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To: Simon Bennett <simonb@wormald.com.au>
Cc: bleclerc@cae.ca (Bernard Leclerc), info-performer@sgi.sgi.com,
        shui@kid.asd.sgi.com
Subject: Re: Casting shadows with pfLightSource and OpenGL 
In-Reply-To: Your message of "Tue, 30 Apr 96 18:41:16 +1000."
             <9604300841.AA15928@murad> 
Date: Wed, 01 May 96 00:22:50 -0700
From: Simon Hui <shui@kid.asd.sgi.com>
Status: O


> From:    Simon Bennett <simonb@wormald.com.au>
> Subject: Re: Casting shadows with pfLightSource and OpenGL
>
> > 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?
> 
> I gather it's something to do with not being able to do projected
> texture effects with OGL and Performer 2.0...

It's because Performer does not currently have support for the 
OpenGL equivalents of the IrisGL filters TX_BILINEAR_LEQUAL and 
TX_BILINEAR_GEQUAL, which are used in conjunction with projective 
textures to produce shadow effects.

> (doesn't support a texture matrix perhaps?) 

No; InfiniteReality, like all OpenGL implementations, supports a texture
matrix.

> I remember hearing something about this and IR
> systems...  It will probably work in 2.0.1 or 2.1...

Unfortunately, it does not work in 2.1.  Look to a future release.

regards,

Simon



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From: "Simon Hayhurst" <simon@nirvana.neu.sgi.com>
Message-Id: <9605011031.ZM14393@nirvana.neu.sgi.com>
Date: Wed, 1 May 1996 10:31:25 -0600
In-Reply-To: Veraart <rioj7@fel.tno.nl>
        "Re: Texture problem on RE with PF2.0" (Apr 22, 12:17pm)
References: <199604221017.MAA23277@s00sn1.fel.tno.nl>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: Veraart <rioj7@fel.tno.nl>, juanj@ibm.net
Subject: Re: Texture problem on RE with PF2.0
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
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Status: O

On Apr 22, 12:17pm, Veraart wrote:
> Subject: Re: Texture problem on RE with PF2.0
> >  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
>-- End of excerpt from Veraart

Shout if I'm wrong, but I say, you can use the OpenGL libraries, but you have
to install the relevant patches. Note that these patches are thought to be
stable but not necessarily guaranteed to be supported when you find bugs. ;-)


	Patch 154 	First Open GL patch.

	Patch 918	New improved Open GL patch, supercedes 154, but
pre-reqs
			Patch 1116, which is an XFS roll-up.



For what its worth, I run with these patches :-

	426     uipc 3 panic
	738     hinv command for ASO/SAMZ, new IBM tape drives, & PCMCIA
	797     race condition with uipc_vnlist[] causes system panic
	865     fixes xfsdump large extent bug
	917     EFS Filesystem roll-up patch (efs.a for XFS)
	918     RE OpenGL Extensions, Aux Buffers, and Bug Fix Rollup
	996     XFS rollup patch
	1115	5.3 Development Headers.
	1116    5.3 XFSData Management Interface (DMI) roll up and libc patch
	1120    XLV rollup including multiple IO4's


Someone else might wish to confirm / deny, but I believe you will get better
performance from recompiling with Iris GL, however, if you stick to Open GL
libraries then you will be IR ready ;-)


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

From guest  Wed May  1 07:58:53 1996
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Status: O

        Yikes!  Looks like I touched off a flame war!  Rest assured; this was 
        definitely not my intent, I was merely offering my own personal 
        experiences to someone who was looking for vis-sim API's other than 
        Performer on SGI's.  I wasn't advocating anything in particular, 
        especially not as a representative of the Army - we (the Army) neither 
        condone nor condemn anything on the market now.
        
        
        Don Tidrow
        Visual Simulation Developer
        US Army TACOM
        
        "Opinions expressed here are mine and mine alone!"


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Date: Wed, 1 May 1996 07:51:28 -0700 (PDT)
From: Trina Roy <trina@bugs.asd.sgi.com>
To: info-performer@sgi.sgi.com
Subject: Re: VR head mounted devices (HMD) for SGI? (fwd)
Message-Id: <Pine.SGI.3.91.960501074840.21794B-100000@bugs.asd.sgi.com>
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Status: O


>From the SGI VR Evangelist...

---------- Forwarded message ----------
Date: Tue, 30 Apr 1996 14:27:46 -0700
From: Linda Jacobson <lindaj@vrguru>
To: Trina Roy <trina@bugs.asd.sgi.com>
Cc: nicolas@cae.ca
Subject: Re: VR head mounted devices (HMD) for SGI? (fwd)

Trina, could you please forward this to the info-performer list? Thanks.

Nicolas and other interested:
Here's a list of the companies that produce headmounted displays (or
boom-mounted, in Fakespace's case), in varying resolution and price ranges, for
Silicon Graphics Onyx and Indigo2 systems:

Fakespace Labs
415-688-1940
fakespc@well.com
http://www.fakespace.com

Kaiser Electro-Optics
head-mounted displays
619-438-9255

nVision
703-506-8808
contact Chris Lewis, clewis@cais.cais.com

Virtual Research
408-748-8712
virtualres@aol.com
http://www.infolane.com/v-research

A few people, including Acorn Pooley (acorn@engr) have worked out how to drive
the low-cost, head-tracked Virtual I-O i-glasses with an Indy, but it takes
some code-tweaking.

Hope this helps,
Linda Jacobson
Virtual Reality Evangelist
Silicon Graphics
415 933 6398


> ---------- Forwarded message ----------
> Date: Mon, 29 Apr 1996 16:45:26 -0400
> From: Nicolas Gauvin <nicolas@cae.ca>
> To: info-performer@sgi.sgi.com
> Subject: VR head mounted devices (HMD) for SGI?
>
>
> 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
>




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From: "Fernando D. Mato Mira" <matomira@lig.di.epfl.ch>
Message-Id: <9605011706.ZM5348@lig.di.epfl.ch>
Date: Wed, 1 May 1996 17:06:42 -0600
In-Reply-To: "Craig Phillips" <craig@binky.paradigmsim.com>
        "Re: OpenGVS Cross Platform API" (Apr 29,  9:28am)
References: <199604172008.NAA25916@gemtech.gemtech.com> 
	<9604262349.ZM27555@sixty.asd.sgi.com> 
	<9604290928.ZM10566@binky.paradigmsim.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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Status: O

On Apr 29,  9:28am, Craig Phillips wrote:

> 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

Not everybody using Performer is writing a handful of M$ simulators.
Some of us need:
  1. Performance over `friendliness' on SGI.
  2. Portability to NT on anything. Preferably to Mac, too.






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>
> A few people, including Acorn Pooley (acorn@engr) have worked out how to
drive
> the low-cost, head-tracked Virtual I-O i-glasses with an Indy, but it takes
> some code-tweaking.
>

And I got iglasses running in stereo on an Extreme for VRAI in April '95
(just out of the oven, no PAL versions were available yet).




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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9605011154.ZM28014@eagle.cae.ca>
Date: Wed, 1 May 1996 11:54:19 -0400
In-Reply-To: pere1@VIDEO3.cluny.ensam.fr
        "Shadows with Performer ?" (Apr 29, 10:46am)
References: <9604291046.ZM21437@VIDEO3.cluny.ensam.fr>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: pere1@VIDEO3.cluny.ensam.fr, info-performer@sgi.sgi.com
Subject: Re: Shadows with Performer ?
Cc: pere@cluny.ensam.fr
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On Apr 29, 10:46am, pere1@VIDEO3.cluny.ensam.fr wrote:

> 	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

You do not mention if you're using IrisGL or OpenGL. It makes all the
difference. Take a look at the sample programs

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

These programs work only with IrisGL.

If you're targetting OpenGL, you're out of luck.

--
      ___/      |        ___/	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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In-Reply-To: "Simon Hayhurst" <simon@nirvana.neu.sgi.com>
        "Re: Texture problem on RE with PF2.0" (May  1, 10:31am)
References: <199604221017.MAA23277@s00sn1.fel.tno.nl> 
	<9605011031.ZM14393@nirvana.neu.sgi.com>
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To: "Simon Hayhurst" <simon@nirvana.neu.sgi.com>, Veraart <rioj7@fel.tno.nl>,
        juanj@ibm.net
Subject: Re: Texture problem on RE with PF2.0
Cc: info-performer@sgi.sgi.com
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IMPACT is OpenGL native, you should stick with OpenGL when compiling for
IMPACT.

On May 1, 10:31am, Simon Hayhurst wrote:
> Subject: Re: Texture problem on RE with PF2.0
> On Apr 22, 12:17pm, Veraart wrote:
> > Subject: Re: Texture problem on RE with PF2.0
> > >  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
> >-- End of excerpt from Veraart
>
> Shout if I'm wrong, but I say, you can use the OpenGL libraries, but you have
> to install the relevant patches. Note that these patches are thought to be
> stable but not necessarily guaranteed to be supported when you find bugs. ;-)
>
>
> 	Patch 154 	First Open GL patch.
>
> 	Patch 918	New improved Open GL patch, supercedes 154, but
> pre-reqs
> 			Patch 1116, which is an XFS roll-up.
>
>
>
> For what its worth, I run with these patches :-
>
> 	426     uipc 3 panic
> 	738     hinv command for ASO/SAMZ, new IBM tape drives, & PCMCIA
> 	797     race condition with uipc_vnlist[] causes system panic
> 	865     fixes xfsdump large extent bug
> 	917     EFS Filesystem roll-up patch (efs.a for XFS)
> 	918     RE OpenGL Extensions, Aux Buffers, and Bug Fix Rollup
> 	996     XFS rollup patch
> 	1115	5.3 Development Headers.
> 	1116    5.3 XFSData Management Interface (DMI) roll up and libc patch
> 	1120    XLV rollup including multiple IO4's
>
>
> Someone else might wish to confirm / deny, but I believe you will get better
> performance from recompiling with Iris GL, however, if you stick to Open GL
> libraries then you will be IR ready ;-)
>
>
> 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
> --------------------------------------------------------------------------------
>-- End of excerpt from Simon Hayhurst



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

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Date: Wed, 1 May 1996 16:51:11 -0400
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To: info-performer@sgi.sgi.com
Subject: pfMalloc error
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Status: O

I'm trying to load a large terrain database into MaK's Stealth, which is a
Performer based application.  I've changed the setup to only load one terrain
patch (so there would be no chance of me running out of memory).  I'm using an
ONYX w/512MB RAM and 1GB or so of swap.  I'm not using very much of its memory
during the load, yet it dies and gives the following error message:

Performer Fatal (12): pfMalloc() Unable to allocate 336012 bytes from the heap.

I've asked MaK and they thought I may have been running low on memory in
/usr/tmp, where the pfUtilDataPool____.pfdpool files are stored.  I'm at about
95%, but I still have about 65MB or so, and no files seems to be written to
/usr while its trying to load the database.

Any ideas?

I'd appreciate any help.

Thanks,
Mike

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

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From: "Don Hatch" <hatch@hell.asd.sgi.com>
Message-Id: <9605011731.ZM5505@hell.asd.sgi.com>
Date: Wed, 1 May 1996 17:31:04 -0700
In-Reply-To: "Sharon Clay" <src@rose>
        "(Fwd) pfdSpatialize" (Apr 29,  2:03pm)
References: <9604291403.ZM16876@rose.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: allenb@icemt.iastate.edu
Subject: Re: pfdSpatialize
Cc: info-performer@sgi.sgi.com
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On Apr 29, 12:54pm, Allen Bierbaum wrote:
> Subject: pfdSpatialize
> 
> [ plain text
>   Encoded with "quoted-printable" ] :
> 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.

There's a couple of bugs in pfdSpatialize that makes it recurse forever...
you can quick-fix the source code by making the following changes
(then look at the lsb loader source if you still want an example).


--- pfdSpatial.c        Wed May  1 17:14:39 1996
***************
*** 68,76 ****
      /* 
       * if fewer than geodeChild children and smaller than specified
       * geode dimension, return a single geode
       */
!     if (ngset <= geodeChild && size2 < geodeSize*geodeSize)
      {
        pfGeode *geode = pfNewGeode();
        for (i = 0 ; i < ngset ; i++)
        {
--- 68,76 ----
      /* 
       * if fewer than geodeChild children and smaller than specified
       * geode dimension, return a single geode
       */
!     if (ngset <= 1 || ngset <= geodeChild && size2 < geodeSize*geodeSize)
      {
        pfGeode *geode = pfNewGeode();
        for (i = 0 ; i < ngset ; i++)
        {
***************
*** 127,145 ****
     /*
      * if only one octant active, arbitrarily subdivide
      */
      grp = pfNewGroup();
      
      if (active < 2)
      {
-       int nper = PF_MAX2(ngset/4, 3);
-       int which = 0;
        for (i = 0 ; i < 8 ; i++)
            pfResetList(lists[i]);
  
        for (i = 0 ; i < ngset ; i++)
        {
            pfGeoSet *gset = (pfGeoSet *)pfGet(gsets, i);
!           if (i > (which+1)*nper)
!               which++;
!           pfAdd(lists[which], gset);
        }
      }
--- 127,141 ----
     /*
      * if only one octant active, arbitrarily subdivide
      */
      grp = pfNewGroup();
      
      if (active < 2)
      {
        for (i = 0 ; i < 8 ; i++)
            pfResetList(lists[i]);
  
        for (i = 0 ; i < ngset ; i++)
        {
            pfGeoSet *gset = (pfGeoSet *)pfGet(gsets, i);
!           pfAdd(lists[i%4], gset);
        }
      }


A better fix would be to subdivide around the
average of the centers of all the geosets rather than
the center of the bounding box of their union;
then if it ever reaches a point where all the geosets are in one octant,
just put them all in one geode (it means all the centers
are the same, so there's no point in arbitrarily subdividing further).

