain paging - correction!
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I was thinking way toooo Performer2.1 centric when I answered this  the
first time so I wanted to correct/clarify:

+>---- On Apr 27, 11:52am, Sharon Clay wrote:
> Subject: Re: terrain paging

->->"Does performer 2.0 support Terrain Paging?
->
->Not quite yet.
->IRIS Performer2.1 for InfiniteReality has an adaptive surface definition terrain 
->library that currently supports smooth transition of terrain LODs through morphing,
->and handles other issues that arise with morphing terrain when you want to 
->plant objects (such as roads and houses) on it.  
->We will soon make this library available to folks with
->Performer2.0.  Paging of terrain will be directly supported in the 
->next release.
->

I was thinking soly in the context of the specific new advanced terrain support in 
IRIS Performer2.1.  However, as most on this list already know, terrain can most definitely
be efficiently rendered and paged with the general LOD and database paging facilities
IRIS Performer 2.0.  I am just so excited about the new Active Surface Definition library 
that I got a little carried away :-)

Back to normal programming,
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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	for info-performer@sgi.com id JAA11259; Sun, 28 Apr 1996 09:28:54 +0100
From: "Greg Edwards, SGI UK." <gedwards@cordoba.reading.sgi.com>
Message-Id: <9604280928.ZM11257@cordoba.reading.sgi.com>
Date: Sun, 28 Apr 1996 09:28:54 +0100
Reply-To: gedwards@reading.sgi.com
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Formatting of perfly code
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Can the team inform me what formatter is used on perfly and other
Pf example source. It's not my favourite style, but better to
stick with it than scrmable the whole thing and defeat xdiff etc.

-- 
__________________________________________________________________________
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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Date: Sun, 28 Apr 1996 08:16:51 -0700
From: mtj@isdn-celeste.corp.sgi.com (Michael Jones)
Message-Id: <199604281516.IAA01074@isdn-celeste.corp.sgi.com>
To: info-performer@sgi.sgi.com
Subject: RE: Formatting of perfly code
Status: O

Greg Edwards writes:
:Can the team inform me what formatter is used on perfly and other
:Pf example source. It's not my favourite style, but better to
:stick with it than scrmable the whole thing and defeat xdiff etc.

Not your favorite indent, bracket, comment, etc style?  Well, as you
know there's no pleasing everybody with a coding style. What we did
early on was to agree on a style that has nothing that any Performer
development team member hated and which seemed generally OK to us.

We used the Allman style of brace structuring, which was the not quite
universal vote. The formatting is not automatic. Low-tech as it may
seem to you, we formatted most of the 585,841 lines (in 1274 files) of 
IRIS Performer source code by hand.  (These stats are by way of find, 
xargs, and wc, and were computed just now).

Back at the time we were discussing the formatting, I bought and read a
book that I find to be really great on this subject. It is "C Style:
Standards and Guidelines" by David Straker (of Hewlett-Packard, the
laser printer company) and is an excellent exposition of popular
alternatives and the rationale for and against each. If this topic
interests you, I highly recommend it. There's really little in the book
about C itself, so it's equally well a C++ style discussion too.

Michael

Be seeing you,      Phone:415.390.1455  Fax:415.965.2658 M/S:8U-590
Michael T. Jones    Silicon Graphics, Advanced Graphics Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311

"Competition is a by-product of productive work, not its goal.  A 
creative man is motivated by the desire to achieve, not by the desire 
to beat others." -Ayn Rand

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Date: Mon, 29 Apr 1996 07:14:50 +0100
To: info-performer@sgi.sgi.com
From: ceti@worldnet.net (ceti)
Subject: pfMorph and iv loader
X-Mailer: <PC Eudora Version 1.4>
Status: O

Well, 
I have two geometries built using Explore ( wavefront ), converted in iv 
file format. Geometries are same, just shapes are change . I use pfLoadFile 
to load them and  I want to morph from one to the second using morphing nodes.
Here is the problem, when checking the two geosets, repartition of the 
vertex in the strips is not the same.  GULP!
So I assume that the iv loader tries (and may be succed) to optimise the 
object but here I want it to be dummy. 
Is there a way to avoid crossing optimising step or should I write a dummy 
loader  ??

thanks
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Message-Id: <31849740.6201@luc.ac.be>
Date: Mon, 29 Apr 1996 12:17:36 +0200
From: David Nouls <dnouls@luc.ac.be>
Organization: L.T.I. - E.D.M.
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Status: O

Hello,

Did anybody change the 3DS import filter to suppport normals ? I'm
currently writing some code to support it, but I would rather spend my
time on the main application than on writing import-filters.

/)avid
-- 
Expertisecentrum Digitale Media - Wetenschapspark 2 - B-3590 Diepenbeek
Tel: +32-(0)11-268412           -                 Fax: +32-(0)11-268400
e-mail:  dnouls@luc.ac.be    dnouls@cbit.rma.ac.be    we39833@vub.ac.be

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unsubscribe

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From: pere1@VIDEO3.cluny.ensam.fr
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Subject: Shadows with Performer ?
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Status: O

	Hi

	I would like to render shadows with Performer.It seems that Performer
has not any fonction to do that. So I look on  the OpenGL Programming Guide, it
is told how shadows work but there isn't any sample code.
	So I send a message (not in a bottle ...)
	Could somebody help me?

	My application is a 3D terrain with thousands trees (yes, it is
possible!). For the moment I duplicate all the  facets on the forest terrain
with a opacity mapping of a shadow image. It works well but it isnt the
economical version.

	I am looking for:

	1) A sample code of how to render shadows of one object to another
or
	2) A sample code of how to map an image (shadow image for example) on a
projector

	Thanks you for your help !

-- 
login IRIX

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Date: 29 Apr 96 06:10:24 EDT
From: Werner Hartinger <101573.3267@CompuServe.COM>
To: performer <info-performer@sgi.sgi.com>
Subject: pfLPointState viewing distance
Message-ID: <960429101024_101573.3267_IHK84-1@CompuServe.COM>
Status: O

Hi there,

can anyone tell me, why my pfLPointState-points disappear ?

I use pfLPointState for my light-points. That basically works.
But, as soon as I move further than about 1200 meters away, they
disappear. First they have a size of 3 pixels, then they are gone.

Now the thing I don't understand:

  IN ANOTHER, SMALL TEST-APPLICATION, THESE VALUES WORK !!!!

That means, the values above must be okay, as I can see the lights from
a much bigger distance than 1200 meters !

I've written down the mode values:

  Size Mode : 			1 	ON
  Transp Mode : 		1 	ON
  Transp Pixel Size: 			1.000000 
  Transp Pixel Exponent: 		1.000000 
  Transp Scale: 			0.100000 
  Transp Clamp: 			0.500000 
  Fog Mode : 			1 	ON
  Dir Mode : 			1 	ON
  Shape Mode : 			0 	UNI
    shape values:		fHor 	180.00 
				vert 	180.00 
				roll 	0.00 
				fall 	1.00 
				amb 	0.00
  Range Mode : 			1 	TRUE
  Min Pixel Size: 		3.000000 
  Max Pixel Size: 		5.000000 
  act. real world:		0.100000 
  fog scale:			0.250000 
  intensity:			1.000000 
  diff_thresh:			0.100000 


What values can there be else ?


I hope someone can help.

Thanks,
Werner

----------------------------------------------------------
Werner Hartinger			Tel. 049-89-8899-2744
Krauss-Maffei AG			Fax. 049-89-8899-4104
Krauss-Maffei-str. 2
D-80997 Munich
GERMANY
----------------------------------------------------------



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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9604290947.ZM22299@eagle.cae.ca>
Date: Mon, 29 Apr 1996 09:47:53 -0400
In-Reply-To: "Javier Castellar" <javier@sixty.asd.sgi.com>
        "Re: Onyx Infinite Reality vof's" (Apr 26,  8:11pm)
References: <9604261038.ZM14974@eagle.cae.ca> 
	<9604261107.ZM2265@pxp.stlaurent.sgi.com> 
	<9604261121.ZM15135@eagle.cae.ca> 
	<9604261207.ZM2364@pxp.stlaurent.sgi.com> 
	<9604261615.ZM15946@eagle.cae.ca> 
	<9604262011.ZM27415@sixty.asd.sgi.com>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Javier Castellar" <javier@sixty.asd.sgi.com>, info-performer@sgi.sgi.com
Subject: Re: Onyx Infinite Reality vof's
Cc: gilroy@stlaurent.sgi.com (Gilles Roy - SGI Account Manager),
        parviz@stlaurent.sgi.com (Parviz Parandeh - SGI System Engineer)
Mime-Version: 1.0
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Status: O

On Apr 26,  8:11pm, Javier Castellar wrote:

> There is not a video/frame buffer limitation in your case (with 2 RM6 you
> could get three 1024x768 with 8 subsamples AA), the limitation is on the
> pixel fill, this is why Parviz configured a 4 RM6 machine:
>
> DC = 4
>
> 1024 x 2304 x 4 x 60 = 576 Mtexels/s ===> 4 RM6
>
> ( if your system is 60hz)

Javier, Parviz,

My system is supposed to run at 30 Hz. It means I need 288 Mtexels/s. The specs
I have says one RM6 can fill up to 200 Mtexels/s. So I should Ok with 2 RM6. Is
it correct?

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

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From: "Craig Phillips" <craig@binky.paradigmsim.com>
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Date: Mon, 29 Apr 1996 09:28:27 -0500
In-Reply-To: "Javier Castellar" <javier@sixty.asd.sgi.com>
        "Re: OpenGVS Cross Platform API" (Apr 26, 11:49pm)
References: <199604172008.NAA25916@gemtech.gemtech.com> 
	<9604262349.ZM27555@sixty.asd.sgi.com>
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Status: O


I may be wrong, but i believe that most developers in the vissim world
are far more interested in performance than portability.  that is not to
say that that it is not important, and that we would all like to write
code only once, but given the choice, performance is king.  It is tough
too say to your customer or boss: "sure, it's only half as fast, but
it also runs on a PC".  They bought an SGI.  They bought it for the
performance.  Performer was developed by some pretty talented folks
to get the performance out of the machine and to provide those
capabilities needed in the vissim community.  I doubt that GVS can
match the capabilities in Performer, given the trade-offs  made for
cross platform operation, but i would like to see them try.  how about
it John, is GVS better, faster than Performer?




-- 


__________________________________________________
Craig Phillips  CTO, Paradigm Simulation Inc.
14900 Landmark, Suite 400, Dallas, Texas 75248
craig@paradigmsim.com	214-960-2301
__________________________________________________



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From: "Mike Allbright" <mma@m2.dseg.ti.com>
To: info-performer@sgi.sgi.com
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Status: O

Please unsubscribe me from this mailing list.
*******************************************************************************
                             Michael M. Allbright
                              Texas Instruments
                             m-allbright1@ti.com
*******************************************************************************

From guest  Mon Apr 29 10:13:25 1996
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From: garrova@cod.nosc.mil (James F. Garrova)
Message-Id: <9604291539.AA28334@cod.nosc.mil>
Subject: Dynamic Terrain Paging
To: info-performer@sgi.sgi.com
Date: Mon, 29 Apr 1996 08:39:20 -0700 (PDT)
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Status: O

 A representative from MultiGen mentioned a "pfb" format that is or soon will available to
support dynamic terrain paging.  Could you provide more information on this.  Thanx.