Don

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


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From: "Madhu Sethi" <madhu@cae.ca>
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Date: Thu, 2 May 1996 10:10:45 -0400
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To: info-performer@sgi.sgi.com
Subject: shadows in multiple channels
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Hi,

I'm having trouble with enabling and then disabling shadows in multiple
channels.

My program opens 2 channels (from the same pipe and pipewindow) which share
most attributes (scene, view, drawcallback...). Initially, the pflightsource of
my scene has shadows enabled. Then, at some point during the simulation shadows
are
disabled. The problem is that I still see a shadow in the second channel after
disabling them. I believe shadows are really disabled because the light source
is moving, while no new shadow is generated. However, whatever shadow was there
previously has not been cleared.

The first channel works fine; there are no remnants of any shadow left.

I have tried disabling shadows in both the app process and in the culling
process - both results are the same.

-----------------------------------------------------------------
I am attaching a modified version of shadows.C to illustrate the
problem, and here are the main diffs b/n original and mine:

Using shadows.C as the template,
- I open another channel (on the same pipe, and pipewindow), which
share most attributes. This second channel should render the same
scene as the first one.

    ... after opening first channel chan ...
    chan->setShare(PFCHAN_SCENE | PFCHAN_FOV | PFCHAN_VIEW | PFCHAN_NEARFAR |
PFCHAN_DRAWFUNC | PFCHAN_SWAPBUFFERS);

    pfChannel *chan2 = new pfChannel(p);
    chan->attach(chan2);

    chan->setViewport(0, 0.5, 0, 1);
    chan2->setViewport(0.5, 1, 0, 1);

- In the main loop, after some iterations, I disable shadows (and
projected texture mapping) for the pfLightSources (on both channels).

    ... within main sim loop ...
	i++;
	if (i==100) {
	  shad->setMode(PFLS_SHADOW_ENABLE, 0);
	  proj->setMode(PFLS_PROJTEX_ENABLE, 0);
	}

Both shadows and projected texture mapping give the problem I
described above: they are not cleared in the second channel.

I have tried each, shadows and projected texture mapping in isolation,
and they both give the same problem in the second channel.

Thanks for your help!



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

--PART-BOUNDARY=.19605021010.ZM5467.cae.ca
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/*
 * Copyright 1995, Silicon Graphics, Inc.
 * ALL RIGHTS RESERVED
 *
 * UNPUBLISHED -- Rights reserved under the copyright laws of the United
 * States.   Use of a copyright notice is precautionary only and does not
 * imply publication or disclosure.
 *
 * U.S. GOVERNMENT RESTRICTED RIGHTS LEGEND:
 * Use, duplication or disclosure by the Government is subject to restrictions
 * as set forth in FAR 52.227.19(c)(2) or subparagraph (c)(1)(ii) of the Rights
 * in Technical Data and Computer Software clause at DFARS 252.227-7013 and/or
 * in similar or successor clauses in the FAR, or the DOD or NASA FAR
 * Supplement.  Contractor/manufacturer is Silicon Graphics, Inc.,
 * 2011 N. Shoreline Blvd. Mountain View, CA 94039-7311.
 *
 * Permission to use, copy, modify, distribute, and sell this software
 * and its documentation for any purpose is hereby granted without
 * fee, provided that (i) the above copyright notices and this
 * permission notice appear in all copies of the software and related
 * documentation, and (ii) the name of Silicon Graphics may not be
 * used in any advertising or publicity relating to the software
 * without the specific, prior written permission of Silicon Graphics.
 *
 * THE SOFTWARE IS PROVIDED "AS-IS" AND WITHOUT WARRANTY OF ANY KIND,
 * EXPRESS, IMPLIED OR OTHERWISE, INCLUDING WITHOUT LIMITATION, ANY
 * WARRANTY OF MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE.
 *
 * IN NO EVENT SHALL SILICON GRAPHICS BE LIABLE FOR ANY SPECIAL,
 * INCIDENTAL, INDIRECT OR CONSEQUENTIAL DAMAGES OF ANY KIND, OR ANY
 * DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS,
 * WHETHER OR NOT ADVISED OF THE POSSIBILITY OF DAMAGE, AND ON ANY
 * THEORY OF LIABILITY, ARISING OUT OF OR IN CONNECTION WITH THE USE
 * OR PERFORMANCE OF THIS SOFTWARE.
 *
 * shadows.C: Performer program to demonstrate use of pfLightSource shadowing
 *		and projected texturing.
 *        Based on simple.C
 *
 * $Revision: 1.5 $ $Date: 1995/12/01 20:33:09 $ 
 *
 */

#include <stdlib.h>
#include <math.h>
#include <Performer/pf.h>
#include <Performer/pfdu.h>
#include <Performer/pfutil.h>
#include <Performer/pf/pfChannel.h>
#include <Performer/pf/pfLightSource.h>
#include <Performer/pf/pfNode.h>
#include <Performer/pf/pfDCS.h>
#include <Performer/pf/pfGeode.h>
#include <Performer/pf/pfScene.h>
#include <Performer/pf/pfMorph.h>
#include <Performer/pr/pfLinMath.h>
#include <Performer/pr/pfMaterial.h>
#include <Performer/pr/pfGeoSet.h>
#include <Performer/pr/pfGeoState.h>
#include <Performer/pr/pfLight.h>
#include <Performer/pr/pfTexture.h>

/*------------------------------------------------------------------*/

void 
OpenPipeWin (pfPipeWindow *pw)
{
    pfLightModel	*lm;
    int            	numSamples = 16;

    pw->open();

#ifdef IRISGL
    // Shadows require a 32 bit non-multisampled zbuffer 
    do
    {
	zbsize(32);
	stensize(1);
	mssize(numSamples, 32, 1);
	gconfig();

	numSamples >>= 1;

    } while (PF_ABS(getgconfig(GC_BITS_ZBUFFER)) < 32 && numSamples > 0);

    if (numSamples > 0)
	multisample(1);
    else
    {
	RGBsize(12);
	mssize(0, 0, 0);
	zbsize(32);
	stensize(1);
	gconfig();
	multisample(0);
    }

    pfNotify(PFNFY_NOTICE, PFNFY_RESOURCE, 
	     "mssize(%d, %d, %d) zbsize(%d) Zrange 0x%x - 0x%x\n",
	     getgconfig(GC_MS_SAMPLES),
	     getgconfig(GC_BITS_MS_ZBUFFER),
	     getgconfig(GC_BITS_MS_STENCIL),
	     getgconfig(GC_BITS_ZBUFFER),
	     getgconfig(GC_MS_ZMIN), getgconfig(GC_MS_ZMAX));
#endif

    lm = new(NULL) pfLightModel;
    lm->setLocal(1);
    lm->apply();

    pfCullFace(PFCF_BACK);
}

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

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

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

// Compute matrix so +Y axis of DCS is pointing at 'at' 
static void
lookAt(pfDCS *dcs, pfVec3 at)
{
    pfVec3		v, pos;
    pfMatrix		mat;
    static pfVec3	yaxis(0.0f, 1.0f, 0.0f);	
    
    // v is origin of dcs 
    ((pfMatrix*) dcs->getMatPtr())->getRow(3, pos); 
    
    // v is direction vector from dcs to 'at' 
    v = at - pos;
    v.normalize();

    // Rotate y-axis onto v 
    mat.makeVecRotVec(yaxis, v);
    mat.setRow(3, pos); // restore dcs origin 
    dcs->setMat(mat);
}

#define SPOT_SIZE	256
#define SPOT_RADIUS	64

// Create circular image for projected spotlight texture.
static pfTexture*
initSpotTex(void)
{
    long            	i, j;
    pfTexture		*tex;
    ushort 		*image;

    image = (ushort*) pfMalloc(sizeof(unsigned short) * SPOT_SIZE * SPOT_SIZE,
		     pfGetSharedArena());

    for (i = 0; i < SPOT_SIZE / 2; i++)
    {
	for (j = 0; j < SPOT_SIZE / 2; j++)
	{
	    unsigned long   val;

	    val = 0;

	    // See if corners of texel are within circle. This antialiases
	    // the edge of the circle somewhat. 
	    if ((i * i + j * j) <= SPOT_RADIUS * SPOT_RADIUS)
		val += 0xffff;
	    if (((i + 1) * (i + 1) + j * j) <= SPOT_RADIUS * SPOT_RADIUS)
		val += 0xffff;
	    if (((i + 1) * (i + 1) + (j + 1) * (j + 1)) <= SPOT_RADIUS * SPOT_RADIUS)
		val += 0xffff;
	    if ((i * i + (j + 1) * (j + 1)) <= SPOT_RADIUS * SPOT_RADIUS)
		val += 0xffff;

	    val >>= 2;

	    // Set all 4 quadrants to val 
	    image[(SPOT_SIZE / 2 - i) * SPOT_SIZE + (SPOT_SIZE / 2 - j)] =
		image[(SPOT_SIZE / 2 - i) * SPOT_SIZE + (SPOT_SIZE / 2 + j)] =
		image[(SPOT_SIZE / 2 + i) * SPOT_SIZE + (SPOT_SIZE / 2 + j)] =
		image[(SPOT_SIZE / 2 + i) * SPOT_SIZE + (SPOT_SIZE / 2 - j)] =
		val;
	}
    }

    tex = new(pfGetSharedArena()) pfTexture;
    tex->setImage((uint*) image, 2, SPOT_SIZE, SPOT_SIZE, 0);
    tex->setFormat(PFTEX_INTERNAL_FORMAT, PFTEX_IA_8);
    tex->setRepeat(PFTEX_WRAP, PFTEX_CLAMP);

    return tex;
}

#define FOV		60.0f
#define NEAR		1.0f
#define SQRT2INV	.7071067811865475244

static pfDCS 		*shadDCS, *projDCS;
    pfLightSource 	*shad, *proj;

static pfGroup*
initLSources(pfSphere *bsphere)
{
    pfFrustum 		*shadFrust;
    pfTexture 		*tex;
    pfGroup		*group;
    float		d;
    pfMatrix		mat;
    void		*arena = pfGetSharedArena();

    // Create and configure shadow frustum. Fit frustum tightly to scene. 
    shadFrust = new(arena) pfFrustum;
    shadFrust->makeSimple(FOV);

    d = bsphere->radius / sinf(PF_DEG2RAD(FOV/2.0f));
    d = PF_MAX2(d, NEAR + bsphere->radius);

    shadFrust->setNearFar(NEAR, d + 1.1f * bsphere->radius);

    // Create and configure white shadow casting light source 
    shad = new pfLightSource;
    shad->setMode(PFLS_SHADOW_ENABLE, 1);
    shad->setAttr(PFLS_PROJ_FRUST, shadFrust);
    shad->setColor(PFLT_DIFFUSE, 1.0f, 1.0f, 1.0f);
    shad->setVal(PFLS_INTENSITY, .5f);
    shad->setPos(0.0f, 0.0f, 0.0f, 1.0f);	// Make light local 

    // Create and configure blue spotlight 
    proj = new pfLightSource;
    tex = initSpotTex();
// You can load your own spotlight texture if you wish 
//   tex = new(arena) pfTexture;
//    tex->loadFile("spotlight.inta");

    proj->setMode(PFLS_PROJTEX_ENABLE, 1);
    proj->setAttr(PFLS_PROJ_FRUST, shadFrust);
    proj->setAttr(PFLS_PROJ_TEX, tex);
    proj->setColor(PFLT_DIFFUSE, 0.0f, 0.0f, 1.0f);
    proj->setVal(PFLS_INTENSITY, .5f);
    proj->setPos(0.0f, 0.0f, 0.0f, 1.0f);	// Make light local 

    group = new pfGroup;