Jim


From guest  Mon Apr 29 11:44:46 1996
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From: "Remi Arnaud" <remi@remi.asd.sgi.com>
Message-Id: <9604291011.ZM11149@remi.asd.sgi.com>
Date: Mon, 29 Apr 1996 10:11:06 -0700
In-Reply-To: "Bernard Leclerc" <bleclerc@cae.ca>
        "Re: Onyx Infinite Reality vof's" (Apr 29,  9:47am)
References: <9604261038.ZM14974@eagle.cae.ca> 
	<9604261107.ZM2265@pxp.stlaurent.sgi.com> 
	<9604261121.ZM15135@eagle.cae.ca> 
	<9604261207.ZM2364@pxp.stlaurent.sgi.com> 
	<9604261615.ZM15946@eagle.cae.ca> 
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	<9604290947.ZM22299@eagle.cae.ca>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: "Bernard Leclerc" <bleclerc@cae.ca>,
        "Javier Castellar" <javier@sixty.asd.sgi.com>,
        info-performer@sgi.sgi.com
Subject: Re: Onyx Infinite Reality vof's
Cc: gilroy@stlaurent.sgi.com (Gilles Roy - SGI Account Manager),
        parviz@stlaurent.sgi.com (Parviz Parandeh - SGI System Engineer)
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Status: O

On Apr 29,  9:47am, Bernard Leclerc wrote:
> Subject: Re: Onyx Infinite Reality vof's

> My system is supposed to run at 30 Hz. It means I need 288 Mtexels/s. The
specs
> I have says one RM6 can fill up to 200 Mtexels/s. So I should Ok with 2 RM6.
Is
> it correct?

 You really want to consider a 150 Mpixels per second fill rate (not texels ??)
for each RM6 for a _real_ vis sim application. You may have a better fill rate,
but 150 Mpixels/s is a mean value from our experience.

 This makes it still correct in your case as 300 Mpixels/s > 288 Mpixesl/s

 Best Regards

-- 


 o o  Remi ARNAUD - Silicon Graphics, Advanced Systems Dev    o o 
 o o  Mail Stop 590 - 2011 N. Shoreline Boulevard             o o 
 o o  Mountain View, California 94043-1389, USA               o o 
 o o  Tel: (415) 933 6208      Fax: (415) 965 2658            o o 

  



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Date: Mon, 29 Apr 1996 10:25:37 -0800
To: info-performer@sgi.sgi.com
From: mckenna@cgsd.com (Gene McKenna)
Subject: OpenFlight 
Status: O

I am trying to read a flight file so that I can copy my
geometry data into my own data format for collision detection,
but I'm having trouble.

I have a copy of MultiGen's OpenFlight spec, but I find it to
be somewhat lacking. (One little example couldn't be too hard
to include, you would think.)

A call to MultiGen proved fruitless. I can't imagine that they
don't have a simple parsing code, even just a text dump would
be great. Do they really want this to be an open format?

For the ridiculous price of MultiGen's software, one would think that
help in using their now "open" file format would be a little easier
to come by.

OK, enough MultiGen bashing.

Anyone know where I might find a flight parser, or a better written
spec?

GENE

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



From guest  Mon Apr 29 12:29:29 1996
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From: Allen Bierbaum <allenb@icemt.iastate.edu>
To: "'Performer List'" <info-performer@sgi.sgi.com>
Subject: pfdSpatialize
Date: Mon, 29 Apr 1996 12:54:28 -0500
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Status: O

Does anyone have a example of pfdSpatialize actually working>  Every =
time I try it, it just keeps recursing.

I need it because I have a very large scene, that I am performing a huge =
number of intersections with.  The major bottleneck in my app right now =
is the intersections.  I believe that if I can subdivide the scene into =
smaller geoSets, The intersections would perform substantially better.

If anyone has an example... even one line, I would appreciate it.

-Allen
allenb@iastate.edu
ISU CAVE++
RA - Carolina Cruz-Neira


From guest  Mon Apr 29 17:45:06 1996
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Date: Mon, 29 Apr 1996 16:45:26 -0400
From: nicolas@cae.ca (Nicolas Gauvin)
Message-Id: <199604292045.QAA01663@osprey.cae.ca>
To: info-performer@sgi.sgi.com
Subject: VR head mounted devices (HMD) for SGI?
Status: O


I would like to know which VR head mounted devices (HMD) are compatible
with SGI hardware. I'm looking for low cost HMD as well as high fidelity ($$)
ones. I would also like to know if they can work on all SGI platforms or not
(Indys in mono mode for example). I've seen very low cost devices
available for PCs (like the VFX1). Can those be hooked to SGIs as well?

I would appreciate if some of you could share your experiences in those
areas.

Thanks in advance.
     ___/     |       ___/ 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 Apr 29 17:53:56 1996
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Date: Mon, 29 Apr 1996 17:02:31 -0500
From: cvillarm@magellan.bgm.link.com (Cris Villarma)
Message-Id: <199604292202.RAA00918@magellan.bgm.link.com>
Apparently-To: info-performer@sgi.sgi.com
Status: O

I'm new to using the Performer software and am
trying to figure out how to queue mouse events
I've found the documentation on getting the
mouse position and click positions, but haven't
seen anything about setting up a queue.

Cris Villarm
Hughes Training
cvillarm@magellan.bgm.link.com

From guest  Mon Apr 29 18:00:00 1996
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From: "Don Smith" <drdon@drdon.fsl.lfwc.lockheed.com>
Message-Id: <9604291107.ZM6626@drdon>
Date: Mon, 29 Apr 1996 11:07:41 -0500
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com, info-performer@sgi.sgi.com
Subject: Linking a Performer map into a mixed mode X/Iris GL application
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I have a mixed mode X/Iris GL application which displays a terrain map in a
window with GL symbology superimposed on it.  Currently the map is drawn with
IRIS GL commands.  I want to replace this map with a "top-down" view generated
by a Performer application, but I want to retain the GL symbology drawn on top
of it.

This application also has a large number of detailed Motif/X panels, pull-down
menus, etc.

I need some advice on the best way to integrate the Performer map into the
existing X/Motif/GL application.  Can the performer map be drawn as a rendered
image by calling a function from inside my X application, or does the Performer
application need to be "in charge", so to speak?

Any guidance or help would be greatly appreciated.

Dr. Don Smith
Lockheed-Martin Flight Simulation
Fort Worth, Texas


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9604292145.ZM6263@bitch.reading.sgi.com>
Date: Mon, 29 Apr 1996 21:45:13 +0100
In-Reply-To: mckenna@cgsd.com (Gene McKenna)
        "OpenFlight" (Apr 29, 10:25am)
References: <v02130506adaab809998a@[192.9.200.107]>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: mckenna@cgsd.com (Gene McKenna), info-performer@sgi.sgi.com
Subject: Re: OpenFlight
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

It'd be simpler and probably more portable to querry the scene graph as loaded,
that way you could support any file format which you have a performer loader
for. You could delete the loaded graph afterwards if you don't need it.

On Apr 29, 10:25am, Gene McKenna wrote:
> Subject: OpenFlight
> I am trying to read a flight file so that I can copy my
> geometry data into my own data format for collision detection,
> but I'm having trouble.
>
> I have a copy of MultiGen's OpenFlight spec, but I find it to
> be somewhat lacking. (One little example couldn't be too hard
> to include, you would think.)
>
> A call to MultiGen proved fruitless. I can't imagine that they
> don't have a simple parsing code, even just a text dump would
> be great. Do they really want this to be an open format?
>
> For the ridiculous price of MultiGen's software, one would think that
> help in using their now "open" file format would be a little easier
> to come by.
>
> OK, enough MultiGen bashing.
>
> Anyone know where I might find a flight parser, or a better written
> spec?
>
> GENE
>
> +-----------------------------------------------------+
> |                  Gene McKenna                       |
> |  mckenna@cgsd.com            CGSD Corporation       |
> | voice 415.903.4928          Software Engineer       |
> |   fax 415.967.5252        Webmaster  www.cgsd.com   |
> +-----------------------------------------------------+
>
>
>-- End of excerpt from Gene McKenna



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

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From: jrohlf@tubes.asd.sgi.com (John Rohlf)
Message-Id: <199604292222.PAA01312@tubes.asd.sgi.com>
Subject: Re: Formatting of perfly code
To: guest (Greg Edwards, SGI UK.)
Date: Mon, 29 Apr 96 15:22:07 PDT
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9604280928.ZM11257@cordoba.reading.sgi.com>; from "Greg Edwards, SGI UK." at Apr 28, 96 9:28 am
X-Mailer: ELM [version 2.3 PL8]
Status: O

> 
> Can the team inform me what formatter is used on perfly and other
> Pf example source. It's not my favourite style, but better to
> stick with it than scrmable the whole thing and defeat xdiff etc.
> 
> -- 
> __________________________________________________________________________
> 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
> 

Here are Performer's settings for c++-mode.el:

(setq c-auto-newline nil)
(setq c-tab-always-indent nil)
(setq c-indent-level 4)
(setq c-brace-offset -4)
(setq c-brace-imaginary-offset 0)
(setq c-label-offset -4)
(setq c-continued-brace-offset -4)
(setq c-continued-statement-offset 4)


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From: "Michael T. Jones" <mtj@babar.asd.sgi.com>
Message-Id: <9604291531.ZM25215@babar.asd.sgi.com>
Date: Mon, 29 Apr 1996 15:31:16 -0700
In-Reply-To: "John Archdeacon" <jarch@gemtech.com>
        "Re: OpenGVS Benchmark Applic" (Apr 29, 12:10pm)
References: <199604291903.MAA23009@gemtech.gemtech.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@giraffe.asd.sgi.com
Subject: Re: OpenGVS Benchmark Applic
Cc: "John Archdeacon" <jarch@gemtech.com>
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Apr 29, 12:10pm, John Archdeacon wrote:
> Subject: Re: OpenGVS Benchmark Applic
>          Reply to:   RE>OpenGVS Benchmark Applicati
> Hello Michael "Testing-and-Benchmarking" Jones:

Hi John!

> Thanks for your thoughts and comments. I felt it best to not go on-line
>with a response to your Performer newsgroup as this discussion is not a
>Performer related issue, per se and I don't like to violate the spirit of that
>forum (e.g., Performer focus). As such, I'd assume SGI would prefer to keep
>this off-line from info-performer; if you don't care, you're certainly free to
>forward it there if you want!

Well, considering how little your long OpenGVS advertisement had to do with
Performer, that we have nothing to hide about our performance, and that the
Performer users are probably curious to learn of the relative performances
between various IG's and software environments, I'll go ahead and forward it
since you say it's OK.  Perhaps there are non-Performer users on the mailing
list who will speak-up and offer to implement your test databases on their
machines/systems and an interesting dialogue will result.

> Anyway, some clarifications for you regarding your recent email.  You wrote:
> > ...The Gemini IG test suite will serve as an interesting benchmark since
> > it's open, in the following ways:
> :
> :    1. It can be run on multiple machines using OpenGVS. It would be a
> :       way to verify and judge implementation and hardware. This is the
> :       test that a GVS user would want to make, since it is a measure of
> :       virtue for the range of available options.
>
> Comment: the benchmarks are expected to be of interest to both GVS users and
>basically *any* other interested party (user, hardware manufacturer, whatever)
>since these benchmarks (as you pointed out) will help provide another useful
>"data point" as to the potential suitability of the underlying graphics
>hardware for computer image generation use.

We see this point very differently. The GVS versions only speak to GVS speeds
on the machine. They do not measure the machine. That would be like a ISV PHIGS
company ranking workstations on drawing a car model based on their PHIGS
implementation. The fastest one would be important to that ISV's PHIGS users,
but no one else (not even other PHIGS users), unless...

>
> :    2. It can be run using multiple software libraries (OpenGVS, dVS,
> :       VistaWorks, SENSE8, Performer, etc.) on the same machine and
> :       database. This is what an SGI user would want to test since it
> :       is a measure of virtue for the range of available options.
>
> Comment: we only run on top of OpenGL, Direct3D, or the manufacturer's native
>rendering API for those graphics implementations that support neither natively
>(e.g., Real3D, 3DFX). Thus, to clarify, we do *not* run on top of Sense8, dVS,
>Performer, or any other higher level APIs as I believe you suggested. Any
>hardware manufacturer that uses a DLL under Windows NT or Windows 95 will be
>able to run the binaries as long as the DLLs have been installed on their PC
>(DLLs are much like SGI's shareable libraries).

...the test environment is as I thought you said before, an open one. This
means that there is some database, and some task, where there as a database in
OpenFlight, DWB, Wavefront, IV, or some other public format and some set of
moving models with a log file of positions for each with time stamps
(eyepoints too). There is no need for GVS code, for binaries, etc. Just the
databases and example information so that people porting the tests to other
environments can make the test measurements fairly.

Gemini would implement these tests in OpenGVS (this is test #1) but I would do
it in Performer. Companies like SENSE8, Loral, etc. would of course do it in
the software environment they produce. This is test #2. Without test #2, your
"universal testbed" is merely an OpenGVS test suite and is of no interest to me
or Silicon Graphics. With test #2, your work becomes valuable in that the
results from test #1 are validated -- a user knows much weight to give to a
GVS-mark based on how well GVS does on that machine compared to other toolkits.

Based on the GVS-mark, users can extrapolate performance of machines or
alternate toolkits by multiplying by the speed of the faster or chosen toolkit
by the GVS one on the same machine/database benchmark pair. (The factor would
be 1 of course everywhere that OpenGVS is the fastest, so  the results will be
good for marketing for at least one of the companies participating in the
benchmarks.)

I have accepted the head-to-head test that you proposed. Are you backing out of
it now? I don't see why you would do that after making such a big splash in
the Performer mailing list with your original announcement.

> You wrote:
> : ...I'm eager to get the Gemini Technology test suite and
> : have the Performer team get it up and running. If we can get it here
> : at SGI in time, we can have numbers for test #2 in time for John
> : Archdeacon's presentation at the Image Society meeting in June.
> : When can we get the software and databases, what are the methods by
> : which timings should be taken (resolution, #samples, etc.) and what else
> : do we need to help you compile this data?
>
> Comment: I plan to run the tests under IRIX 6.2 on a 250 MHz Onyx RE2 with
>two RM4 boards (the baseline re2stone as you may recall). At last check, I
>don't believe the LA, Irvine, or San Diego offices of SGI have such a system
--
>can you arrange to loan us one through Image? If not, I plan to use one of my
>customer's systems (which does have the baseline configuration) but your
>support in this area would help alot if possible. Second, I do plan to publish
>the binaries on-line at our home page in a compressed TAR file format for IRIX
>users as well as appropriate versions for Windows NT and '95 users as well.
>I'll keep you posted as to when the IRIX version is available (sooner if you
>can help us get the right hardware here... if not, a trip to my customer's
site
>or to Mountain View!)

Are we talking about the full, open IG test approach (tests #1 and #2) or the
OpenGVS-only approach that you seem to retreating to?  If it's the real thing
then I think I need to find a way to help you since it could clear up so many
misconceptions.

> Thanks - John
>
>
>-- End of excerpt from John Archdeacon

I hope that I misunderstand your new position. I urge you to follow through
with the plan to make the databases and eyepoint/vehicle information avaliable
as your test suite. Just printing a list of OpenGVS throughputs and claiming
that you've measured the soul of InfiniteReality, CompuScene-VI, ESIG-4000, and
so on is not much to base in IMAGE presentation on, nor is it something that
SGI, Lockheed-Martin, or E&S would seem likely to embrace (speaking for
myself, not for other image generator vendors).

Michael Jones

-- 

Be seeing you,      Phone:415.933.1455  Fax:415.965.2658 M/S:8U-590
Michael T. Jones    Silicon Graphics, Advanced Systems Division
mtj@sgi.com         2011 N. Shoreline Blvd., Mtn. View, CA 94039-7311
                    "Du musst Amboss oder Hammer sein" -- Goethe


From guest  Mon Apr 29 18:39:36 1996
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Date: Mon, 29 Apr 1996 13:58:41 -0700 (PDT)
From: "Paul S. Cutt" <cutt@netcom.com>
Subject: Re: URGENT HELP: Polhemus tracker with Performer
To: "Ng Kian Bee, SIT/CS" <ngkb@nyp.ac.sg>
cc: performer <info-performer@sgi.sgi.com>,
        "Vincent, SGI" <vincent@sgisgp.singapore.sgi.com>,
        "vincentoh@singapore.sgi.com" <vincentoh@singapore.sgi.com>
In-Reply-To: <31812149@mgate.nyp.ac.sg.>
Message-ID: <Pine.3.89.9604291333.A12258-0100000@netcom5.netcom.com>
MIME-Version: 1.0
Content-Type: TEXT/PLAIN; charset=US-ASCII
Status: O

On Fri, 26 Apr 1996, Ng Kian Bee, SIT/CS wrote:

> Hello,
> I need this help ASAP. Millions thanx!
> I would like to use the following devices for my project:
>  - Polhemus FASTRAK motion tracking device by Polhmeus Inc.
>  - 3D Spaceball 2003 by Spacetec Inc.
> The software I'm using is Coryphaeus Software's EasyScene 3.0. Since this
> software runs on top of Performer 1.2/2.0, I'm praying that someone here 
> could
> help me. I'm running on my RE2 machine. I need some one to guide me as to
> 1. where can I get the drivers for both the Polhemus and Spaceball? Or 
> anyone here
> had tried on the device with their performer?
> 2. How do I set the devices up? That is do I just run the driver and it will 
> work
> or do I have to configure my RE2 or ...
> 
> Appreciate any reply.


I have what may be of interest to you, our SyncLink virtual reality
device driver package.  Below is a description.  Please let me know
if you have any questions.
Sincerely,

Paul S. Cutt
VP Engineering
Xtensory Inc 

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


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

SyncLink provides an object-oriented interface to VR devices.  There is a 
single C++ class hierarchy for VR sensors.  This hierarchy currently 
handles 6-D sensors such as the Polhemus Fastrak, Logitech 3D Mouse, 
Ascension Flock of Birds, Spaceball 2003, and the VPL Research 
DataGlove Model 2.  A second C++ class for coordinate systems allows the 
application programmer to translate automatically between the differing 
coordinate systems used by VR devices, 3D rendering systems, and existing 
applications and data sets.  
  
Common Interface  
  
All devices which provide 6-degree of freedom position and  orientation 
data are handled similarly.  SyncLink's base sensor class provides standard 
operations for opening devices, closing devices, and reading position, Euler 
angles, toggles, and other device data.  Common filtering operations are 
also avaiable in the base class, including origin offset, setting tolerance 
levels, clipping, modulo, and scaling.  Each device may report data in 
either absolute or relative values, whether it is an isometric device like the 
Spaceball, or an isotonic device like the Fastrak.  
  
While the SyncLink base class provides a common interface to common 
VR functions across different devices, it does not limit the application 
programmer to the lowest common denominator.  Device-specific functions 
are also provided.  For example, Fastrak and Flock of Birds users can make 
use of the multistation capabilities of these devices, allowing multiple 
receivers to be read from a single serial port.  DataGlove Model 2 
programmers can calibrate the glove and read and write ASCII-formatted 
calibration tables.  Logitech users may access the fringe and out of range 
settings which warn when the receiver is approaching its line-of-sight 
limits.  
  
Sample application code provided with SyncLink demonstrates how the 
same source code can be used to control any of the supported sensors.  
  
Switching Sensors  
  
SyncLink's common interface makes it easy to switch between sensors from 
within an application.  Simply close and delete the old sensor object, create 
and open a new sensor object, and reapply the application's sensor filters.  
Even this level of detail can be hidden from the user by the application.  
No longer do the software incompatibilities between sensors inhibit 
switching between them from within an application.  
  
Customized Support    
  
Xtensory provides the services for adding customized device support.  
Custom devices can then use the same standard object-oriented interface as 
commercial devices, without losing access to the functionality that makes 
the device unique.  
  
Maintenance    
  
Xtensory provides support for upgrades and maintains the drivers as new 
devices become available.   
  
Portability  
  
SyncLink provides portability between different UNIX and POSIX 
platforms.  The same C++ class library is available for Silicon Graphics, 
Kubota Pacific, and Digital Equipment systems.  
  
Devices Supported   
  
Ascension Flock of Birds  
General Reality CyberEye  
General Reality DataGlove
Immersion Probe and Personal Digitizer  
Logitech 3D Mouse, Cyberman and Space Control Mouse/Magellan   
Origin Instruments DynaSight  
Polhemus Fastrak, Isotrak, and 3Ball  
Precision Navigation Wayfinder  
Spaceball 2003  
Virutal I/O i-glasses!  
Virtual Technologies CyberGlove  
VPL DataGlove Model 2  
5DT 5-Glove
  
System Requirements  
  
SyncLink includes a C++ object library, C++ header files, and sample C++ 
test software.  SyncLink requires one of the following operating systems:  
	SGI IRIX 5.2 or later  
	Digital OSF/1 1.3 or later   
	Microsoft Windows NT 3.5  
	Microsoft Windows 3.1  
	HP-UX 9.0 or later  
	Sun  
	  
SyncLink also requires the appropriate  C/C++ compiler for the platform:  
	SGI C++ 3.0  
	Digital C++ 1.3 or later  
	Microsoft Visual C++  
	HP  
	Sun  
  
Contact Xtensory regarding support for VR devices or UNIX/POSIX  
operating systems not listed above.  
	  
  
Xtensory Inc     
140 Sunridge Drive     
Scotts Valley   CA   95066   USA  
  
Tel 408/439-0600     
Fax 408/439-8845  
cutt@netcom.com  
  
...opening the doors of perception (TM)  
  




From guest  Mon Apr 29 16:10:17 1996
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Message-Id: <9604291914.AA25824@uu9.psi.com>
From: Hudson Holmes <holmes@ivex3d.com>
To: info-performer@sgi.sgi.com
Date: Mon, 29 Apr 1996 15:12:51 +0000
Subject: Pixel count on Infinite Reality
X-Mailer: Pegasus Mail for Windows (v2.20)
Status: O

I am interested in configuring an Infinite Reality, 3 channel system with 1K x 1K 
resolution per channel and a user console.  I know how to calculate 
the Raster Manager requirements as described by other users here.  
What I do not know is if I must include the screen resolution of the 
user console in that calculation or is that a freebee which does not 
require use of the RMs in the graphics pipe.  Can anyone help me with 
this?