    // Make DCSes to move lights around 
    shadDCS = new pfDCS;

    mat.makeTrans(d*SQRT2INV, 0.0f, d*SQRT2INV);
    shadDCS->setMat(mat);
    lookAt(shadDCS, bsphere->center);

    shadDCS->addChild(shad);
    group->addChild(shadDCS);

    projDCS = new pfDCS;

    mat.makeTrans(-d*SQRT2INV, 0.0f, d*SQRT2INV);
    projDCS->setMat(mat);
    lookAt(projDCS, bsphere->center);

    projDCS->addChild(proj);
    group->addChild(projDCS);

    return group;
}


static pfGeode*
initFloor(pfSphere *bsphere)
{
    pfGeoSet	*gset;
    pfGeoState	*gstate;
    pfGeode	*geode;
    pfVec3	*v;
    pfMaterial	*mtl;
    float	d;
    void	*arena = pfGetSharedArena();

    gset = new(arena) pfGeoSet;
    gstate = new(arena) pfGeoState;
    geode = new pfGeode;

    v = (pfVec3*)pfMalloc(sizeof(pfVec3) * 4, arena);
    d = 3.0f * bsphere->radius; 
    v[0].set(-d, -d, -d/3.0f);
    v[1].set( d, -d, -d/3.0f);
    v[2].set( d,  d, -d/3.0f);
    v[3].set(-d,  d, -d/3.0f);
    gset->setAttr(PFGS_COORD3, PFGS_PER_VERTEX, v, NULL);

    v = (pfVec3*)pfMalloc(sizeof(pfVec3), arena);
    v[0].set(0.0f, 0.0f, 1.0f);
    gset->setAttr(PFGS_NORMAL3, PFGS_OVERALL, v, NULL);

    gset->setPrimType(PFGS_QUADS);
    gset->setNumPrims(1);

    mtl = new(arena) pfMaterial;
    mtl->setColorMode(PFMTL_BOTH, PFMTL_CMODE_OFF);
    gstate->setAttr(PFSTATE_FRONTMTL, mtl);
    gstate->setMode(PFSTATE_ENLIGHTING, 1);

    gset->setGState(gstate);
    geode->addGSet(gset);

    return geode;
}

int
main (int argc, char *argv[])
{
    double     t = 0.;
    
    pfScene     *scene;
    pfNode	*root;
    pfDCS	*dcs;
    pfPipe      *p;
    pfPipeWindow *pw;
    pfChannel   *chan;
    pfSphere 	bsphere;
    pfCoord	view;
    pfMatrix	mat, orbit;
    pfList	*texList;


#ifndef IRISGL
    printf("Sorry, shadow only works in IRISGL.\n");
    return 0;
#endif

    if (argc < 2)
	Usage();

    // Initialize Performer 
    pfInit();	

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

    // Load all loader DSO's before pfConfig() forks 
    pfdInitConverter(argv[1]);

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

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

    // Do not use FLAT_ primitives because they look bad 
    // with local lighting.
    pfdBldrMode(PFDBLDR_MESH_LOCAL_LIGHTING, 1);

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

    // Create and attach loaded subgraph to a pfScene. 
    scene = new pfScene;
    dcs = new pfDCS;
    mat.makeRot(30.0f, 1.0f, 0.0f, 0.0f);
    dcs->setMat(mat);
    dcs->addChild(root);
    scene->addChild(dcs);

    // determine extent of scene's geometry 
    scene->getBound(&bsphere);

    // Create pfLightSources and add to scene 
    scene->addChild(initLSources(&bsphere));

    // Create "floor" for shadows 
    dcs->addChild(initFloor(&bsphere));

    // Configure and open GL window
    p = pfGetPipe(0);
    pw = new pfPipeWindow(p);
    pw->setName(argv[0]);
    pw->setOriginSize(0,0,800,800);
    pw->setConfigFunc(OpenPipeWin);
    pw->config();
    
    // Create and configure a pfChannel.
    chan = new pfChannel(p);

    // Set up frustum
    chan->setFOV(45.0f, 0.0f);
    chan->setNearFar(1.0f, 10.0f * bsphere.radius);

    // Set up view
    view.xyz = bsphere.center;
    view.xyz[PF_Y] -= 3.0f * bsphere.radius;
    view.hpr.set(0.0f, 0.0f, 0.0f); 
    chan->setView(view.xyz, view.hpr);

    chan->setScene(scene);
    chan->setTravFunc(PFTRAV_DRAW,DrawChannel);
    
    chan->setShare(PFCHAN_SCENE | PFCHAN_FOV | PFCHAN_VIEW | PFCHAN_NEARFAR | PFCHAN_DRAWFUNC | PFCHAN_SWAPBUFFERS);
    
    pfChannel *chan2 = new pfChannel(p);
    chan->attach(chan2);

    chan->setViewport(0, 0.5, 0, 1);
    chan2->setViewport(0.5, 1, 0, 1);

    // If scene is non-textured then we can save an entire rendering pass
    texList = pfuMakeSceneTexList(scene);
    if (texList->getNum() == 0)
    {
	chan->setTravMode(PFTRAV_MULTIPASS, PFMPASS_NONTEX_SCENE);
	pfNotify(PFNFY_NOTICE, PFNFY_PRINT, 
		 "Scene is non-textured! Using PFMPASS_NONTEX_SCENE "
		 "optimization");
    }

    orbit.makeRot(1.0f, 0.0f, 0.0f, 1.0f);

    int i=0;
    // Simulate for twenty seconds. 
    while (t < 20.0f)
    {
	// Spin light sources around object 
	mat = *projDCS->getMatPtr() * orbit;
	projDCS->setMat(mat);
	lookAt(projDCS, bsphere.center);

	mat = *shadDCS->getMatPtr() * orbit;
	shadDCS->setMat(mat);
	lookAt(shadDCS, bsphere.center);

	i++;
	if (i==100) {
	  shad->setMode(PFLS_SHADOW_ENABLE, 0);
	  proj->setMode(PFLS_PROJTEX_ENABLE, 0);
	}
	// Initiate cull/draw for this frame. 
	pfFrame();		
    }

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

    return 0;
}


--PART-BOUNDARY=.19605021010.ZM5467.cae.ca--



From guest  Thu May  2 09:36:48 1996
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Date: Thu, 2 May 1996 08:29:50 -0700
From: mtj@babar.asd.sgi.com (Michael T. Jones)
Message-Id: <199605021529.IAA01771@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com
Subject: re: simulation benchmarking
Status: O

I think this will be my last email on the benchmarking topic. 

It's been like a rollercoaster ride where my expectations for a really
interesting result started low, went way up, then down really fast, up
up slightly, and now are back where they started. (As an aside for the
simile and metaphor impared, I don't mean that I've actually been ON a
rollercoaster lately, just that I feel like it ;-)

No one who's purchased an IG or who has extensive experience is likely
to have much hope in a generic benchmark. Image generators by definition
tend to push hardware right to the limits, and this tends to expose the
little rough edges to application developers and database modelers. My
original feeling about a generic benchmark started out low for just this
reason. For example, the fine Intergraph high-end PC graphics systems
are supposedly able to texture or fog, but not both at once. Likewise,
the CompuScene-IV could texture or Gouraud-shade, but not both at once.
If a user could live with one mode at a time (and perhaps many could)
then these are not serious problems, but what should a generic benchmark 
do about it?  Be "fair" and do no fog, no texture, no shading?  Now you
have your system running in "Amiga" mode, so what's the point?

On the other hand, there are certain broad classes of visual simulation
applications (such as high-level flight, helicoper, armored vehicles, 
commericial aviation, driving simulators, marine simulation, etc.) that
most IG purchases are targeted at.  Somehow my general personal optimism
caused me to read John Archdeacon's original Gemini-benchmark-suite email
to info-performer as the announcement of some reference or benchmark
environments for these common application areas.  This could be good. It
would not say everything about a machine, but you could have vendors put
each environment on their machine and tune it for whatever they feel is
the optimal feature/price/performance point. For example, an Intergraph
might leave fog off and say you did not need it, while SGI would have
fog, texture, and smooth-shading and argue it all three are critical. 
This elevated my hopes.

Now I see that it's just the results of running one toolkit on several
machines. Machines where the vendors in some cases might have doubts
about the ability of that toolkit to optimally present the capability
of the hardware. This was the big drop, almost like free-fall. How
could a user interpret the results of such a benchmark? 

The only way I see to validate the single-software benchmark is to
augment it with testing of other tools on the same systems and using
the same databases for comparative performance.  There's a lot of work
in this, but it could be to good end for toolkit-users, since any
vendor who was significantly lower in performance than the "best" one
on a given machine would tend to focus on their area of weakness, which
would beneift their customers.  At least it provides insight to
benchmark analysis tasks in the case where machine A is 9x the cost of
machine B, but only runs 8x the speed using toolkit #1. Then you look
at the full range of available software and see that you can get rates
of 3x and 12x using toolkits #2 and #3. This lets you see that machine
A costs 9x and runs at 12x the performance, an important point. (Some
benchmarking--or experience--will identify the names of toolkits A, B, 
and C)

Now, sadly, I realize that we're back where we started with the single
toolkit benchmark approach where the benchmark is of the toolkit and
not of the hardware. I have had email with Gemini about this and there
is some hope for a change in the future, but not much. Still, we'll do
what we can to get the databases and eyepoint/model data from Gemini in
time for IMAGE. Perhaps John Archdeacon and I will cross paths on one
of the Magic Bus tours and we can make a tape then.

Michael "Through-with-benchmarking" 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 May  2 09:53:39 1996
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From: Timothy Moore <moore@WOLFENET.com>
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Date: Thu, 2 May 1996 09:17:31 -0700 (PDT)
Message-Id: <199605021617.JAA03573@gonzo.wolfenet.com>
To: info-performer@sgi.sgi.com
Subject: questions about pfGeoSets and frame synch
Status: O

Hi there,
I've got a couple of questions.

* For indexed pfGeoSets, is it a problem to have attributes in the
attribute list that are not referenced by the index list?  An example:
several pfGeoSets using a master list of vertices but constructing
different polygons from it.

* I'd like to construct a pfGeoSet with the attribute data sitting in
one pfMalloc'ed block of memory instead of seperately pfMalloc'ed
lists for each attribute.  If one of the attribute lists begins at the
head of the pfMalloc'ed block, will the reference counting mechanism
become inconsistant (e.g., another pfGeoSet is not sharing that first
attribute list, but might share others, like in my first question)?

* I'd really, really like to hang out in select () and process I/O
events rather than block in pfSync ().  Is it possible to get access
to the signalling mechanism used to implement pfSync ()?  I could
implement my own signalling between the draw and app processes, but
that seems kind of redundant.

Tim

From guest  Thu May  2 11:37:48 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Thu, 2 May 1996 18:46:17 +0100
In-Reply-To: mtj@babar.asd.sgi.com (Michael T. Jones)
        "re: simulation benchmarking" (May  2,  8:29am)
References: <199605021529.IAA01771@babar.asd.sgi.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: mtj@babar.asd.sgi.com (Michael T. Jones), info-performer@sgi.sgi.com
Subject: Re: simulation benchmarking
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On May 2,  8:29am, Michael T. Jones wrote:
> Subject: re: simulation benchmarking
> I think this will be my last email on the benchmarking topic.
>
> It's been like a rollercoaster ride where my expectations for a really
            ^^^^ it's a simile
> interesting result started low, went way up, then down really fast, up
> up slightly, and now are back where they started. (As an aside for the
> simile and metaphor impared, I don't mean that I've actually been ON a
> rollercoaster lately, just that I feel like it ;-)

>-- End of excerpt from Michael T. Jones



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From: Stephen_Gifford@MAPS.CS.CMU.EDU
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          2 May 96 14:21:24 EDT
To: info-performer@sgi.sgi.com
Subject: Performer town question
Date: Thu, 02 May 96 14:21:23 -0400
Message-ID: <4178.831061283@MAPS.CS.CMU.EDU>
Status: O


I have a question related to the redistribution of some of the models
and textures in the Performer town as well as in the SGI "site" demo.

We've produced a demo database for a loader that's being distributed
for free.  The source data for that database is free, hence the
database can be free.  However, the textures and models we would
normally use are owned by other groups who probably don't want them
distributed freely.  So we're looking at using some of the Performer
town and SGI Site models and textures.  I can't find any licensing or
copyright information for those two, so does anyone know what the
distribution restrictions are on them?

-thanks
 Steve Gifford
 Digital Mapping Laboratory
 School of Computer Science
 Carnegie Mellon University


From guest  Thu May  2 13:09:18 1996
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From: "Daniel Jia" <xilin@cagiva.cambridge.com>
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Date: Thu, 2 May 1996 15:01:49 -0400
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To: info-performer@sgi.sgi.com
Subject: why member functions not virtual???
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Status: O

A basic question about Performer:  Why aren't most member functions declared as
virtual so that new types can be easily derived from the existing ones?

Please reply via email.  Thanks.



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Date: Thu, 2 May 1996 13:40:10 -0700
Message-Id: <199605022040.NAA24227@esper.ucsd.edu>
From: Jon Christensen <jmc@UCSD.EDU>
To: info-performer@sgi.sgi.com
Subject: typo in man pages
Reply-To: Jon Christensen <jmc@ece.ucsd.edu>
Status: O

We're using Performer 2.0 and noticed that pfMemory->print()
takes one more argument than the documentation indicates.
The actual declaration includes a 4th char* prefix argument
that doesn't show up in the man pages.

-- Jon

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Jon Christensen                                     phone: (619) 642-0343
Dept. of Electrical and Computer Engineering        fax:   (619) 534-7654
University of California, San Diego                 email: jmc@ece.ucsd.edu
3050 Urey Hall Addition, 9500 Gilman Drive
La Jolla, CA 92093-0339                         http://sdchemw1.ucsd.edu/~jmc





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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9605021407.ZM625@royalflush.engr.multigen.com>
Date: Thu, 2 May 1996 14:07:20 -0700
In-Reply-To: Daniel Aliaga <aliaga@cs.unc.edu>
        "pfMorph" (Apr 24,  2:02am)
References: <199604240603.CAA19859@orville.cs.unc.edu>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: pfMorph
Mime-Version: 1.0
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Status: O

On Apr 24,  2:02am, Daniel Aliaga wrote:
> Subject: pfMorph
>
>
> 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.

There was a time during the 2.0 beta period that pfMorph evaluation could
_only_ happen in the APP.  I believe this restriction was removed by the time
2.0 was released, but it may still be true.

> Are there any fundamental problems with this? I suppose the pfCycleBuffers
> which are used automagically by pfMorph will act correctly?

pfCycleBuffers only walk data "downstream" from APP(0) -> CULL(0) -> DRAW(0)
and around again.  Be carefull that you're not trying to use "upstream" data,
i.e. APP(0) -> CULL(0) -> APP(1) [ skipping DRAW(0) ].  Any usage that "short
circuits" the full pipeline won't work because the buffers are frame accurate
and kept "in phase".

Regards.
--
    __  ___      ____  _ ______          Marcus Barnes, Member Tech. Staff
   /  |/  /_  __/ / /_( ) ____/__  ____  MultiGen Inc, 550 S. Winchester
  / /|_/ / / / / / __/ / / __/ _ \/ __ \ Blvd. STE 500, San Jose CA 95128
 / /  / / /_/ / / / / / /_/ /  __/ / / / PH:1-408-556-2654 FX:1-408-261-4102
/_/  /_/\__,_/_/\_\/_/\____/\___/_/ /_/  EMAIL: marcus@multigen.com

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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9605021426.ZM657@royalflush.engr.multigen.com>
Date: Thu, 2 May 1996 14:26:09 -0700
In-Reply-To: ceti@worldnet.net (ceti)
        "pfMorph and iv loader" (Apr 29,  7:14am)
References: <199604290609.IAA01544@storm.certix.fr>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: pfMorph and iv loader
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Apr 29,  7:14am, ceti wrote:
> Subject: pfMorph and iv loader
> 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!

The current pfd[Geo]Builder utilities do not handle this.  You need to be able
to process (at least) pairs of vertices as a single unit: the split (actual)
vertex and the final (morph) vertex.

> So I assume that the iv loader tries (and may be succed) to optimise the
> object but here I want it to be dummy.

Yes. Depending on the "suitability" of the source data, a non optimizing loader
can create pfMorph source attributes fairly easily.  All the work associated
with sorting polygons by state wrt pfGeoSet's must now be leveraged towards
building source attributes for (few) pfMorph nodes.  pfGeoSet(s) receive the
pfMorph destination attribute.

> Is there a way to avoid crossing optimising step or should I write a dummy
> loader  ??

What's needed is a pfdMorphBuilder ;-)

... the work of mapping all the (formerly) geoset data into the interior
pfMorph node attributes efficiently (by state, tmeshed in pairs, etc.), with
the morph destinations binding back to the geosets (leaves), is non-trivial.

Regards.
--
    __  ___      ____  _ ______          Marcus Barnes, Member Tech. Staff
   /  |/  /_  __/ / /_( ) ____/__  ____  MultiGen Inc, 550 S. Winchester
  / /|_/ / / / / / __/ / / __/ _ \/ __ \ Blvd. STE 500, San Jose CA 95128
 / /  / / /_/ / / / / / /_/ /  __/ / / / PH:1-408-556-2654 FX:1-408-261-4102
/_/  /_/\__,_/_/\_\/_/\____/\___/_/ /_/  EMAIL: marcus@multigen.com

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To: Simon Bennett <simonb@wormald.com.au>
Cc: bleclerc@cae.ca (Bernard Leclerc), info-performer@sgi.sgi.com
Subject: Re: Casting shadows with pfLightSource and OpenGL 
In-Reply-To: Your message of "Wed, 01 May 96 00:22:50 PDT."
             <199605010722.AAA18343@kid.asd.sgi.com> 
Date: Thu, 02 May 96 18:08:27 -0700
From: Simon Hui <shui@kid.asd.sgi.com>
Status: O


> From:    Simon Hui <shui>
> Subject: Re: Casting shadows with pfLightSource and OpenGL 
>
> It's because Performer does not currently have support for the 
> OpenGL equivalents of the IrisGL filters TX_BILINEAR_LEQUAL and 
> TX_BILINEAR_GEQUAL, which are used in conjunction with projective 
> textures to produce shadow effects.

I forgot to mention that, although there is no support in Performer
for shadows, you _can_ do shadows directly with OpenGL on Infinite
Reality.  Try 'man glTexParameteri' and look for GL_TEXTURE_COMPARE_SGIX
and GL_TEXTURE_COMPARE_OPERATOR_SGIX.

simon


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Date: Fri, 3 May 1996 10:45:58 +0100
From: jo@bamboo.mluri.sari.ac.uk (J R Wherrett)
Message-Id: <9605030945.AA08921@bamboo.mluri.sari.ac.uk>
To: info-performer@sgi.sgi.com
Subject: Explorer/Imagine translators to Inventor
Cc: jo@bamboo.mluri.sari.ac.uk
X-Sun-Charset: US-ASCII
Status: O

Hello,

I'm a Performer beginner and I'm working on landscape visualization.
I am hoping to be able to export data from an ArcInfo GIS into Performer.

I have read that SGI Explorer can be used with Inventor to create an 
Inventor file which Performer can read - does anyone know how to go about
doing this?

I have also seen an FAQ on file formats which said that Imagine files can
be translated to OpenInventor using Syndesis Corporation translators.
Does anyone have any information on this company, or their translators?

Thanks in advance for any help,

JoAnna Wherrett



**********************************
JoAnna Wherrett,
Land Use Division,
MLURI, Aberdeen.

Tel: 01224 318611 x2239
e-mail: jo@bamboo.mluri.sari.ac.uk
http://bamboo.mluri.sari.ac.uk/~jo/homepage.html

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

From guest  Fri May  3 06:23:24 1996
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Date: Fri, 3 May 1996 09:12:04 -0400
To: info-performer@sgi.sgi.com
From: dwight@ht.com (Dwight Meglan)
Subject:  fast isect when inside geometry update
Status: O

Thanks for the replies on isecting with a big set of geometry. We made it
through the delivery/demo phase earlier this week (showing the simulator at
a VR session at the American Association of Neurological Surgeons) so now
that we have breathing room here is what we ended up doing.

The application is a endoscopic simulator-- this is a small flexible shaft
camera that is used to explore and operate (through a working channel that
allows tools) in the body. We now have operating a simulator that allows us
to create models and move about inside of them using multibody dynamics for
the camera/shaft behavior and isects and collision reaction for constraint
inside the human anatomy/geometry.

We hand built a nested hierachy of the geometry using a combination of
Alias, wavefront, Designer's Workbench and some little custom inventor
utility programs. We found that the traditional modeling tools failed
miserably at times at preserving the hierarchy and definitely could not
create smoothed, textured models with the hierarchy. Here we built a flat
model, smoothed and textured it and then merged the normal and texture
coordinates into the hierarchical data files with the custom programs.

For isects, the very first time we do a first pass to find the geoset that
the camera segments are in -- note that the entire length of the camera
shaft must be checked each pass since is snakes through the anatomy and is
in contact in multiple places. Following geoset identification we do
primitive isects and compute reaction forces which are applied to the
multibody dynamics code (our own BTW). We record the geoset that the isect
occured in and next time start checking with it and then go to a full
hierarchy if this fails. In addition to isect checks, we built a void
geometry hierarchy which we check before doing isects. If the contact
segment is completely contained in one of the geosets of this hierarchy--
we're done, i.e. no isect, and we record this geoset for first check next
frame. Lastly, on an Onyx we run the isects on a separate processor. The
system works fine on an Impact also, just slow as you would expect.

I know that there are elaborate systems to do fast, large isect checks
(I-COLLIDE comes to mind) but I think this approach is a pretty reasonable
use of performer's built capabilities with a minimum of extra development.
The resulting simulation is quite nice-- the scope behavior is eerily
similar to the real situation.

Once again thanks for the input -- this mailing list is a tremendous
resource. I'm looking forward to meeting some of you at the developer's
forum.

--dwight

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dwight Meglan, PhD                   |  Developers of complete surgery
simulation
Engineering Director                  |  training systems and surgery simulation
High Techsplanations, Inc.          |  creation software tools
6001 Montrose Rd., Suite 902   |
Rockville, MD 20852-4874       |  301 984 3706 x238   301 984 2104 : FAX
dwight@ht.com                         |   http://www.ht.com



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From: "Rod Recker" <rjr@lightscape.com>
Message-Id: <9605030704.ZM4041@topo.lightscape.com>
Date: Fri, 3 May 1996 07:04:24 -0700
In-Reply-To: jo@bamboo.mluri.sari.ac.uk (J R Wherrett)
        "Explorer/Imagine translators to Inventor" (May  3, 10:45am)
References: <9605030945.AA08921@bamboo.mluri.sari.ac.uk>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com, jo@bamboo.mluri.sari.ac.uk (J R Wherrett)
Subject: Re: Explorer/Imagine translators to Inventor
Mime-Version: 1.0
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Status: O

On May 3, 10:45am, J R Wherrett wrote:
> Subject: Explorer/Imagine translators to Inventor
>
> I have also seen an FAQ on file formats which said that Imagine files can
> be translated to OpenInventor using Syndesis Corporation translators.
> Does anyone have any information on this company, or their translators?
>
>-- End of excerpt from J R Wherrett

John Foust is the main contact at Syndesis. Here is the contact information
from a recent email signature:

Syndesis Corporation
235 South Main Street
Jefferson, WI 53549 USA
(414) 674-5200
(414) 674-6363 FAX
syndesis@inc.net
http://www.webmaster.com/syndesis/
SIGGRAPH 96 Booth 2334


-- 
Rod Recker              Lightscape Technologies, Inc.
Co-Founder              Director of Product Development
rjr@lightscape.com      1054 South De Anza Blvd, Suite 200
(408) 342-5104          San Jose, CA  95129-3553  USA
(408) 342-1910 (fax)    http://www.lightscape.com
___________________________________________________________

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From: "Terry M. Beck" <beckt@bambi.src.bah.com>
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Date: Tue, 9 Jan 1996 00:58:13 -0800
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Unsubscribe me please. Thanks.

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Date: Fri, 3 May 1996 07:16:45 -0700
From: bryant@zappa.losangeles.sgi.com (Charlie Bryant)
Message-Id: <199605031416.HAA04464@zappa.losangeles.sgi.com>
To: info-performer@sgi.sgi.com
Subject: performer v2.1
Status: O

questions:
1) where can i access an inst'ble copy of performer 2.1?
2) is 2.1 for irix6.2 only, or can it run under irix 5.3?

in advance, thanks!

charlie bryant
sgi - la

charlie bryant
sgi - la

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From: scott@hf.ht.com (Scott McMillan)
Message-Id: <199605031628.MAA03796@hf.ht.com>
Subject: Turning draw traversals on and off
To: info-performer@sgi.sgi.com
Date: Fri, 3 May 1996 12:28:04 -0400 (EDT)
X-Mailer: ELM [version 2.4 PL22]
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I need to draw a static logo in part window of my performer simulation, and I
have a few questions...not the least of which is "What is the most efficient
way to do this??"  System/sw configuration is IRIX6.2/Performer2.0/OpenGL.

Right now, I have two channels associated with the same pipe.  The viewports
are set so that they do not overlap.  In one channel, I display the logo, and
in the other I run draw the results of a dynamic simulation.  I set the draw
traversal function as follows:

   logo_chan->setTravFunc(PFTRAV_DRAW, drawLogoChannel);

which draws/pastes the RGB logo to the front and back buffers (is there a way
to do this straight to both buffers without using swapbuffers()?), but to
save CPU cycles, I disable the draw traversal in the logo's channel as
follows (done in the APP):

   logo_chan->setTravMode(PFTRAV_DRAW, PFDRAW_OFF);

Whenever I get a PFUDEV_REDRAW event (again, in APP) I set the traversal mode
to PFDRAW_ON, and at the end of drawLogoChannel() I set the traversal mode to
PFDRAW_OFF.  When uniprocessing, this works the way I expect by calling
drawLogoChannel once for every redraw event.  When I fork the DRAW, turning
the traversal off does not seem to get communicated back to the APP so that
once the APP turns it on, drawLogoChannel gets called forever after despite
the fact that it is trying to turn itself off.

So...
 1) Is the disabling of the draw traversal using setTravMode a "downstream
    only" type of communication when multiprocessing?
 2) Why does it work in when uniprocessing?
 3) Do I even want to do it this way?  If not, what is a better/cleaner way?