From guest  Mon Apr 29 19:00:53 1996
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	 id WAA06302; Mon, 29 Apr 1996 22:09:55 +0100
From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9604292209.ZM6300@bitch.reading.sgi.com>
Date: Mon, 29 Apr 1996 22:09:55 +0100
In-Reply-To: mckenna@cgsd.com (Gene McKenna)
        "OpenFlight" (Apr 29, 10:25am)
References: <v02130506adaab809998a@[192.9.200.107]>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com, mckenna@cgsd.com (Gene McKenna)
Subject: Re: OpenFlight (some code)
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Oh and incase I haven't convinced you to use the performer loaders, here's some
parsing code, it just PARSES a flight file it doesn't really load anything, the
last time I checked it worked with flight 14 and I've tried to ensure that it
won't break with format updates although it won't recognise new opcodes. It
isn't designed for open flight (don't know whats in that, I expect it's mostly
just a name change), it just reads a flight file, prints lots of info and draws
the vertices in an IrisGL window for fun.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

#include <stdio.h>
#include <errno.h>
#include <gl.h>
#include <unistd.h>

#define FLT_HEADER 1
#define FLT_GROUP 2
#define FLT_LOD 3 /* OBSOLETE */
#define FLT_OBJECT 4
#define FLT_POLYGON 5
#define FLT_ABS_VERTEX 7 /* OBSOLETE */
#define FLT_SHA_VERTEX 8 /* OBSOLETE */
#define FLT_NOR_VERTEX 9 /* OBSOLETE */
#define FLT_PU_LEVEL 10
#define FLT_PO_LEVEL 11
#define FLT_DOF 13 /* OBSOLETE */
#define FLT_DOFF 14
#define FLT_PU_SUB 19
#define FLT_PO_SUB 20
#define FLT_COMMENT 31
#define FLT_COLOUR 32
#define FLT_T0 40
#define FLT_T1 41
#define FLT_T2 42
#define FLT_T3 43
#define FLT_T4 44
#define FLT_T5 45
#define FLT_T6 46
#define FLT_T7 47
#define FLT_T8 48
#define FLT_TRANSFORMATION 49
#define FLT_GEOMETRY 50
#define FLT_BOUNDS 51 /* OBSOLETE */
#define FLT_REPLICATION 60
#define FLT_TEXTURE 64
#define FLT_EYE 65 /* OBSOLETE */
#define FLT_MATERIAL 66
#define FLT_VERTEX_TABLE 67
#define FLT_SHA_VERTEXF 68
#define FLT_NOR_VERTEXF 69
#define FLT_NORTEX_VERTEXF 70
#define FLT_TEX_VERTEXF 71
#define FLT_VERTEX_LIST 72
#define FLT_LODD 73
#define FLT_EYE_POINT 83

#define MAXPOOL 5000

/* local functions */
static float *ReadFlight(char *);
static void clear_record(FILE *);
static void name_and_clear_record(FILE *, int);
static void get_vertex(FILE *, int);
static void draw_axes(void);
static void add_vert(float *);
static void draw_verts(void);

char *indentations[] = {
  "",
  "  ",
  "    ",
  "      ",
  "        ",
  "          ",
  "            ",
  "              ",
  "                ",
  "                  ",
  "                    ",
  "                      ",
  "                        ",
  "                          ",
  "                            ",
  "                              ",
  "                                ",
  "                                  ",
  "                                    ",
  "                                      ",
  "                                        ",
  "                                          "
};

static char *indent;
static float *vpool;
static unsigned long vcount;

main()
{
  foreground();
  prefsize(500, 500);
  winopen("Flight File");
  RGBmode();
  mmode(MVIEWING);
  winconstraints();
  doublebuffer();
  zbuffer(FALSE);
  gconfig();

  subpixel(TRUE);
  pntsize(3.0);
  pntsmooth(SMP_ON | SMP_SMOOTHER);
  linesmooth(SML_ON | SML_SMOOTHER | SML_END_CORRECT);
  blendfunction(BF_SA, BF_MSA);
  perspective(450.0, 1.0, 1.0, 500.0);

  translate(0.0, 0.0, -100.0);
  rot(45.0, 'x');
  rot(30.0, 'y');

  cpack(0xFF000000);

  ReadFlight("test.flt");

  while(1)
    draw_verts();
}

static float *ReadFlight(char *name)
{
  short code;
  int size;
  char buffer[120];
  static int indentnum = 0;
  FILE *flight;

  indent = indentations[indentnum];

  flight = fopen(name, "rb");

  if(!flight)
  {
    printf("Failed to open file %s\n", name);
    exit(1);
  }

  /* 5000 verts x y z nx ny nx u v */
  vpool = (float *)calloc( 8*MAXPOOL, sizeof(float) );
  vcount = 0;

  size = fread((void *)&code, 2, 1, flight);
  while(size > 0)
  {
    draw_verts();
    switch(code)
    {
    case FLT_HEADER:
      printf("%sHEADER\n", indent);
      clear_record(flight);
      break;
    case FLT_GROUP:
      printf("%sGROUP\n", indent);
      name_and_clear_record(flight, 8);
      break;
    case FLT_LOD:
      printf("%sLOD: OBSOLETE\n", indent);
      name_and_clear_record(flight, 8);
      break;
    case FLT_OBJECT:
      printf("%sOBJECT\n", indent);
      name_and_clear_record(flight, 8);
      break;
    case FLT_POLYGON:
      printf("%sPOLYGON\n", indent);
      name_and_clear_record(flight, 8);
      break;
    case FLT_ABS_VERTEX:
      printf("%sABSOLUTE VERTEX: OBSOLETE\n", indent);
      clear_record(flight);
      break;
    case FLT_SHA_VERTEX:
      printf("%sSHADED VERTEX: OBSOLETE\n", indent);
      clear_record(flight);
      break;
    case FLT_NOR_VERTEX:
      printf("%sNORMAL VERTEX: OBSOLETE\n", indent);
      clear_record(flight);
      break;
    case FLT_PU_LEVEL:
      printf("%s{\n", indent);
      clear_record(flight);
      indentnum++;
      indent = indentations[indentnum];
      break;
    case FLT_PO_LEVEL:
      clear_record(flight);
      indentnum--;
      indent = indentations[indentnum];
      printf("%s}\n", indent);
      if(indentnum < 0)
        printf("PUSH/POP ERROR\n");
      break;
    case FLT_DOF:
      printf("%sDEGREE OF FREEDOM: OBSOLETE\n", indent);
      clear_record(flight);
      break;
    case FLT_DOFF:
      printf("%sDEGREE OF FREEDOM\n", indent);
      clear_record(flight);
      break;
    case FLT_PU_SUB:
      printf("%sCONTROL: PUSH SUBFACE\n", indent);
      clear_record(flight);
      break;
    case FLT_PO_SUB:
      printf("%sCONTROL: POP SUBFACE\n", indent);
      clear_record(flight);
      break;
    case FLT_COMMENT:
      printf("%sCOMMENT\n", indent);
      fread((void *)&code, 2, 1, flight);
      size = fread(buffer, (long)code-4, 1, flight);
      buffer[size] = '\0';
      printf("%s%s\n", indent, buffer);
      break;
    case FLT_COLOUR:
      printf("%sCOLOUR TABLE\n", indent);
      clear_record(flight);
      break;
    case FLT_T0:
    case FLT_T1:
    case FLT_T2:
    case FLT_T3:
    case FLT_T4:
    case FLT_T5:
    case FLT_T6:
    case FLT_T7:
    case FLT_T8:
      printf("%sIndividual transformation\n", indent);
      break;
    case FLT_TRANSFORMATION:
      printf("%sTRANSFORMATION MATRIX\n", indent);
      clear_record(flight);
      break;
    case FLT_BOUNDS:
      printf("%sBOUNDS: OBSOLETE\n", indent);
      clear_record(flight);
      break;
    case FLT_REPLICATION:
      printf("%sREPLICATION\n", indent);
      clear_record(flight);
      break;
    case FLT_TEXTURE:
      printf("%sTEXTURE\n", indent);
      name_and_clear_record(flight, 80);
      break;
    case FLT_EYE:
      printf("%sEYE: OBSOLETE\n", indent);
      clear_record(flight);
      break;
    case FLT_MATERIAL:
      printf("%sMATERIAL\n", indent);
      clear_record(flight);
      break;
    case FLT_VERTEX_TABLE:
      printf("%sVERTEX TABLE\n", indent);
      clear_record(flight);
      break;
    case FLT_SHA_VERTEXF:
      printf("%sSHADED VERTEX\n", indent);
      get_vertex(flight, FLT_SHA_VERTEXF);
      break;
    case FLT_NOR_VERTEXF:
      printf("%sNORMAL VERTEX\n", indent);
      get_vertex(flight, FLT_NOR_VERTEXF);
      break;
    case FLT_NORTEX_VERTEXF:
      printf("%sNORMAL TEXTURED VERTEX\n", indent);
      get_vertex(flight, FLT_NORTEX_VERTEXF);
      break;
    case FLT_TEX_VERTEXF:
      printf("%sTEXTURED VERTEX\n", indent);
      get_vertex(flight, FLT_TEX_VERTEXF);
      break;
    case FLT_VERTEX_LIST:
      printf("%sVERTEX LIST\n", indent);
      clear_record(flight);
      break;
    case FLT_LODD:
      printf("%sLEVEL OF DETAIL\n", indent);
      clear_record(flight);
      break;
    case FLT_EYE_POINT:
      printf("%sEYE POINT\n", indent);
      clear_record(flight);
      break;
    default:
      printf("%sUNKNOWN RECORD NUMBER: %d\n", indent, code);
      clear_record(flight);
    }
    size = fread((void *)&code, 2, 1, flight);
  }
  fclose(flight);
}

static void clear_record(FILE *flight)
{
short code;

  fread((void *)&code, 2, 1, flight);
    fseek(flight, (long)code-4, SEEK_CUR );
}

static void name_and_clear_record(FILE * flight, int size)
{
short code;
char buffer[120];

  fread((void *)&code, 2, 1, flight);
  fread(buffer, size, 1, flight);
  printf("%sID : %s\n", indent, buffer);
  fseek(flight, (long)code-size-4, SEEK_CUR );
}

static void get_vertex(FILE *flight, int type)
{
short code;
double coords[4];
float newvert[4];

  fread((void *)&code, 2, 1, flight);

  switch(type)
  {
    case FLT_SHA_VERTEXF:
      fseek(flight, (long)code-4, SEEK_CUR );
      break;
    case FLT_NOR_VERTEXF:
      fseek(flight, (long)4, SEEK_CUR );
      fread((void *)coords, 8, 3, flight);
      fseek(flight, (long)code-32, SEEK_CUR );
      newvert[0] = (float) coords[0];
      newvert[1] = (float) coords[2];
      newvert[2] = -(float) coords[1];
      add_vert(newvert);
      break;
    case FLT_NORTEX_VERTEXF:
      fseek(flight, (long)4, SEEK_CUR );
      fread((void *)coords, 8, 3, flight);
      fseek(flight, (long)code-32, SEEK_CUR );
      newvert[0] = (float) coords[0];
      newvert[1] = (float) coords[2];
      newvert[2] = -(float) coords[1];
      add_vert(newvert);
      break;
    case FLT_TEX_VERTEXF:
      fseek(flight, (long)code-4, SEEK_CUR );
      break;
  }
}

static void draw_axes(void)
{
  static float ax[][4] = {
    { 0.0, 0.0, 0.0, 0.0 },
    { 5.0, 0.0, 0.0, 0.0 },
    { 0.0, 5.0, 0.0, 0.0 },
    { 0.0, 0.0, 5.0, 0.0 },
  };

  cpack(0xFFFF0000);

  bgnline();
    v3f(ax[1]);
    v3f(ax[0]);
    v3f(ax[2]);
  endline();
  bgnline();
    v3f(ax[0]);
    v3f(ax[3]);
  endline();
}

static void add_vert(float *newvert)
{
  if(vcount < (MAXPOOL-1))
  {
    if(vpool)
    {
      *(vpool + (vcount * 8)) = *newvert;
      *(vpool + (vcount * 8 +1)) = *(newvert+1);
      *(vpool + (vcount * 8 +2)) = *(newvert+2);
    }

    vcount ++;
  }
  else
    printf("Ignoring Vertex: maximum of %d exceeded\n", MAXPOOL);
}

static void draw_verts(void)
{
int i;
float *vert;

  if(vpool)
  {
    cpack(0xFF000000);
    clear();
    rot(0.5, 'y');

    cpack(0xFFFF0000);
    draw_axes();
    cpack(0xFFFFFFFF);
    bgnpoint();
      for(i=0, vert = vpool; i<vcount; i++, vert += 8)
      {
        v3f(vert);
      }
    endpoint();
    swapbuffers();
  }
}

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

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	 id UAA17767; Mon, 29 Apr 1996 20:50:12 -0700
From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9604292050.ZM17765@rose.asd.sgi.com>
Date: Mon, 29 Apr 1996 20:50:12 -0700
In-Reply-To: "Ulrich J Lechner" <uli@vislab.iastate.edu>
        "Intersection" (Feb 17, 11:25am)
References: u<824577946Sat-0600.uli@vislab.iastate.edu>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "Ulrich J Lechner" <uli@vislab.iastate.edu>, info-performer@sgi.sgi.com
Subject: Re: Intersection
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

+>---- On Feb 17, 11:25am, Ulrich J Lechner wrote:
> Subject: Intersection
->From guest@holodeck.asd.sgi.com Sat Feb 17 12:52:50 1996
->
->Hi Performers!
->
->I would like to intersect my scene (on PFTRAV_IS_GEODE or PFTRAV_IS_GSET level)
->with a simple cylinder or a box. What is the standard way to do this?
->I tried to use a pfSegSet without any lines, a bounding cylinder and
->a discriminator function (see pguide 186)
->Result: My disc function is never called. I guess it is because of a missing
->line segment. Did I do something wrong or is there another way to
->test any object against a node. Do I have to use pfSphereContainsSphere
->to test against every bounding volume for every node?

We only do segment intersections and we call the discriminator function 
if there are actual active segments with length > 0.
However, you could do an initial test of your own in the a
pre-isect callback on the node that should get called for
all nodes traversed, even with an empty segment set.


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 Apr 30 01:15:15 1996
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	for info-performer@sgi.com id AA20537; Mon, 29 Apr 96 22:29:01 -0500
Date: Mon, 29 Apr 96 22:29:01 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9604300329.AA20537@mred.bgm.link.com>
To: info-performer@sgi.sgi.com
Subject: Re: OpenGVS Benchmark Applic
Status: O


Well, I have always believed in the maxim:

  There are lies, Damned lies, and Benchmarks.

The trouble with benchmarks is that they are always optimal
for one machine and pessimal for another. Take for example, a
flight simulation benchmark.

Here is a simple database design question:

  "Are you going to layer forest canopy areas on top of the
   terrain, or are you going to cut holes in the terrain?"

  If you do the former, you will be doing a great service to machines
like the Compuscene VI and PT 2000 because they have pixel fill rate
optimisation hardware that lets you skip over second and subsequent
layers of polygon. The SGI hardware will suffer because it doesn't
have that feature.

  If you decide to take pity on the SGI machines and cut holes in the
terrain where the forest canopy over laps it - then the polygon count will
increase fairly dramatically. The SGI boxes won't care too much about
that because they can push a zillion polyons (well, may be a half zillion)
without even breaking into a sweat. Of course the Compuscene box will
be maxed out on polygons and it's performance will be much poorer.

  Some E&S machines offer a trade-off between pixel fill rates and hidden
surface options. Can we run the database with the Z-buffer (sorry 'R-buffer')
disabled for the test? What if a polygon is incorrectly occulted as a
result? Does that disqualify the IG from testing?

  How about texture? Some IG's can do multiple textures per polygon at
no extra penalty. The SGI box can do that too - but only if one is a
detail texture. If you force the SGI box to do two textures per polygon
for real then it'll take twice as long to render the database. Is this
a fair test or not?

  What about DCS's? An SGI box can draw an almost unlimited number of them.
Some other boxes impose severe limits - if we make the benchmark have 1000
moving objects then it'll run OK on an SGI box - just about every other
IG will choke and die.

  You see there is no such thing as a fair benchmark. To get the benchmark
to be portable at all, it will end up using features that are the lowest
common denominator on all the systems you want to test.

  I have a database (a rollercoaster) that was build in GVS many, many
moons ago. It ran quite nicely under GVS.

  When we switched to Performer (a decision I have never regretted), we 
just grabbed the flight files and tried to run them. It ran about the same
speed as the GVS software did.

  Later, we restructured the polygons into more smaller objects.
The ability of Performer to push culling off onto another CPU made the
database run substantially faster because GL had far fewer polygons to
process.

  Later still, we rewote our database loader so that instead of using
LoadFlt(), we had our own in-house code. The new loader does a much
better job of TMesh construction than the pfUtils functions that LoadFLt()
uses - so the database ran noticably faster.

  We now have four different timings for the RE2 on the "same" database.

  If we take that database back to GVS, what will happen? Well, since
the original version was optimised to death for GVS, it's likely that
the single-CPU rendering that GVS uses will probably suffer greatly
from the increased cull times, leaving little time left for everything
else. Please note, this is NOT a slur on GVS - the Performer version
uses an additional CPU, so it's not a fair test.

  Exactly the same polygons, exactly the same pictures, exactly the same
hardware. Wildly differing rendering times. Now what?

  OK, you may say - we'll simply define how the database should *look* and
let the proponents of a given hardware/software combination optimise the
database to death - and so long as they don't change it's appearance, the
benchmark will still be valid.

NO !!!

  The whole design of the database is rooted in the hardware architecture
of the machine. In a low flying aircraft simulation, it is important for
the pilot to get a certain degree of speed and altitude cueing. The way
that you provide those cues depends on the kind of IG you have.
Some IG's can draw lots of polygons - so you get the speed cues by drawing
lots and lots of little polygonal trees and bushes out there.
On the other hand, if your IG has fewer polygons - but great looking texture,
then you can reduce the number of trees and use lots of nice detailed, high
contrast texture instead. The ability of the two approaches to train a pilot
to fly low and fast is about the same.

  Benchmarking is just about possible for something as relatively
simple as a CPU, basically, the CPU runs the program - you time
how long it took - if it goes fast, that's better. (Even that isn't
quite true - but that's another argument)

  With graphics there is also a strong QUALITY consideration.
You can usually trade between quality and speed. That makes benchmarking
impossible. How nicely does the database have to look in order to count
as a 'pass' so that we can measure it's speed?

CONCLUSION:

  I think you are setting an impossible goal - the results will come out
  heavily biassed towards the machine and the software that the database
  was first designed for. I suggest you give up on the idea.

    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)


From guest  Tue Apr 30 04:59:38 1996
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	 id BAA18495; Tue, 30 Apr 1996 01:02:26 -0700
From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9604300102.ZM18493@rose.asd.sgi.com>
Date: Tue, 30 Apr 1996 01:02:26 -0700
In-Reply-To: "Michael T. Jones" <mtj@babar>
        "Re: Memory management question" (Apr 19,  6:20pm)
References: <6093.829945609@MAPS.CS.CMU.EDU> 
	<9604191821.ZM12493@babar.asd.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "Michael T. Jones" <mtj@babar.asd.sgi.com>,
        Stephen_Gifford@MAPS.CS.CMU.EDU, info-performer@sgi.sgi.com
Subject: Re: Memory management question
Mime-Version: 1.0
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+>---- On Apr 19,  6:20pm, Michael T. Jones wrote:
> Subject: Re: Memory management question
->From guest@holodeck.csd.sgi.com  Fri Apr 19 19:00:34 1996
->From: "Michael T. Jones" <mtj@babar>
->Date: Fri, 19 Apr 1996 18:20:59 -0700
->In-Reply-To: Stephen_Gifford@MAPS.CS.CMU.EDU
->        "Re: Memory management question" (Apr 19,  4:26pm)
->X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
->To: Stephen_Gifford@MAPS.CS.CMU.EDU, info-performer@sgi.sgi.com
->Subject: Re: Memory management question
->
->On Apr 19,  4:26pm, Stephen_Gifford@MAPS.CS.CMU.EDU wrote:
->> Subject: Re: Memory management question
->
->> 	The pfMultiprocess mode has been PFMP_APPCULLDRAW (0) through
->> all of these attempts.  Since we're not actually drawing the geometry,
->> only using pf functions to manipulate it, pfDraw is never being
->> called.  The program is simply running out of shared memory after
->> growing larger and larger in a linear fashion.
->
->Have you tried libdmalloc as a diagnostic approach?
->
->> 	This looks to me like a core leak of some kind.  I'm curious
->> if anyone else has had success with similar work: processing 200+MB
->> of data in a piece by piece fashion (iterating over a rectangular grid
->> of load modules read in from disk, for example).  In particular,
->> anything where a Performer related core leak would cause a real
->> problem.
->
->We don't have known memory leaks, so there is no quick answer of the
->"just get patch nnn and it will be ok" type. We have done extensive
->testing and feel that this should not be a leakage situation from in
->the Performer libraries themselves.


I will second the comment that we hve no known memory leaks.  However,
memory usage can be seen due to several factors:

In IRIX 5.3 there was a couple of IRIX bugs that cause cause IRIX itself
    to grow.  If you are having memory management problems, the first
    thing to do is to run bloatview (for IRIX5.3) or gmemusage (IRIX6.2)
    and look to see who is actually growing - your app or IRIX.
    Then, click on your process to see the full display and find out if
    it is the swap area (which is where we put the shared memory arena)
    or the sbreak (heap) area of a single process that is growing.

Performer almost always allocates data from the arena.  If that seems to 
be growing it may be due to
1) fragmentation
2) the amount of space to hold data as you bring in new files and
	slowly asynch delete others may be much more than you expect and
	grow in jumps, but may not actually grow without bound.

Things to try first:
    o set some options to malloc to improve compaction of memory allocation
	to reduce fragmentation:
	amallopt(M_MXCHK, 1000000, pfGetSharedArena());
	amallopt(M_FREEHD,1,pfGetSharedArena());
    o track the growth of the arena to isolate out when it is growing.
	amallinfo will give you back size info of the arena.