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 

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From: aschaffe (Allan Schaffer)
Message-Id: <9605031721.ZM16215@holodeck.csd.sgi.com>
Date: Fri, 3 May 1996 17:21:52 -0700
In-Reply-To: bryant@zappa.losangeles.sgi.com (Charlie Bryant)
        "performer v2.1" (May  3,  7:16am)
References: <199605031416.HAA04464@zappa.losangeles.sgi.com>
X-Mailer: Z-Mail-SGI (3.2S.1 10apr95 MediaMail)
To: bryant@zappa.losangeles.sgi.com, info-performer@sgi.sgi.com
Subject: Re: performer v2.1
Mime-Version: 1.0
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Status: O

On May 3,  7:16am, Charlie Bryant wrote:
>
> 2) is 2.1 for irix6.2 only, or can it run under irix 5.3?

Performer 2.1 is for IRIX 6.2 -- since it is only for systems 
with InfiniteReality graphics.

For other systems, here's the latest version numbers:

  5.3:  Performer 2.0 (eoe & dev)
  6.2:  Performer 2.0.1 (eoe) + Performer 2.0 (dev)
  6.2 + iR gfx:  Performer 2.1 (eoe & dev)

Allan

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

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From: "Yukihiro Takahira" <takahira@miki.solidray.co.jp>
Message-Id: <9605041521.ZM6944@miki.solidray.co.jp>
Date: Sat, 4 May 1996 15:21:33 +0900
X-Face: %`EPd+'}V]G,&$erc#:3&8.O2j%"0}Ru@v!lf]-}RrORWlv!T6dxik*U|e9jE!Q&3(%MB;=  &/T(baSzduYiiP$"f]1T7c9Gd@KG}aDLD^lx7[!9.&}n=(<4cbb_-aU=gQj,`'B.w@)4!RJ[W9jS>#  !eTI=we?o?#P6fpxlr;1ti{QGZm?_}7_zO)[(+Yg<txp{&]u^BGlR7$qTDs>{+| 
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: reversed image
Mime-Version: 1.0
Content-Type: text/plain; charset=iso-2022-jp
Status: O


I have try to get an image that is reflected by a mirror.
The image should be reversed by left/right direction.
So I defined a view frustum as below.

......
chan->makePersp(right,left,bottom,top);// left < right
......

The image I get was partialy reversed,but seemed to be created by wrong culling.
So I changed cull-callback function as below.

......
chan->makePersp(left,right,bottom,top);// left < right
pfCull();
chan->makePersp(right,left,bottom,top);// left < right
......

It works right in multi process mode. (Cull and Draw are not in same process)
But if Cull and Draw are in same process,
I still get an image created by wrong culling.

My questions are...
1.Why I get different results?(multi process mode/single process mode)
2.Are there more formal ways to get reversd image?

Thanks for any help.

-- 
=================================================================
                                                Yukihiro Takahira
                                                        $B9bJ?(B $B9,9@(B
                            e-mail : takahira@miki.solidray.co.jp
                                                Solidray Co.,Ltd.
                                                 Tel 045-324-6841
                                                 Fax 045-324-6924
=================================================================

From guest  Sat May  4 04:09:33 1996
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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9605031158.ZM3980@eagle.cae.ca>
Date: Fri, 3 May 1996 11:58:01 -0400
In-Reply-To: Simon Hui <shui@kid.asd.sgi.com>
        "Re: Casting shadows with pfLightSource and OpenGL" (May  2,  6:08pm)
References: <199605030108.SAA24381@kid.asd.sgi.com>
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To: Simon Hui <shui@kid.asd.sgi.com>, Simon Bennett <simonb@wormald.com.au>
Subject: Re: Casting shadows with pfLightSource and OpenGL
Cc: bleclerc@poster.cae.ca (Bernard Leclerc), info-performer@sgi.sgi.com
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On May 2,  6:08pm, Simon Hui wrote:

> > It's because Performer does not currently have support for the
> > OpenGL equivalents of the IrisGL filters TX_BILINEAR_LEQUAL and
> > TX_BILINEAR_GEQUAL, which are used in conjunction with projective
> > textures to produce shadow effects.
>
> I forgot to mention that, although there is no support in Performer
> for shadows, you _can_ do shadows directly with OpenGL on Infinite
> Reality.  Try 'man glTexParameteri' and look for GL_TEXTURE_COMPARE_SGIX
> and GL_TEXTURE_COMPARE_OPERATOR_SGIX.

Simon,

The question is: can these OpenGL features be used in a real-time application?

Even if OpenGL allows shadows to be created and rendered, can this be done at
30 Hz on the Infinite Reality?

--
      ___/      |        ___/	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: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9605031715.ZM4706@eagle.cae.ca>
Date: Fri, 3 May 1996 17:15:04 -0400
In-Reply-To: "Michael Baldwin" <mbaldwin@ike.cae.ca>
        "pfMalloc error" (May  1,  4:51pm)
References: <9605011651.ZM29731@ike>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Michael Baldwin" <mbaldwin@ike.cae.ca>, info-performer@sgi.sgi.com
Subject: Re: pfMalloc error
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On May 1,  4:51pm, Michael Baldwin wrote:

> I'm trying to load a large terrain database into MaK's Stealth, which is a
> Performer based application.  I've changed the setup to only load one terrain
> patch (so there would be no chance of me running out of memory).  I'm using
an
> ONYX w/512MB RAM and 1GB or so of swap.  I'm not using very much of its
memory
> during the load, yet it dies and gives the following error message:
>
> Performer Fatal (12): pfMalloc() Unable to allocate 336012 bytes from the
> heap.
>
> I've asked MaK and they thought I may have been running low on memory in
> /usr/tmp, where the pfUtilDataPool____.pfdpool files are stored.  I'm at
about
> 95%, but I still have about 65MB or so, and no files seems to be written to
> /usr while its trying to load the database.

Mike,

Try: setenv PFTMPDIR /disk_with_much_space_left

Remember that Performer arena size is limited to 256Mb by default. It might be
necessary to call pfSharedArenaSize() to increase the default value. However, I
find it strange that you need more space if you're loading only one terrain
patch. Have you tried to load the patch in perfly? Or even simple.c?

--
      ___/      |        ___/	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  Sat May  4 13:26:36 1996
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From: trdecarlo@tasc.com
Subject: Re: Explorer/Imagine translators to Inventor
To: info-performer@sgi.sgi.com
In-Reply-To: <9605030704.ZM4041@topo.lightscape.com>
X-Mailer: SPRY Mail Version: 04.10.06.22
Status: O

Another company doing file format translators is

   Abaco Systems, Inc.
   Eduardo Llach, President
   35468 Purcell Place
   Fremont, CA 94536
   eduardo@abaco.com
   phone: 510-494-0690
   fax:   510-494-0893


On Fri, 3 May 1996, "Rod Recker" <rjr@lightscape.com> wrote:
>On May 3, 10:45am, J R Wherrett wrote:
>> Subject: Explorer/Imagine translators to Inventor
>>
>> I have also seen an FAQ on file formats which said that Imagine files can
>> be translated to OpenInventor using Syndesis Corporation translators.
>> Does anyone have any information on this company, or their translators?
>>
>>-- End of excerpt from J R Wherrett
>
>John Foust is the main contact at Syndesis. Here is the contact information
>from a recent email signature:
>
>Syndesis Corporation
>235 South Main Street
>Jefferson, WI 53549 USA
>(414) 674-5200
>(414) 674-6363 FAX
>syndesis@inc.net
>http://www.webmaster.com/syndesis/
>SIGGRAPH 96 Booth 2334
>
>
>-- 
>Rod Recker              Lightscape Technologies, Inc.
>Co-Founder              Director of Product Development
>rjr@lightscape.com      1054 South De Anza Blvd, Suite 200
>(408) 342-5104          San Jose, CA  95129-3553  USA
>(408) 342-1910 (fax)    http://www.lightscape.com
>___________________________________________________________
>
>
>
 ^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~
 Thom DeCarlo                *  Off-site contact info
 TASC                        *  JPSD/IEC, US Army TEC
 12100 Sunset Hills Rd.      *  7701 Telegraph Rd., Bldg 2592
 Reston, VA 22090            *  Alexandria, VA 22315
 phone: 703/834-5000         *  phone: 703/355-7034
 fax:   703/318-7900         *  fax:   703/355-7054
 email: trdecarlo@tasc.com   *  email: thom@dogwood.tec.army.mil
 ^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~
               Any sufficiently advanced technology
             is indistinguishable from a rigged demo.
 ^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~


From guest  Sat May  4 13:45:00 1996
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From: Hansong Zhang <zhangh@cs.unc.edu>
Message-Id: <199605042037.QAA24207@csg.cs.unc.edu>
Subject: pfLOD
To: info-performer@sgi.sgi.com
Date: Sat, 4 May 1996 16:37:35 -0400 (EDT)
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Status: O

Hi,

Is there an easy way to modify pfLOD's decision on which
child to draw? In some cases I need pfLOD's default behavior of
distance-based LOD selection, but in other cases I need to
override its decision. How can I do this?
(if I don't need distance-based selection at all I could have
used pfSwitch.)

Thanks in advance,

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
a *programmer*... Quantum nonlocality is a bug." -- God
= == = == = == = == = == = == = == = == = == = == = == = == =  

From guest  Sun May  5 02:55:46 1996
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From: "Svend Tang-Petersen" <svend@rex.copen.sgi.com>
Message-Id: <9605051133.ZM10015@rex.copen.sgi.com>
Date: Sun, 5 May 1996 11:33:10 +0200
In-Reply-To: jo@bamboo.mluri.sari.ac.uk (J R Wherrett)
        "Explorer/Imagine translators to Inventor" (May  3, 10:45am)
References: <9605030945.AA08921@bamboo.mluri.sari.ac.uk>
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To: jo@bamboo.mluri.sari.ac.uk (J R Wherrett), info-performer@sgi.sgi.com
Subject: Re: Explorer/Imagine translators to Inventor
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Status: O

Hi JoAnne.

>
> I have read that SGI Explorer can be used with Inventor to create an
> Inventor file which Performer can read - does anyone know how to go about
> doing this?
>

Yes this is possible and in fact simple. The geometry that is being fed into
the render module is Inventor since this is Explorers internal format.

What you have to do is to feed a copy of the geometry into a 'write geometry'
module.

If you are using the 'displace lattice' module you'll have to change sign on
the displacement parameter (if I remember correctly).

PLEASE NOTICE: this is not the best way to visualize large terrains in
Performer
  since you'll get a vertex for each pixel in your image, and there no LOD
  (level of detail) generated in Explorer. (Escape to something like MultiGen).






-- 

Regards Svend


*********************************************************************
* Svend Tang-Petersen, MSc            	Email: svend@copen.sgi.com  *
* Silicon Graphics Denmark		Fax:   (+45) 43438606       *
* Stationsparken 25			Phone: (+45) 43438600       *
* 2600 Glostrup		                Voice mail: 5-7507          *
* DENMARK                               http://www.sgi.com	    *
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From guest  Sun May  5 13:27:23 1996
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Organization: Lockheed Martin Advanced Technology Center
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Status: O

Hi JoAnne (and Svend),

Just a note that you can create and edit LOD (level of detail) for 
Inventor (and VRML) files using SGI's Webspace Author.  It also 
has a polygon reduction editor that is pretty good, with which you 
can generate the other nodes under an LOD.

If you want to get really hard-core, then Multigen is indeed 
the tool for you, and it works well, but then it requires a 
serious commitment of funds too.  I believe they sell an
Inventor file reader as an option to the base system.

-Randy

Svend Tang-Petersen wrote:
> 
> Hi JoAnne.
> 
> >
> > I have read that SGI Explorer can be used with Inventor to create an
> > Inventor file which Performer can read - does anyone know how to go about
> > doing this?
> >
> 
> Yes this is possible and in fact simple. The geometry that is being fed into
> the render module is Inventor since this is Explorers internal format.
> 
> What you have to do is to feed a copy of the geometry into a 'write geometry'
> module.
> 
> If you are using the 'displace lattice' module you'll have to change sign on
> the displacement parameter (if I remember correctly).
> 
> PLEASE NOTICE: this is not the best way to visualize large terrains in
> Performer
>   since you'll get a vertex for each pixel in your image, and there no LOD
>   (level of detail) generated in Explorer. (Escape to something like MultiGen).


-- 
// Randy Stiles  stiles@aic.lockheed.com      Orgn 9620 Bldg 255
// Lockheed Martin Advanced Technology Center 3251 Hanover Street 
// office: 415.354.5256  fax: 415.354.5235    Palo Alto, CA 94304-1192
// http://vet.parl.com/~vet/people/stiles/

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From: "Gene Koh" <gene@euphoria.corp.sgi.com>
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Date: Sun, 5 May 1996 15:55:50 -0700
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To: info-performer@sgi.sgi.com
Subject: pfMemory problem
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Status: O

Hi,

What is the difference between

	pfVec3 *coords = (pfVec3 *) new(4*sizeof(pfVec3)) pfMemory;
and
	pfVec3 *coords = (pfVec3 *) pfMemory::malloc(4*sizeof(pfVec3), arena);

For some reason, when I allocate the first way, I don't see my object.  But the
second way works fine.  They seem equivalent, and the Performer C++ examples
which use the first way also seem to work.