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 Apr 30 05:24:47 1996
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	 id BAA18590; Tue, 30 Apr 1996 01:33:29 -0700
From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9604300133.ZM18588@rose.asd.sgi.com>
Date: Tue, 30 Apr 1996 01:33:29 -0700
In-Reply-To: sakai@sgi600.msd.lmsc.lockheed.com (Ken Sakai)
        "pfObject userData" (Feb 19,  7:11pm)
References: <199602200311.TAA19639@sgi600.msd.lmsc.lockheed.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: sakai@sgi600.msd.lmsc.lockheed.com (Ken Sakai)
Subject: Re: pfObject userData
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

+>---- On Feb 19,  7:11pm, Ken Sakai wrote:
> Subject: pfObject userData
->From guest@holodeck  Mon Feb 19 19:35:50 1996
->Date: Mon, 19 Feb 1996 19:11:15 -0800
->From: sakai@sgi600.msd.lmsc.lockheed.com (Ken Sakai)
->To: info-performer@sgi.sgi.com
->Subject: pfObject userData
->
->Question:  Does the userData pointer have to point to a Performer
->reference counted memory? Man page examples always show userData being of that
->type.

User data can point to anything BUT static data.
If userData points to pfMemory, we can reference count
it and delete it when you delete nodes and the reference count goes to 0.
Also, if it is pfMemory, it can be saved to a file and reloaded if you are using
the new fast-loading pfb loader since you can get the size of it.

src.

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


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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9604300125.ZM18557@rose.asd.sgi.com>
Date: Tue, 30 Apr 1996 01:25:28 -0700
In-Reply-To: gideon <gideon@xs4all.nl>
        "RGBA or ABGR and textures" (Apr 27,  1:14am)
References: <199604262314.AA03184@xs1.xs4all.nl>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: gideon <gideon@xs4all.nl>, info-performer@sgi.sgi.com
Subject: Re: RGBA or ABGR and textures
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+>---- On Apr 27,  1:14am, gideon wrote:
> Subject: RGBA or ABGR and textures
->From guest@holodeck.csd.sgi.com  Fri Apr 26 19:00:00 1996
->From: gideon <gideon@xs4all.nl>
->Subject: RGBA or ABGR and textures
->To: info-performer@sgi.com
->Date: Sat, 27 Apr 1996 01:14:07 +0200 (MET DST)
->X-Mailer: ELM [version 2.4 PL25]
->
->Hi,
->
->I'm trying to download textures from an sgi movie file - using the dmedia
->library. It all seems to work, except for the fact that the packing of 
->the pixels is wrong. I've tried a number of things to change the pixel 
->packing during transer (like glPixelStorei ...), to no avail.
->Does anyone have a suggestion how to solve this ?
->BTW I'm using Performer 2.0 and OpenGL on a High Impact.


All you should need to do is to set the host memory format token in
glTexImge2d to be GL_ABGR_EXT. On the current IMPACT sw this can
have a 10-20% impact on loading performance of large textures (> 64x64),
but this is a known problem that should be fixed for the next release.

However, I'd say that whenever reasonable, one should opt for RGBA textures
and swap the bytes as they are read in since that is the OpenGL centric way.
Sample code to do the byte-reorder as data is read is in the source
code for the Inventor loader.  


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 Apr 30 05:57:23 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9604301002.ZM7567@bitch.reading.sgi.com>
Date: Tue, 30 Apr 1996 10:02:43 +0100
In-Reply-To: Hudson Holmes <holmes@ivex3d.com>
        "Pixel count on Infinite Reality" (Apr 29,  3:12pm)
References: <9604291914.AA25824@uu9.psi.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Hudson Holmes <holmes@ivex3d.com>, info-performer@sgi.sgi.com
Subject: Re: Pixel count on Infinite Reality
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Status: O

It depends what your question means. If your asking if you have to include it
for pixel fill load calculations then the answer is no, unless you redraw the
whole thing every frame. Work out how much you are drawing to the console each
frame and include that in your calculation. If this is some non custom gui area
with expose events etc then you'd want to do this a different way. Also you
don't want multiple threads rendering to the same pipe if it can be avoided.

For your other calculations (RM Memory, RM-DG bandwidth & DG dac bandwidth) you
must include the console unless you are using an ascii terminal of some sort.

A remote INDY might be a better way of running a console, even if you only use
it as an X server.

Rgds,
Angus.


On Apr 29,  3:12pm, Hudson Holmes wrote:
> Subject: Pixel count on Infinite Reality
> I am interested in configuring an Infinite Reality, 3 channel system with 1K
x 1K
> resolution per channel and a user console.  I know how to calculate
> the Raster Manager requirements as described by other users here.
> What I do not know is if I must include the screen resolution of the
> user console in that calculation or is that a freebee which does not
> require use of the RMs in the graphics pipe.  Can anyone help me with
> this?
>-- End of excerpt from Hudson Holmes



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

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From: Simon Bennett <simonb@wormald.com.au>
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Subject: Re: Casting shadows with pfLightSource and OpenGL
To: bleclerc@cae.ca (Bernard Leclerc)
Date: Tue, 30 Apr 1996 18:41:16 +1000 (EST)
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9602071424.ZM3292@eagle.cae.ca> from "Bernard Leclerc" at Feb 7, 96 02:24:01 pm
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Content-Type: text
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> Hi,
> 
> This question is really for the Performer development team... With pf2.0, the
> example shadows.C works for IrisGL only. Why isn't it possible to have a
> pfLightSource casting shadows with OpenGL?
> Thanks

I gather it's something to do with not being able to do projected
texture effects with OGL and Performer 2.0...(doesn't support a texture
matrix perhaps?) I remember hearing something about this and IR
systems...  It will probably work in 2.0.1 or 2.1...

+----------------------------------------------------------------------------+
  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: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9604300203.ZM18686@rose.asd.sgi.com>
Date: Tue, 30 Apr 1996 02:03:43 -0700
In-Reply-To: dwight@ht.com (Dwight Meglan)
        "fast isect when inside geometry" (Apr 17,  2:54pm)
References: <v02130502ad9ad25ef940@[206.40.192.25]>
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To: dwight@ht.com (Dwight Meglan), info-performer@sgi.sgi.com
Subject: Re: fast isect when inside geometry
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+>---- On Apr 17,  2:54pm, Dwight Meglan wrote:
> Subject: fast isect when inside geometry
->
->I would like to get comment on the best way to quickly do intersection
->testing for moving about inside of a large chunk of geometry. By large I
->mean around 50,000 polygons. By moving around I mean that I want to steer
->the camera about at 15-30 Hz (preferably on an Impact but I can fallback to
->an Onyx) and be constrained to within the boundaries of the geometry.

If you don't absolutely have to have results every frame, you might consider
forcing a forked intersection process so that if the intersections
take a long time, they won't be so likely to hold up the drawing.

->
->Originally the geometry was a couple of giant geosets. We have the tools at
->hand to slice and dice them-- Alias as well as Designer's Workbench. My
->first inclination is to break the data up into hierarchically arranged
->zones like octrees but since I know the geometry (which is not equally
->distributed in space) I can manually, though laborously, group it more
->efficiently than that.  There are passageways between sections of the
->geometry also but the geometry is not planar so the pfPortals package won't
->help me here. We'll probably try using fog to move the far clip in and
->limit extra drawing.
->
->My reasoning for this arrangement is that if I understand properly how
->Performer's intersect routines for a pfSegSet work, then I will quickly
->find the geoset(s) that are candidates for an intersection by Performer
->doing bounding volume checks hierarchically (I will have nested groups).
->Once the few small bounding volumes down at the bottom of the hierarchy are
->found polygon intersection checks will be done to find the actual contact
->point(s).

This is true.  And, if you use pfPartitions, your search for the proper
pfGeoSet will be _very_ fast indeed.

->
->I am assuming that this is the fastest possible way to do intersects for
->this situation because:
->
->1. Checking bounding volumes is much faster than polygons -- Performer does
->as much bounding volumes as it can before dropping to polygon checks.
->2. Performer is automatically smart about working its way down through a
->hierarchy of bounding volumes -- look at the top level hierarchy bounding
->volume, if a segment touches it check its children's bounding volumes and
->continue on only those that touch the segment then check their children's
->bounding volumes, etc. until a list of the geoset bounding volumes touching
->the segment is constructed.
->3. Performer will not do polygon intersections until the list of bounding
->volume geosets has been selected in a "first pass" by Performer.

In addition, you can provide an enclosing cylinder around your segset which
we will test before doing segment intersections.  If you can group together
a bunch of simillarly directioned segments, this can provide another major
speedup.

->
->I am curious what the tradeoff between nesting and number of polygons in a
->geoset should be... should I shoot for 10 polygons in a geoset ? 5? 20? 50?
->Will drawing speed become more of a limiting factor than intersections at
->some point because of inefficient tristrips ?

Since the size of pfGeoSets is also going to effect your drawing efficiency, 
you don't want them tooo small.  I'd say a minimum of 12 tris per
pfGeoSet and this is really assuming that you are on a low-end gfx system
that is not easilty host limited. Since you say you are on an IMPACT, I'd
expect that you are more likely fill limited.  Generally, for high-end
systems, I'd say the good range is more like 24-64 tris.

->
->The final complication is that my camera actual has a long cord behind it
->(think of snaking a cable through an irregular maze) which must be
->continuously checked against the geometry for intersections. This means
->that there are a number of segments that must be check. The question here
->is:
->
->Is it better, in terms of intersection calculation efficiency, for the
->above geometry to check:
->  1. one pfSegSet with all the segments for all the joints of the cord in
->it against the entire scenegraph
->  2. check each segment individually with its own pfSegSet against the
->entire scenegraph
->  3. use on pfSegSet with all the segments but mask it for each segment a
->check once for each segment against the scenegraph

If the segments have reasonable spatial locality and direction, put
them together and put a cylinder around them.
Otherwise, use partitions and do them separately so that you don't have
to intersect lots of polygons with segments that have no chance of making a hit.

One might also ask if _all_ of the segments require polygon intersection 
information - maybe for some segments you can stop at just PFTRAV_IS_GEODE
for bounding sphere or PFTRAV_IS_GSET for bounding box intersections for
setting your pfNodeTravMask().

Also, I am sure that you know this but just to be complete, be sure
to enable isect caching on static pfGeoSets with the PFTRAV_IS_CACHE bit
set in your setMode to pfNodeTravMask().


I hpoe this helps,
src.

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


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9604301206.ZM7668@bitch.reading.sgi.com>
Date: Tue, 30 Apr 1996 12:06:00 +0100
In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "Re: OpenGVS Benchmark Applic" (Apr 29, 10:29pm)
References: <9604300329.AA20537@mred.bgm.link.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: steve@mred.bgm.link.com (Steve Baker), info-performer@sgi.sgi.com
Subject: Re: OpenGVS Benchmark Applic
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On Apr 29, 10:29pm, Steve Baker wrote:
> Subject: Re: OpenGVS Benchmark Applic
>  RE2 on the "same" database.
>
>   If we take that database back to GVS, what will happen? Well, since
> the original version was optimised to death for GVS, it's likely that
> the single-CPU rendering that GVS uses will probably suffer greatly
> from the increased cull times, leaving little time left for everything
> else. Please note, this is NOT a slur on GVS - the Performer version
> uses an additional CPU, so it's not a fair test.
>
>-- End of excerpt from Steve Baker

An excellent post but I don't see how you can conclude that this test wasn't
fair. I think you've possibly come as close as you can get to a fair test for
your application by optimising for Performer and GVS and as far as I can see
the reasonable conclusion is that with Performer you can better utilise the SMP
and that on some platforms & some applications this has an impact upon
rendering performance (not exactly news). This is an area where SGI is very
strong and is often a factor in the choice of platform.

I think comparrisons of different rendering software on a specific Silicon
Graphics platform can be usefull provided the benchmark is tunned for each, up
to date and you bear in mind that speed isn't the only performance factor. I'm
thinking mainly of features here but ease of use is important to a broader
community, as are portability and open standards.

I would also suggest that as more vendors adopt the OpenGL rendering
specification that cross platform benchmarks will become more usefull although
this is open to gross abuse(and ignorance), and many will never adopt OpenGL.
In any case, many of your objections to this approach would still remain valid.

Rgds,
Angus.

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

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From: "Ray Twiddy" <rltwiddy@ohio.neiddd.com>
Message-Id: <9604300900.ZM5543@ohio.neiddd.com>
Date: Tue, 30 Apr 1996 09:00:48 -0400
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: pfEarthSky
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Does pfEarthSky work only with a positive Z up viewing frusta?

My application is based upon a geocentric coordinate system in which the up
vector is determined by the location in longitude and latitude.  Will I have to
transform my terrain model to a positive Z up in order for pfEarthSky to work
correctly?

-- 
Ray Twiddy                                                  |    /  ____/   /
NEI - Nomura Enterprise Inc.    rltwiddy@neiddd.com         |   /  /       /
14240-G Sullyfield Circle       Bus. (703) 818-1990      /  |  /  ___/    /
Chantilly, VA 22021             FAX  (703) 818-7626     /     /  /       /
___________________________________________________  __/   __/ _____/ __/

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Date: 30 Apr 96 11:22:55 EDT
From: Ian McCallum <100424.1071@CompuServe.COM>
To: "(unknown)" <INFO-PERFORMER@sgi.sgi.com>
Subject: Unsubscribe
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Status: O

Please Unsubscibe me


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From: dheskamp@ldsa.com
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To: info-performer@sgi.sgi.com
Subject: BUG in pfdBreakup
Date: Tue, 30 Apr 96 11:07:36 EDT
Message-Id: <9604301507.244B6C@pc1197.ldsa>
X-Mailer: SelectMAIL 1.2
Status: O

hello...


The man page for pfdBreakup (Performer 2.0-beta) states that it does not work 
on indexed pfGeoStes.  Does pfdBreakup work on indexed pfGeosets in any 
released version of Performer, (say 2.0 or 2.1)?


Dave Heskamp


Lockheed Martin	Tactical Defense Systems	
1210 Massillon Road			
Akron, Ohio 44315-0001		
	
phone: (330) 796 - 5383
fax:   (330) 796 - 7009
email: dheskamp@ldsa.com


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From: "Philip Nemec" <nemec@precious.asd.sgi.com>
Message-Id: <9604301014.ZM11094@precious.asd.sgi.com>
Date: Tue, 30 Apr 1996 10:14:00 -0700
In-Reply-To: jrohlf@tubes (John Rohlf)
        "Re: Formatting of perfly code" (Apr 29,  3:22pm)
References: <199604292222.PAA01312@tubes.asd.sgi.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: jrohlf@tubes.asd.sgi.com (John Rohlf), guest (Greg Edwards, SGI UK.)
Subject: Re: Formatting of perfly code
Cc: info-performer@sgi.sgi.com
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Status: O

For Emacs 19.30 I've found that:

(setq c-file-style "Stroustrup")

does the trick.


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From: "Jenny Zhao" <zhz@dandan.asd.sgi.com>
Message-Id: <9604301004.ZM15678@dandan.asd.sgi.com>
Date: Tue, 30 Apr 1996 10:04:22 -0700
In-Reply-To: "Sharon Clay" <src@rose>
        "Re: fast isect when inside geometry" (Apr 30,  2:03am)
References: <v02130502ad9ad25ef940@[206.40.192.25]> 
	<9604300203.ZM18686@rose.asd.sgi.com>
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To: "Sharon Clay" <src@rose.asd.sgi.com>, dwight@ht.com (Dwight Meglan),
        info-performer@sgi.sgi.com
Subject: Re: fast isect when inside geometry
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On Apr 30,  2:03am, Sharon Clay wrote:
> Subject: Re: fast isect when inside geometry
> +>---- On Apr 17,  2:54pm, Dwight Meglan wrote:
> > Subject: fast isect when inside geometry

> ->
> ->The final complication is that my camera actual has a long cord behind it
> ->(think of snaking a cable through an irregular maze) which must be
> ->continuously checked against the geometry for intersections. This means
> ->that there are a number of segments that must be check. The question here
> ->is:
> ->
> ->Is it better, in terms of intersection calculation efficiency, for the
> ->above geometry to check:
> ->  1. one pfSegSet with all the segments for all the joints of the cord in
> ->it against the entire scenegraph
> ->  2. check each segment individually with its own pfSegSet against the
> ->entire scenegraph
> ->  3. use on pfSegSet with all the segments but mask it for each segment a
> ->check once for each segment against the scenegraph
>
> If the segments have reasonable spatial locality and direction, put
> them together and put a cylinder around them.
> Otherwise, use partitions and do them separately so that you don't have
> to intersect lots of polygons with segments that have no chance of making a
hit.
>
> One might also ask if _all_ of the segments require polygon intersection
> information - maybe for some segments you can stop at just PFTRAV_IS_GEODE
> for bounding sphere or PFTRAV_IS_GSET for bounding box intersections for
> setting your pfNodeTravMask().
>
> Also, I am sure that you know this but just to be complete, be sure
> to enable isect caching on static pfGeoSets with the PFTRAV_IS_CACHE bit
> set in your setMode to pfNodeTravMask().
>
>
> I hpoe this helps,
> src.
>
an additional thought i have on this point is that
since your cord is a "snake", the body of the snake must follow
the rough path of the head of snake. so if you can add a thick
cylinder (the size of which depends on the size of your path way)
at the head of the snake and remember the objects that intersected
the cylinder, then
all the joints in the body of the snake only need to intersect
with these objects instead of the whole scene.
it is extra work, but it probably will save you time with your big database.

jenny zhao


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




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Message-Id: <199604301733.KAA27075@gemtech.gemtech.com>
Date: 30 Apr 1996 10:44:48 -0800
From: "John Archdeacon" <jarch@gemtech.com>
Subject: Re: OpenGVS Benchmark Appli
To: "Michael T. Jones" <mtj@babar.asd.sgi.com>
Cc: "info-performer@giraffe.asd.sgi." <info-performer@giraffe.asd.sgi.com>
Status: O

         Reply to:   RE>>OpenGVS Benchmark Applic
Hello all.

Michael Jones wrote the following regarding the proposed OpenGVS Benchmarks to the Performer news group:

> Well, considering how little your long OpenGVS advertisement had to do with
> Performer ... I'll go ahead and forward it (to info-perfomer) since you say it's OK.

Clarification: I was *not* sending out any advertisements as I respect the spirit of a technical news group such as info-performer; Gemini was simply responding to a couple of emails from *Performer users* that brought up questions about cross platform solutions and an OpenGVS *direct reference* from the United States Army.  

Michael Jones also wrote:
> The GVS versions only speak to GVS speeds on the machine. 
> They do not measure the machine. That would be like a ISV PHIGS
> company ranking workstations on drawing a car model based on their PHIGS
> implementation... There is no need for GVS code, for binaries, etc. Just the
> databases and example information so that people porting the tests to other
> environments can make the test measurements fairly.

First, OpenGVS does not use PHIGS as you know; it uses OpenGL for machines which natively implement it (SGI workstations, Intergraph Pentium workstations, Pentiums with 3DLabs GLINT accelerators, and so on).  As you also know, OpenGL was invented by SGI and we use it because it is *good* and it offers users (OpenGVS and others) great *portability*.  An OpenGVS implementation on any OpenGL machine is *very* close, making OpenGVS (and the proposed benchmarks) an ideal environment (in our minds) for evaluating *relative* performance between different systems since the underlying implementation, databases, and application software are essentially *identical* (note: we do conditionally use OpenGL extensions on systems like RE2 or Integraph if those extensions improve graphics performance...).  Although we believe OpenGVS to be extremely efficient with a proper utilization of the underyling OpenGL graphics hardware, we recognize and have never claimed that these benchmarks represent the final word in performance f
or any system, just *relative* performance where the popular and well recognized performance of a single-pipe, single-CPU RE2 represents our normalized 1.0 metric in a realistic "workload" (not simply spinning tea pots or single car models).  This simple foundation using common workload is the *basis* of this proposed benchmark (at least Version 1.0).

Second, we are not proposing rendering a car model; we are proposing real-world benchmarks where the OpenGVS is used (not just a database) so one *can* measure relative performance easily since we have near *identical* workload.  In case you haven't had a chance to read the final benchmark proposal (which should help clarify the intent of the paper), it has been published on the web at: 
http://www.gemtech.com/rwbench/proposal.html

Michael Jones wrote:
> I have accepted the head-to-head test that you proposed. 
> Are you backing out of it now? I don't see why you would do that after making
> such a big splash in the Performer mailing list with your original announcement.
> I hope that I misunderstand your new position. I urge you to follow through
> with the plan to make the databases and eyepoint/vehicle information avaliable
> as your test suite...

First, this is not a contest between OpenGVS and Performer; sorry you see it that way.  Again, just to make sure we are communicating, Gemini will also immediately *stop* responses to your private Performer news group when there are no more open forum questions/responses made to Gemini and our products.  I offered to do this in my last response as you know...  

Second, Gemini has *not* changed to a new position as you have suggested.  The version 1.0 benchmark suite as proposed (again, the paper is on the web) will be designed and implemented using OpenGVS.  Any "version 2.0" extensions to the benchmark suite can and will be addressed later and SGI's (and other) comments or suggestions can be considered later.  Thanks for your suggestions though.

Cheers!

John Archdeacon





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Date: Tue, 30 Apr 1996 11:47:23 -0700
From: kowsik@coryphaeus.com (Kowsik Guruswamy)
Message-Id: <9604301147.ZM1266@buggy.coryphaeus.com>
In-Reply-To: "Sharon Clay" <src@rose.asd.sgi.com>
        "Re: fast isect when inside geometry" (Apr 30,  2:03am)
References: <v02130502ad9ad25ef940@[206.40.192.25]> 
	<9604300203.ZM18686@rose.asd.sgi.com>
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To: "Sharon Clay" <src@rose.asd.sgi.com>, dwight@ht.com (Dwight Meglan),
        info-performer@sgi.sgi.com
Subject: Re: fast isect when inside geometry
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On Apr 30,  2:03am, Sharon Clay wrote:
> Subject: Re: fast isect when inside geometry
> +>---- On Apr 17,  2:54pm, Dwight Meglan wrote:
> > Subject: fast isect when inside geometry
> ->
> ->I would like to get comment on the best way to quickly do intersection
> ->testing for moving about inside of a large chunk of geometry. By large I
> ->mean around 50,000 polygons. By moving around I mean that I want to steer
> ->the camera about at 15-30 Hz (preferably on an Impact but I can fallback to
> ->an Onyx) and be constrained to within the boundaries of the geometry.
>
> If you don't absolutely have to have results every frame, you might consider
> forcing a forked intersection process so that if the intersections
> take a long time, they won't be so likely to hold up the drawing.
>

[snip]

> This is true.  And, if you use pfPartitions, your search for the proper
> pfGeoSet will be _very_ fast indeed.
>

[snip]

> Since the size of pfGeoSets is also going to effect your drawing efficiency,
> you don't want them tooo small.  I'd say a minimum of 12 tris per
> pfGeoSet and this is really assuming that you are on a low-end gfx system
> that is not easilty host limited. Since you say you are on an IMPACT, I'd
> expect that you are more likely fill limited.  Generally, for high-end
> systems, I'd say the good range is more like 24-64 tris.