I've played around with it, but am stumped.  Any help would be greatly
appreciated.  Thanks!

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

simplicity   patience   compassion

From guest  Mon May  6 04:17:17 1996
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Date: Mon, 06 May 1996 12:01:42 +0100
From: Nuno Godinho <mgo@minerva.inesc.pt>
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Subject: How to create the Sun?
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Status: O

Hi.

I would like to represent the Sun. I don't want it to cast light. Just
need a yellow sphere crossing the sky.

Now I am using a pfGeode sphere but I get a shaded Sun.

What is, in your opinion, the best way to do this?

Some ideas I have:

-Should I be using a pfBillboard instead? Since the sun is spherical I
only need a circle, right? But this doesn't solve my shade problem!

-using pfLPointState with a single huge yellow light point should be
	the straight forward solution.
	Don't know if it's possible. The example lpstate.c is too
	complex and actually I'm a bit scared with pfLPointState.
	Is it possible to create a big light point? In the manual
	it mentions SMALL points only.

-I tried to disable lighting on the Sun object but I just got a
	white circle crossing the sky

-I'm considering pointing a light projector directly at the Sun so that
I don't see any shades but this seems like confusing what should be
simple!

please help me

thanks
	Nuno

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Date: Mon, 6 May 1996 07:29:15 -0700
From: mtj@babar.asd.sgi.com (Michael T. Jones)
Message-Id: <199605061429.HAA08347@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com, gene@euphoria.corp.sgi.com
Subject: RE: pfMemory problem
Status: O

Gene Writes:
:What is the difference between
:
:       pfVec3 *coords = (pfVec3 *) new(4*sizeof(pfVec3)) pfMemory;
:and
:       pfVec3 *coords = (pfVec3 *) pfMemory::malloc(4*sizeof(pfVec3), arena);
                                                                       ^^^^^

The difference is that the first form is defaulting to a NULL arena
pointer which means "allocate on the heap", while the second is doing
the allocation from whatever arena the variable "arena" points to.
If "arena" is NULL, then the results should be the same, but if the
variable "arena" has a value returned by pfGetSharedArena(), then 
the memory will be allocated such that all processes can see the
same data at the same address.

Michael

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


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From: mtj@babar.asd.sgi.com (Michael T. Jones)
Message-Id: <199605061437.HAA08361@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com, mgo@minerva.inesc.pt
Subject: RE: How to create the Sun?
Status: O

Nuno:

I think your first approach is the right one, just make a sphere that is
whatever color you want and does not have any angular shading. There are
several ways to do this:

 o  make a special material where the yellow color is in the "ambient"
    component and the diffuse and specular are zero.

 o  similarly, make the ambient zero too, but make the material have
    a yellow emissive color.

 o  make your material a "COLOR" material (as opposed to "AD") and
    it will work fine.

Also, you don't need either colors or normals for your geostate.

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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Subject: Object file 3dsftk.a(3dsfile.o): bad symbolic header (magic number)
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Status: O

I'm trying to rewrite the 3ds loader to support normals.

Somehow I'm unable to use the 3dsftk.a library (or recompile the
libpf3ds) file. I allways get the following error:

Object file format error in: 3dsftk.a(3dsfile.o): bad symbolic header
(magic number)

What can I do to solve this problem ? I've tried rebuilding the library
but it allways complains that it misses the debug section so no index is
created -> ld doesn't use the library -> unresolved errors!

/)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

From guest  Mon May  6 08:24:08 1996
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Date: Mon, 06 May 1996 16:10:45 +0100
From: Nuno Godinho <mgo@minerva.inesc.pt>
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To: "Michael T. Jones" <mtj@babar.asd.sgi.com>
Cc: info-performer@sgi.sgi.com, mgo@minerva.inesc.pt
Subject: Re: How to create the Sun?
References: <199605061437.HAA08361@babar.asd.sgi.com>
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Status: O

> I think your first approach is the right one, just make a sphere that >is whatever color you want and does not have any angular shading. 

Since the sphere is simetrical in every axis, wouldn't it be faster to
make use of a billboard? Defining a circle in a geoSet and adding the
same emissive yellow proprieties you taught me before.

thanks
	Nuno

From guest  Mon May  6 08:35:32 1996
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From: "Gene Koh" <gene@euphoria.corp.sgi.com>
Message-Id: <9605060823.ZM29704@euphoria.corp.sgi.com>
Date: Mon, 6 May 1996 08:23:55 -0700
In-Reply-To: mtj@babar.asd.sgi.com (Michael T. Jones)
        "RE: pfMemory problem" (May  6,  7:29am)
References: <199605061429.HAA08347@babar.asd.sgi.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.sgi.com, mtj@babar.asd.sgi.com (Michael T. Jones)
Subject: Re: pfMemory problem
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On May 6,  7:29am, Michael T. Jones wrote:
> Subject: RE: pfMemory problem
> Gene Writes:
> :What is the difference between
> :
> :       pfVec3 *coords = (pfVec3 *) new(4*sizeof(pfVec3)) pfMemory;
> :and
> :       pfVec3 *coords = (pfVec3 *) pfMemory::malloc(4*sizeof(pfVec3),
arena);
>                                                                        ^^^^^
>
> The difference is that the first form is defaulting to a NULL arena
> pointer which means "allocate on the heap", while the second is doing
> the allocation from whatever arena the variable "arena" points to.
> If "arena" is NULL, then the results should be the same, but if the
> variable "arena" has a value returned by pfGetSharedArena(), then
> the memory will be allocated such that all processes can see the
> same data at the same address.
>
> Michael

Hi Michael,

I had tried both
	pfVec3 *coords = (pfVec3 *) new(4*sizeof(pfVec3)) pfMemory;
and
	pfVec3 *coords = (pfVec3 *) new(4*sizeof(pfVec3), arena) pfMemory;

The funny thing is, they gave me the same address (0x18087590, which is in the
arena), so I just assumed that allocating from the arena was the default.
 Neither of them worked for me.

Also, I tested this out by changing the multiprocess model in the Performer
example layer.C.  That example allocates its geoset data in the first way.
 Even when multiprocessing, the example seems to work fine.

Any other suggestions?

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

simplicity   patience   compassion

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Date: Mon, 6 May 1996 08:26:47 -0700
From: mtj@babar.asd.sgi.com (Michael T. Jones)
Message-Id: <199605061526.IAA08516@babar.asd.sgi.com>
To: info-performer@sgi.sgi.com, mgo@minerva.inesc.pt
Subject: Re: How to create the Sun?
Status: O

Nuno adds the comment:
:Since the sphere is simetrical in every axis, wouldn't it be faster to
:make use of a billboard? Defining a circle in a geoSet and adding the
:same emissive yellow proprieties you taught me before.

Could be. Each billboard causes the computation of a rotation. In fact,
the best way to think of a billboard is as a "smart DCS". Now, this 
per-frame DCS computation is not free, but neither is the drawing of
the extra polygons for the 3D sphere-based sun. This is one of the 
typical performance trade-off scenarios:

 1. general 3d sphere for sun: many polys 

 2. 2d disk for sun, with billboard. less polys, rotation computation

 3. 2d quad with sun texture & billboard. just two polys, needs texture.

If you only have one sun (as is common here on earth) you probably can't
even measure the differences between these approaches, but sush types of
considerations are the key activity in making any application run fast.

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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To: "Yukihiro Takahira" <takahira@miki.solidray.co.jp>,
        info-performer@sgi.sgi.com
From: mckenna@cgsd.com (Gene McKenna)
Subject: Re: reversed image
Status: O

>My questions are...
>1.Why I get different results?(multi process mode/single process mode)
>2.Are there more formal ways to get reversd image?
>
>Thanks for any help.

I am also very interested in this. When I was at Performer school I tried
to get the answer but no one there was able to do it either. I had some of
the same problems that you are experiencing. Please forward any replies
that you get to me.

Thanks

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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To: info-performer@sgi.sgi.com
From: thant@interramp.com (Thant Tessman)
Subject: subscribe
Status: O


Please add me to your list.

thant@interramp.com



Thant Tessman
thant@shoreline-studios.com
thant@interramp.com



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From: scott@er (Scott McMillan)
Message-Id: <199605061746.NAA01080@er>
Subject: Multiple isect passes per frame
To: info-performer@sgi.sgi.com
Date: Mon, 6 May 1996 13:46:25 -0400 (EDT)
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Status: O

I am interested to see if anyone else is doing anything unusual with
intersection processes...

We are performing dynamic simulations and using Performer to visualize the
results.  The dynamics/accelerations must be computed and numerically
integrated many times per second (600 or more is not unusual which translates
to about 40 or more per frame).  To compute the dynamics each time, we need
contact forces that are a function many Performer intersection tests.

We have to perform intersection tests more than one time a frame because the
pfSegs are updated each time through the dynamics computation based on the
results of the previous step.  We have a 4 processor Onyx so we thought about
forking the isect off, but it is my belief that using PFMP_FORK_ISECT would
not work because that would only allow me to update the pfSegs once per
frame.  Can someone verify this?

Anyway, the way we get around this is to sproc a process off that
continually does intersection testing with a set of pfSegs that are updated
by the APP.  It works kind of like a ring buffer.  The APP extracts
intersection results from the previous dynamics cycle and stuffs in a new
pfSeg for the next cycle, and our ISECT process cycles through the same list
looking for new pfSegs to test against the scene (note that the part of the
scene graph that intersections are tested against is static).

I was just wondering if anyone else has come up against this limitation with
PFMP_FORK_ISECT?  If so, has any other novel solutions been found?  OR do I
underestimate what I am able to do by using PFMP_FORK_ISECT?

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 

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To: info-performer@sgi.sgi.com
From: thant@interramp.com (Thant Tessman)
Subject: setting the draw bin for pfText or pfString
Status: O



Anybody know if it's possible to set the draw bin of a pfText or pfString?

-thant

Thant Tessman
thant@shoreline-studios.com
thant@interramp.com



From guest  Mon May  6 15:56:05 1996
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From: "Anita Kishore" <kishore@electrogig.com>
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Date: Tue, 7 May 1996 15:49:33 -0700
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To: info-performer@sgi.sgi.com
Subject: shadows and spotlight
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Status: O

The man page of pfLightSource says that :

"SHADOW lighting does not require a pfTexture, rather one is automatically
     created and configured by the pfLightSource."


My requirement is to project my own texture map as a shadow under a spot light.
This texture map represents the shadow of an object which is NOT present in the
scene. How can this be done? Any ideas or suggestions will be extremely
helpful.

Thanks
-anita

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

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Date: 7 May 96 11:51:00 EST
From: "Robert Reif" <reif@rdvax.ntsc.navy.mil>
Subject: problem with pfNodeIsectSegs
To: "info-performer" <info-performer@sgi.sgi.com>
Status: O

I am having a problem obtaining an intersection between a pfSeg and a
polygon when the segment is located within the plane of the polygon when 
using pfNodeIsectSegs.  Adding a discriminator function doesn't help
because it appears pfNodeIsectSegs doesn't consider this case an 
intersection. 

Is there any way to work around this behavior short of creating a replacement
for pfNodeIsectSegs.

Thanks.

Robert Reif
reif@rdvax.ntsc.navy.mil


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From: "Charlie Bryant" <bryant@zappa.losangeles.sgi.com>
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Date: Tue, 7 May 1996 11:27:27 -0700
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unsubscribe

-- 

charlie bryant
sgi - la

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From: scott@er (Scott McMillan)
Message-Id: <199605071831.OAA01461@er>
Subject: Re: Linking COMPLETELY statically???
To: info-performer@sgi.sgi.com
Date: Tue, 7 May 1996 14:31:54 -0400 (EDT)
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Status: O

Let me try to answer my own question...

I am guessing that even in libpfdu.a's version of pfLoadFile it is doing a
dlsym and dlopen after it parses the filename and then dynamically linking in
the appropriate loader...(it defeats the purpose of linking statically,
IMHO).

With this assumption, what I have to do to get around this is to
bypass the pfdLoadFile function, parse the input file names myself, call the
appropriate loader directly (e.g., pfdLoadFile_iv) using a case/switch or
whatever, and make sure that during the link phase, I include every static
libpfdb library that I account for in my case statement (e.g., libpfiv.a).

Am I right?

If so, couldn't this have been done in libpfdu.a, in the first place?

-- 
 Scott McMillan, Ph.D.            Email: scott@ht.com
 Senior Scientist
------------------------------------------------------------
 HIGH TECHSPLANATIONS INC.          URL: http://www.ht.com
 6001 Montrose Road, Suite 902    Phone: (301)984-3706 x250
 Rockville, MD  20852-4874          FAX: (301)984-2104
------------------------------------------------------------
   Developers of virtual environment medical and surgical
     simulations and surgery simulation creation tools.

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Date: Tue, 7 May 1996 14:44:52 -0500 (CDT)
From: Swaminathan <swami@evl.eecs.uic.edu>
To: Scott McMillan <scott@er>
cc: info-performer@sgi.sgi.com
Subject: Re: Linking COMPLETELY statically???
In-Reply-To: <199605071831.OAA01461@er>
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Status: O


What I did was:

/usr/bin/CC -o outputfile bunch_of_source_files.o -Llibs -llibs
 -u pfdLoadFile_iv libpfiv_ogl.a

Swami


 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
v       Swaminathan Narayanan                    ^
v       swami@evl.eecs.uic.edu                   ^
v       Office: 996-3002                         ^
v       Home:   850-3725                         ^
v       http://evlweb.eecs.uic.edu/swami         ^
 >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 


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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9605072110.ZM14665@bitch.reading.sgi.com>
Date: Tue, 7 May 1996 21:10:30 +0100
In-Reply-To: "Bernard Leclerc" <bleclerc@cae.ca>
        "Re: Casting shadows with pfLightSource and OpenGL" (May  3, 11:58am)
References: <199605030108.SAA24381@kid.asd.sgi.com> 
	<9605031158.ZM3980@eagle.cae.ca>
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To: "Bernard Leclerc" <bleclerc@cae.ca>, Simon Hui <shui@kid.asd.sgi.com>,
        Simon Bennett <simonb@wormald.com.au>
Subject: Re: Casting shadows with pfLightSource and OpenGL
Cc: bleclerc@poster.cae.ca (Bernard Leclerc), info-performer@sgi.sgi.com
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Status: O

Yes.

On May 3, 11:58am, Bernard Leclerc wrote:
> Subject: Re: Casting shadows with pfLightSource and OpenGL
> On May 2,  6:08pm, Simon Hui wrote:
>
> > > It's because Performer does not currently have support for the
> > > OpenGL equivalents of the IrisGL filters TX_BILINEAR_LEQUAL and
> > > TX_BILINEAR_GEQUAL, which are used in conjunction with projective
> > > textures to produce shadow effects.
> >
> > I forgot to mention that, although there is no support in Performer
> > for shadows, you _can_ do shadows directly with OpenGL on Infinite
> > Reality.  Try 'man glTexParameteri' and look for GL_TEXTURE_COMPARE_SGIX
> > and GL_TEXTURE_COMPARE_OPERATOR_SGIX.
>
> Simon,
>
> The question is: can these OpenGL features be used in a real-time
application?
>
> Even if OpenGL allows shadows to be created and rendered, can this be done at
> 30 Hz on the Infinite Reality?
>
> --
>       ___/      |        ___/	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



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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9605072127.ZM14672@bitch.reading.sgi.com>
Date: Tue, 7 May 1996 21:27:02 +0100
In-Reply-To: Nuno Godinho <mgo@minerva.inesc.pt>
        "How to create the Sun?" (May  6, 12:01pm)
References: <318DDC16.41C67EA6@minerva.inesc.pt>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Nuno Godinho <mgo@minerva.inesc.pt>,
        Performer Mailing List <info-performer@sgi.sgi.com>
Subject: Re: How to create the Sun?
Mime-Version: 1.0
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Status: O

This is probably a bit ambitious for a light point.

Create a circular piece of geometry along the y axis facing the origin and
ensure that it subtends the appropriate angle with the origin that the sun does
with your eye on the earth. Make the geometry white and ensure its state
information is untextured & unlit etc. Ensure it lies far along the y axis,
near your far clip (or sky geometry) but not too near.

Attach the geometry to a DCS positioned at the eye & use the pitch and heading
on the same DCS for elevation and azimuth of the sun.

Rgds,
ANgus.

On May 6, 12:01pm, Nuno Godinho wrote:
> Subject: How to create the Sun?
> Hi.
>
> I would like to represent the Sun. I don't want it to cast light. Just
> need a yellow sphere crossing the sky.
>
> Now I am using a pfGeode sphere but I get a shaded Sun.
>
> What is, in your opinion, the best way to do this?
>
> Some ideas I have:
>
> -Should I be using a pfBillboard instead? Since the sun is spherical I
> only need a circle, right? But this doesn't solve my shade problem!
>
> -using pfLPointState with a single huge yellow light point should be
> 	the straight forward solution.
> 	Don't know if it's possible. The example lpstate.c is too
> 	complex and actually I'm a bit scared with pfLPointState.
> 	Is it possible to create a big light point? In the manual
> 	it mentions SMALL points only.
>
> -I tried to disable lighting on the Sun object but I just got a
> 	white circle crossing the sky
>
> -I'm considering pointing a light projector directly at the Sun so that
> I don't see any shades but this seems like confusing what should be
> simple!
>
> please help me
>
> thanks
> 	Nuno
>-- End of excerpt from Nuno Godinho



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

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From: scott@er (Scott McMillan)
Message-Id: <199605071754.NAA01322@er>
Subject: Linking COMPLETELY statically???
To: info-performer@sgi.sgi.com
Date: Tue, 7 May 1996 13:54:31 -0400 (EDT)
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Status: O

I have installed Performers static OGL libraries and would like to
make an executable that uses pfdLoadFile that has no dependence on
DSO's.  I have put the -L/usr/lib/Performer/Static and 
-L/usr/lib/Performer/Static/libpfdb in my make file and the
executable did get much larger but when it comes to executing the
pfdLoadFile code it barfs:

 1122:./neuroscope: rld: Fatal Error: attemped access to unresolvable
symbol in /usr/lib/libpfdb/libpfiv_ogl.so: pfdFreezeTransforms
Killed

Why does it insist on looking for the DSO (I have manually added the
static version libpfiv_ogl.a to the list of libraries)?  How do I fix
it?

Page 69 of the Programmers manual says to refer to Chapter 9 but I
have yet to find the section on static linking.  I am assuming the
phrase "...which are *normally* accessed as DSOs..." means that I
don't have to.

scott

-- 
 Scott McMillan, Ph.D.            Email: scott@ht.com
 Senior Scientist
------------------------------------------------------------
 HIGH TECHSPLANATIONS INC.          URL: http://www.ht.com
 6001 Montrose Road, Suite 902    Phone: (301)984-3706 x250
 Rockville, MD  20852-4874          FAX: (301)984-2104
------------------------------------------------------------
   Developers of virtual environment medical and surgical
     simulations and surgery simulation creation tools.

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Date: Tue, 7 May 1996 17:53:15 -0700
In-Reply-To: Swaminathan <swami@evl.eecs.uic.edu>
        "Re: Linking COMPLETELY statically???" (May  7,  2:44pm)
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Subject: Re: Linking COMPLETELY statically???
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I've successfully compiled with the loader totally static...

For the .iv loader I think you'll have to do -lInventor also.

I used CC ... -all -lpfpfb_ogl -lpfiv_ogl -lInventor -none


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Date: Tue, 7 May 1996 20:19:07 -0700
From: mtj@isdn-celeste.corp.sgi.com (Michael Jones)
Message-Id: <199605080319.UAA01054@isdn-celeste.corp.sgi.com>
To: info-performer@sgi.sgi.com, scott@ht.com
Subject: static linking
Status: O

Scott McMillan guesses:
| I am guessing that even in libpfdu.a's version of pfLoadFile it is
| doing a dlsym and dlopen after it parses the filename and then
| dynamically linking in the appropriate loader...(it defeats the purpose
| of linking statically, IMHO).
| 
| With this assumption, what I have to do to get around this is to bypass
| the pfdLoadFile function, parse the input file names myself, call the
| appropriate loader directly (e.g., pfdLoadFile_iv) using a case/switch
| or whatever, and make sure that during the link phase, I include every
| static libpfdb library that I account for in my case statement (e.g.,
| libpfiv.a).
| 
| Am I right?

No.

| If so, couldn't this have been done in libpfdu.a, in the first place?

Well, take a look at the source code shipped in pfdLoadFile.c:

    /* is the loader for this file type linked into the executable ? */
    cDSO = &DSO[PF_MIN2(nDSOs, MAX_DSO_COUNT-1)];
    cDSO->dso = dlopen(NULL, RTLD_LAZY);
    if (cDSO->dso != NULL)
    {
        cDSO->initConverter  = (initFunc)       dlsym(cDSO->dso, initFuncName);
        cDSO->loadFile  = (loadFunc)            dlsym(cDSO->dso, loadFuncName);
        cDSO->storeFile  = (storeFunc)          dlsym(cDSO->dso, storeFuncName);
        cDSO->convertTo  = (convertToFunc)      dlsym(cDSO->dso, convertToFuncName);
        cDSO->convertFrom  = (convertFromFunc)  dlsym(cDSO->dso, convertFromFuncName);
        cDSO->setMode = (setConverterModeFunc)  dlsym(cDSO->dso, setConverterModeFuncName);
        cDSO->getMode = (getConverterModeFunc)  dlsym(cDSO->dso, getConverterModeFuncName);
        cDSO->setAttr = (setConverterAttrFunc)  dlsym(cDSO->dso, setConverterAttrFuncName);
        cDSO->getAttr = (getConverterAttrFunc)  dlsym(cDSO->dso, getConverterAttrFuncName);
        cDSO->setVal = (setConverterValFunc)    dlsym(cDSO->dso, setConverterValFuncName);
        cDSO->getVal = (getConverterValFunc)    dlsym(cDSO->dso, getConverterValFuncName);
        if (cDSO->initConverter != NULL)
        {
            (*cDSO->initConverter)();
        }
        if (cDSO->loadFile != NULL)
        {
            cDSO->name = strdup(ext);
            return cDSO;
        }
    }

What's happening is that the NULL argument to dlopen() means open the
current executable and the the dlsym() calls look for the functions
in the executable. If you linked it in, then it will be found and
remembered.

Michael Jones

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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please add my name to the subscription list. Thanks.

Laurent Iff

iff@3dplus.ch


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unsubscribe

Laurent Iff - laurent.iff@info.unine.ch


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From: "Tommy Fortes" <tommy@claws14.prosolvia.se>
Message-Id: <9605081456.ZM1423@claws14.prosolvia.se>
Date: Wed, 8 May 1996 14:56:22 -0600
Reply-To: tommy@clarus.se
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To: info-performer@sgi.sgi.com
Subject: Overlay window colors
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Status: O

Hi Performers!

I am trying to draw text in the overlay window from the Draw process using
OpenGL.

The text & font part is working fine, but I can't seem to be able to set
the colormap. I am changing the colormap associated with the XWindow, but it
does not seem to have any effect... I only get some default colors (which are
different from machine to machine and time to time...)

Any suggestions?

Here is a sample from my code:
// from the Draw process:

  static ulong pixels[8];

  pfWindow *over  = pWin->getOverlayWin();
  over->select();

  ...

    Display *dsp = pfGetCurWSConnection();
    Window win = over->getWSWindow();

    XWindowAttributes attr;
    XGetWindowAttributes(dsp, win, &attr);
    Colormap cmap = attr.colormap;

    if (cmap && XAllocColorCells(dsp, cmap, FALSE, NULL, 0, pixels, 2)) {
      XColor color;
      color.flags = DoRed | DoGreen | DoBlue;
      color.pixel = pixels[0];
      color.red = 0x0000; color.green = 0x8888; color.blue = 0x0000;
      XStoreColor(dsp, cmap, &color);

      color.pixel = pixels[1];
      color.red = 0xffff; color.green = 0xffff; color.blue = 0x0000;
      XStoreColor(dsp, cmap, &color);
      printf("Got index %d and %d!\n", wd.pixels[0], wd.pixels[1]);
    }

...

  glIndexi(pixels[1]); // <--- This SHOULD give a yellow color, right?!
  glRasterPos2f(x, y);
  glCallLists(strlen(str), GL_UNSIGNED_BYTE, (GLubyte *) str);


Thanks for any suggestions...

/Tommy


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

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

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From: dheskamp@ldsa.com
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To: tommy@clarus.se, info-performer@sgi.sgi.com
Subject: RE: Overlay window colors
Date: Wed,  8 May 96 09:57: 6 EDT
Message-Id: <9605081357.065448@pc1197.ldsa>
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Status: O

Tommy:

I had the same problem until I used the Performer utilities instead of X utilities.  For setting overlay colors try the 
following code fragment which uses "pfuGLXMapcolors":

 myOverlay = myWindow->getOverlayWin();
      if (myOverlay)
      {
        if (!overlayMapped)
        {
            static pfVec3 clrs[2];
            clrs[0][0] = 0.0f;     /* black */
            clrs[0][1] = 0.0f;
            clrs[0][2] = 0.0f;
            clrs[1][0] = 0.5f;     /* grey */
            clrs[1][1] = 0.5f;
            clrs[1][2] = 0.5f;
            Display *dsp = pfGetCurWSConnection();
            Window xowin = myOverlay->getWSDrawable();
            pfuGLXMapcolors((pfuXDisplay*) dsp, xowin, clrs, 1, 2);
            overlayMapped = 1;



--- Begin Included Message ---

Hi Performers!

I am trying to draw text in the overlay window from the Draw process using
OpenGL.

The text & font part is working fine, but I can't seem to be able to set
the colormap. I am changing the colormap associated with the XWindow, but it
does not seem to have any effect... I only get some default colors (which are
different from machine to machine and time to time...)

Any suggestions?

Here is a sample from my code:
// from the Draw process:

  static ulong pixels[8];

  pfWindow *over  = pWin->getOverlayWin();
  over->select();

  ...