[snip]

> If the segments have reasonable spatial locality and direction, put
> them together and put a cylinder around them.
> Otherwise, use partitions and do them separately so that you don't have
> to intersect lots of polygons with segments that have no chance of making a
hit.
>
> One might also ask if _all_ of the segments require polygon intersection
> information - maybe for some segments you can stop at just PFTRAV_IS_GEODE
> for bounding sphere or PFTRAV_IS_GSET for bounding box intersections for
> setting your pfNodeTravMask().
>
> Also, I am sure that you know this but just to be complete, be sure
> to enable isect caching on static pfGeoSets with the PFTRAV_IS_CACHE bit
> set in your setMode to pfNodeTravMask().



If I may add, since Performer uses separate masks for APP, CULL, DRAW and ISECT
and because of the fact that a set of geometry that's tuned for rendering may
not be the most efficient set for collision, you might think about a simplified
set of geometry [with lesser number of polygons] for the ISECT process.

This definitely means more memory, but the benefits of having a specialized set
of geometry just for collision might be worthwhile considering.

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 |


From guest  Wed May  1 00:11:57 1996
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Date: Tue, 30 Apr 1996 17:47:57 -0700 (PDT)
From: "Paul S. Cutt" <cutt@netcom.com>
Subject: Re: VR head mounted devices (HMD) for SGI?
To: Nicolas Gauvin <nicolas@cae.ca>
cc: info-performer@sgi.sgi.com
In-Reply-To: <199604292045.QAA01663@osprey.cae.ca>
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Status: O


We make device drivers and have a device API for HMDs. One we recommend
is Virtual IO i-glasses (we did the device API for them).

paul

On Mon, 29 Apr 1996, Nicolas Gauvin wrote:

> 
> I would like to know which VR head mounted devices (HMD) are compatible
> with SGI hardware. I'm looking for low cost HMD as well as high fidelity ($$)
> ones. I would also like to know if they can work on all SGI platforms or not
> (Indys in mono mode for example). I've seen very low cost devices
> available for PCs (like the VFX1). Can those be hooked to SGIs as well?
> 
> I would appreciate if some of you could share your experiences in those
> areas.
> 
> Thanks in advance.
>      ___/     |       ___/ 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
> 

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

SyncLink provides an object-oriented interface to VR devices.  There is a 
single C++ class hierarchy for VR sensors.  This hierarchy currently 
handles 6-D sensors such as the Polhemus Fastrak, Logitech 3D Mouse, 
Ascension Flock of Birds, Spaceball 2003, and the VPL Research 
DataGlove Model 2.  A second C++ class for coordinate systems allows the 
application programmer to translate automatically between the differing 
coordinate systems used by VR devices, 3D rendering systems, and existing 
applications and data sets.  
  
Common Interface  
  
All devices which provide 6-degree of freedom position and  orientation 
data are handled similarly.  SyncLink's base sensor class provides standard 
operations for opening devices, closing devices, and reading position, Euler 
angles, toggles, and other device data.  Common filtering operations are 
also avaiable in the base class, including origin offset, setting tolerance 
levels, clipping, modulo, and scaling.  Each device may report data in 
either absolute or relative values, whether it is an isometric device like the 
Spaceball, or an isotonic device like the Fastrak.  
  
While the SyncLink base class provides a common interface to common 
VR functions across different devices, it does not limit the application 
programmer to the lowest common denominator.  Device-specific functions 
are also provided.  For example, Fastrak and Flock of Birds users can make 
use of the multistation capabilities of these devices, allowing multiple 
receivers to be read from a single serial port.  DataGlove Model 2 
programmers can calibrate the glove and read and write ASCII-formatted 
calibration tables.  Logitech users may access the fringe and out of range 
settings which warn when the receiver is approaching its line-of-sight 
limits.  
  
Sample application code provided with SyncLink demonstrates how the 
same source code can be used to control any of the supported sensors.  
  
Switching Sensors  
  
SyncLink's common interface makes it easy to switch between sensors from 
within an application.  Simply close and delete the old sensor object, create 
and open a new sensor object, and reapply the application's sensor filters.  
Even this level of detail can be hidden from the user by the application.  
No longer do the software incompatibilities between sensors inhibit 
switching between them from within an application.  
  
Customized Support    
  
Xtensory provides the services for adding customized device support.  
Custom devices can then use the same standard object-oriented interface as 
commercial devices, without losing access to the functionality that makes 
the device unique.  
  
Maintenance    
  
Xtensory provides support for upgrades and maintains the drivers as new 
devices become available.   
  
Portability  
  
SyncLink provides portability between different UNIX and POSIX 
platforms.  The same C++ class library is available for Silicon Graphics, 
Kubota Pacific, and Digital Equipment systems.  
  
Devices Supported   
  
Ascension Flock of Birds  
General Reality CyberEye  
General Reality DataGlove
Immersion Probe and Personal Digitizer  
Logitech 3D Mouse, Cyberman and Space Control Mouse/Magellan   
Origin Instruments DynaSight  
Polhemus Fastrak, Isotrak, and 3Ball  
Precision Navigation Wayfinder  
Spaceball 2003  
Virutal I/O i-glasses!  
Virtual Technologies CyberGlove  
VPL DataGlove Model 2  
5DT 5-Glove
  
System Requirements  
  
SyncLink includes a C++ object library, C++ header files, and sample C++ 
test software.  SyncLink requires one of the following operating systems:  
	SGI IRIX 5.2 or later  
	Digital OSF/1 1.3 or later   
	Microsoft Windows NT 3.5  
	Microsoft Windows 3.1  
	HP-UX 9.0 or later  
	Sun  
	  
SyncLink also requires the appropriate  C/C++ compiler for the platform:  
	SGI C++ 3.0  
	Digital C++ 1.3 or later  
	Microsoft Visual C++  
	HP  
	Sun  
  
Contact Xtensory regarding support for VR devices or UNIX/POSIX  
operating systems not listed above.  
	  
  
Xtensory Inc     
140 Sunridge Drive     
Scotts Valley   CA   95066   USA  
  
Tel 408/439-0600     
Fax 408/439-8845  
cutt@netcom.com  
  
...opening the doors of perception (TM)  
  


From guest  Wed May  1 02:14:26 1996
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Date: Tue, 30 Apr 96 21:49:14 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9605010249.AA22917@mred.bgm.link.com>
To: info-performer@sgi.sgi.com
Subject: Re: OpenGVS Benchmark Appli
Status: O


> First, this is not a contest between OpenGVS and Performer;
> Second, Gemini has *not* changed to a new position as you have suggested.

What exactly *are* you proposing?  It's beginning to sound a lot like you are only
really producing an OpenGL performance suite. If you are really aiming at the latter,
then may I suggest that you pool your efforts with those already attacking this problem:

Check out the OpenGL Performance Characterization (OPC) Project Proposal at

             http://sunsite.unc.edu/gpc/opc.html

...and

the Viewperf OpenGL benchmark code at

             http://www.sgi.com/Technology/openGL/OPC.html

I'm sure that most simulation people will tell you that raw OpenGL thoughput
doesn't tell you much about the overall performance of a system in normal use.

                                    ---oooOOOooo---

This discussion is getting nowhere fast. I'm getting the impression that no two
people agree on what they think they will get from this so-called benchmark suite.

Would John Archdeacon please answer the following questions as simply as possible
so that we can all understand what he is trying to achieve:-

                                    ---oooOOOooo---

1) What are you attempting to compare using your benchmark suite?

    a) All IG's?

    b) Only IG's that currently run OpenGL?

    c) Only IG's that currently run OpenGVS?

    d) Only IG's that currently run OpenGVS on top of OpenGL?

2) For a benchmark to be meaningful, all the systems under test must
   presumably produce essentially the same end result. What end results are
   required in order to be considered as having sucessfully run the
   benchmark? There must be some kind of standard or else I can get
   really good times just by halving all the LOD transition ranges,
   or ignoring the textures or not bothering to Gouraud shade anything.

3) Am I allowed to restructure the database in order to get it to run faster?
   If so, to what degree? I have often managed to get a 4:1 performance
   improvement by restructuring the database to better suite the IG's inner
   workings.

4) Is the only test software that we are allowed to use OpenGVS? If so, what
   benchmark figure does a single-pipe, two-CPU RE2 and a single-pipe, four-CPU
   RE2 achieve?  If the answer is anything close to 1.0 then I think we can all
   end this discussion right now since the ability to make use of multiple CPUs
   in the image generation process is a really critical issue in IG performance.

Thanks John.

                                    ---oooOOOooo---

BTW: I know that Gemini are in favour of standards and portability - it's a shame
     that their web page: http://www.gemtech.com/rwbench/rwbv1.pdf is formatted in
     a format that I can't read on anything except a PC or a Mac.
     Ghostscript choked and died when I fed it the postscript version.

     How about an HTML version guys!



  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)


From guest  Wed May  1 05:24:42 1996
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To: bleclerc@cae.ca
Cc: info-performer@sgi.sgi.com
Subject: Re: (Fwd) Re: shadows in performer 
In-Reply-To: Your message of "Mon, 29 Apr 96 22:04:59 PDT."
             <9604292204.ZM18044@rose.asd.sgi.com> 
Date: Tue, 30 Apr 96 23:54:36 -0700
From: Simon Hui <shui@kid.asd.sgi.com>
Status: O


> From: "Bernard Leclerc" <bleclerc@cae.ca>
> Subject: Re: shadows in performer
> 
> John Rolf from SGI sent me the following concerning shadows on Infinite
> Reality. One question remains: Is this comment still valid considering the
> soon-to-come release of Irix 6.2 and Performer 2.1?

Yes, the comment about shadows is still valid for Irix 6.2 and Performer 2.1.
(Performer 2.1 does take advantage of a number of hardware features of 
InfiniteReality, but shadows is not one of them).  Support for shadows under 
OpenGL did not make it into Performer 2.1.  It will be added in the next 
Performer release.

regards,

Simon

> --- Forwarded mail from jrohlf@tubes.asd.sgi.com (John Rohlf)
>
> From: jrohlf@tubes.asd.sgi.com (John Rohlf)
> Subject: Re: Performer 2.0 on InfiniteReality
>
> 	Performer 2.0 does not yet take full advantage of the new
>  	InfiniteReality OpenGL-based Hardware since some OpenGL extensions
> 	which access the hardware have not yet been implemented.
> 	The shadow extension has not been implemented yet and even if it
> 	makes it for the InfiniteReality release, 2.0 will not be able
> 	to use it.