    Display *dsp = pfGetCurWSConnection();
    Window win = over->getWSWindow();

    XWindowAttributes attr;
    XGetWindowAttributes(dsp, win, &attr);
    Colormap cmap = attr.colormap;

    if (cmap && XAllocColorCells(dsp, cmap, FALSE, NULL, 0, pixels, 2)) {
      XColor color;
      color.flags = DoRed | DoGreen | DoBlue;
      color.pixel = pixels[0];
      color.red = 0x0000; color.green = 0x8888; color.blue = 0x0000;
      XStoreColor(dsp, cmap, &color);

      color.pixel = pixels[1];
      color.red = 0xffff; color.green = 0xffff; color.blue = 0x0000;
      XStoreColor(dsp, cmap, &color);
      printf("Got index %d and %d!\n", wd.pixels[0], wd.pixels[1]);
    }

...

  glIndexi(pixels[1]); // <--- This SHOULD give a yellow color, right?!
  glRasterPos2f(x, y);
  glCallLists(strlen(str), GL_UNSIGNED_BYTE, (GLubyte *) str);


Thanks for any suggestions...

/Tommy


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

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




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


From guest  Wed May  8 09:45:35 1996
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Message-ID: <3191466B.5AA3@netvision.net.il>
Date: Wed, 08 May 1996 18:12:11 -0700
From: "DreamTeam Ltd." <dreamt@netvision.net.il>
Organization: DreamTeam Ltd.
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Subject: Performance with performer
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Status: O

I am a bit confused.

We have created a simple program that draws 13,000 polygons on the 
screen, basicly taking the code and makefile of perfly and modify it a 
little. 

We have compiled and linked using IRISGL and OPENGL libraries.

The performance resaults:

Indigo2 Extreme     IRISGL  - 37 fps
                    OPENGL  - 25 fps

Impact Max          IRISGL  - 75 fps
                    OPENGL - 75 fps

How is it that the IRISGL and OPENGL work the same speed on the
impact.


P.S. there were no textures involved


Tnx
Roni Kass
V.P. Research & Development
DreamTeam Ltd.

From guest  Wed May  8 10:05:10 1996
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From: "Uli Lechner" <uli@icemt.iastate.edu>
Message-Id: <9605081136.ZM3727@life.icemt.iastate.edu>
Date: Wed, 8 May 1996 11:36:18 -0500
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Subject: Alias-Performer
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Status: O

Hi!

In order to become more creative we would like to purchase a toolkit to enhance
our performer applications with pretty animations, some special effects ...
without hacking it in Performer.

The question is what would be a good tool? What about Alias PowerAnimator?
I would like to know how well Alias PowerAnimator and Performer work together.
Is the import of those animations supported by Performer. Are the frames
imported as a sequence node with referenced geometry nodes?

Thanks for any comments, ideas
Uli

From guest  Wed May  8 11:15:31 1996
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Date: Wed, 8 May 1996 10:43:26 -0800
To: info-performer@sgi.sgi.com
From: thant@interramp.com (Thant Tessman)
Subject: fuzzy textures
Status: O



Anybody have a clue why drawing a textured polygon would be so damned fuzzy
compared to drawing the equivalent bitmap?

-thant


Thant Tessman
thant@shoreline-studios.com
thant@interramp.com



From guest  Wed May  8 12:38:07 1996
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From: dheskamp@ldsa.com
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To: info-performer@sgi.sgi.com
Subject: Non-RealTime Performer when using X-windows
Date: Wed,  8 May 96 14:45: 4 EDT
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Status: O

Hello:

I am running on a 4-CPU Oynx.  I have separate app, cull, draw, and isect processes.  The app, cull and draw processes 
are running at non-degrading real-time priorities, locked into cpu 1, 2, and 3 respectively.  Those CPUs are 
restricted, isolated, and non-preemptive.

I have a 480x480 performer window.  I have another background task supporting a GUI x-window.  My Performer tasks run 
perfectly without any glitch when there is no x-window activity.  However, when I make GL calls in my background task, 
or move the mouse causing different windows to become active, the Performer tasks slip frames causing a jerky image.  
Can anyone explain what's going on? 


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


From guest  Wed May  8 12:53:27 1996
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From: scott@na.ht.com (Scott McMillan)
Message-Id: <199605081825.OAA08702@na.ht.com>
Subject: Re: Linking COMPLETELY statically???
To: nemec@precious.asd.sgi.com (Philip Nemec)
Date: Wed, 8 May 1996 14:25:28 -0400 (EDT)
Cc: info-performer@sgi.sgi.com
In-Reply-To: <9605071753.ZM4099@precious.asd.sgi.com> from "Philip Nemec" at May 7, 96 05:53:15 pm
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Status: O

> 
> I've successfully compiled with the loader totally static...
> 
> For the .iv loader I think you'll have to do -lInventor also.
> 
> I used CC ... -all -lpfpfb_ogl -lpfiv_ogl -lInventor -none
> 

...that almost did the trick!  I also had to include libpfdu_ogl.a to
overcome unresolved functions like pfdFreezeTransforms (?).  I ended up with
the following:

LIBDIRS = -L/usr/lib/Performer/Static -L/usr/lib/Performer/Static/libpfdb

LIBS = -all -lpfdu_ogl -lpfutil_ogl -lpf_ogl \
	-lpfiv_ogl -lpfdwb_ogl -lpfobj_ogl \
	-lInventor -none ... 

Thanks!!

-- 
 Scott McMillan, Ph.D.            Email: scott@ht.com
 Senior Scientist
------------------------------------------------------------
 HIGH TECHSPLANATIONS INC.          URL: http://www.ht.com
 6001 Montrose Road, Suite 902    Phone: (301)984-3706 x250
 Rockville, MD  20852-4874          FAX: (301)984-2104
------------------------------------------------------------
   Developers of virtual environment medical and surgical
     simulations and surgery simulation creation tools.

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From: "Ray Twiddy" <rltwiddy@ohio.neiddd.com>
Message-Id: <9605081514.ZM24319@ohio.neiddd.com>
Date: Wed, 8 May 1996 15:14:17 -0400
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To: info-performer@sgi.sgi.com
Subject: pfGeoSet with PFGS_LINES
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O


I have a fairly complex scene graph which was running just fine until
I added a pfDCS containing a pfGeode with a pfGeoSet whose primitive
type is PFGS_LINES.  I want an evenly-spaced grid plane attached to an
object in the scene. Now I get a core dump in pfFrame() -> pfProcess.C
-> malloc.c.  See below.

Process 23698: Stopped on signal SIGSEGV: Segmentation violation (default)
_lmalloc(<stripped>) ["malloc.c":754, 0x0f961548]
Process 23698 stopped at ["pfProcess.C":2703, 0x00550a84]
Process 23698 stopped at ["malloc.c":754, 0x0f961548]

I am running Performer 2.0 on a High Impact with IRIX 5.3.

Question(s):
1. What do I need to do to get this to work?
2. Is there something specific regarding the geostate that I should be
   aware of and could this cause the problem?
3. Can anyone point to any simple examples of scene graphs with pfDCS,
   pfGeode, pfGeoSet with PFGS_LINES?  I modified the example gset.C in
   /usr/share/Performer/src/pguide/libpr/C++ changing the primitive type
   to PFGS_LINES and it works just fine.

-- 
Ray Twiddy                                                  |    /  ____/   /
NEI - Nomura Enterprise Inc.    rltwiddy@neiddd.com         |   /  /       /
14240-G Sullyfield Circle       Bus. (703) 818-1990      /  |  /  ___/    /
Chantilly, VA 22021             FAX  (703) 818-7626     /     /  /       /
___________________________________________________  __/   __/ _____/ __/

From guest  Wed May  8 13:04:17 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9605081909.ZM15864@bitch.reading.sgi.com>
Date: Wed, 8 May 1996 19:09:49 +0100
In-Reply-To: "DreamTeam Ltd." <dreamt@netvision.net.il>
        "Performance with performer" (May  8,  6:12pm)
References: <3191466B.5AA3@netvision.net.il>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "DreamTeam Ltd." <dreamt@netvision.net.il>
Subject: Re: Performance with performer
Cc: info-performer@sgi.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Iris GL is layered on Open GL so for a given set of state settings and
operations (and software release) you may not see any performance penalty.
Using Open GL is good practice on IMPACT for more reasons than simply
performance although this is one.

The other problem is the resolution of your timing. Rounding to the video
refresh rate when producing timing results is bad practice (your times suggest
this is what you are doing). At least try running in single buffer mode, you
may then find some performance difference.

Rgds,
Angus.

On May 8,  6:12pm, DreamTeam Ltd. wrote:
> Subject: Performance with performer
> I am a bit confused.
>
> We have created a simple program that draws 13,000 polygons on the
> screen, basicly taking the code and makefile of perfly and modify it a
> little.
>
> We have compiled and linked using IRISGL and OPENGL libraries.
>
> The performance resaults:
>
> Indigo2 Extreme     IRISGL  - 37 fps
>                     OPENGL  - 25 fps
>
> Impact Max          IRISGL  - 75 fps
>                     OPENGL - 75 fps
>
> How is it that the IRISGL and OPENGL work the same speed on the
> impact.
>
>
> P.S. there were no textures involved
>
>
> Tnx
> Roni Kass
> V.P. Research & Development
> DreamTeam Ltd.
>-- End of excerpt from DreamTeam Ltd.



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

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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9605081109.ZM11339@rose.asd.sgi.com>
Date: Wed, 8 May 1996 11:09:56 -0700
In-Reply-To: dheskamp@ldsa.com
        "RE: Overlay window colors" (May  8,  9:57am)
References: <9605081357.065448@pc1197.ldsa>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: dheskamp@ldsa.com, tommy@clarus.se, info-performer@sgi.sgi.com
Subject: Re: Overlay window colors
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

+>---- On May 8,  9:57am, dheskamp@ldsa.com wrote:
> Subject: RE: Overlay window colors
->
->I had the same problem until I used the Performer utilities instead of X utilities.  For setting overlay colors try the 
->following code fragment which uses "pfuGLXMapcolors":

Glad you found those utilities helpful.

Tommy, I think the only thing you are missing in your code is
a call to XMapWindow().  I also did an XSync() in pfuGLXMapcolors()
to make sure that immediate one-time drawing following would
get the proper colors.  Otherwise, an XFlush() would have sufficed.


->
-> myOverlay = myWindow->getOverlayWin();
->      if (myOverlay)
->      {
->        if (!overlayMapped)
->        {
->            static pfVec3 clrs[2];
->            clrs[0][0] = 0.0f;     /* black */
->            clrs[0][1] = 0.0f;
->            clrs[0][2] = 0.0f;
->            clrs[1][0] = 0.5f;     /* grey */
->            clrs[1][1] = 0.5f;
->            clrs[1][2] = 0.5f;
->            Display *dsp = pfGetCurWSConnection();
->            Window xowin = myOverlay->getWSDrawable();
->            pfuGLXMapcolors((pfuXDisplay*) dsp, xowin, clrs, 1, 2);
->            overlayMapped = 1;
->
->--- Begin Included Message ---
->
->Hi Performers!
->
->I am trying to draw text in the overlay window from the Draw process using
->OpenGL.
->
->The text & font part is working fine, but I can't seem to be able to set
->the colormap. I am changing the colormap associated with the XWindow, but it
->does not seem to have any effect... I only get some default colors (which are
->different from machine to machine and time to time...)
->
->Any suggestions?
->
->Here is a sample from my code:
->// from the Draw process:
->
->  static ulong pixels[8];
->
->  pfWindow *over  = pWin->getOverlayWin();
->  over->select();
->
->  ...
->
->    Display *dsp = pfGetCurWSConnection();
->    Window win = over->getWSWindow();
->
->    XWindowAttributes attr;
->    XGetWindowAttributes(dsp, win, &attr);
->    Colormap cmap = attr.colormap;
->
->    if (cmap && XAllocColorCells(dsp, cmap, FALSE, NULL, 0, pixels, 2)) {
->      XColor color;
->      color.flags = DoRed | DoGreen | DoBlue;
->      color.pixel = pixels[0];
->      color.red = 0x0000; color.green = 0x8888; color.blue = 0x0000;
->      XStoreColor(dsp, cmap, &color);
->
->      color.pixel = pixels[1];
->      color.red = 0xffff; color.green = 0xffff; color.blue = 0x0000;
->      XStoreColor(dsp, cmap, &color);
->      printf("Got index %d and %d!\n", wd.pixels[0], wd.pixels[1]);
->    }
->
->...
->
->  glIndexi(pixels[1]); // <--- This SHOULD give a yellow color, right?!
->  glRasterPos2f(x, y);
->  glCallLists(strlen(str), GL_UNSIGNED_BYTE, (GLubyte *) str);
->
->Thanks for any suggestions...
->
->/Tommy
->
->-- 
->---------------------------------------------------------------------
->Tommy Fortes, Software Engineer at Clarus AB - Sixth Sense Technology
->
->E-Mail: tommy@clarus.se                     URL: http://www.clarus.se
->--- End Included Message ---
->
->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
->
+>---- End of excerpt from dheskamp@ldsa.com



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


From guest  Wed May  8 12:53:27 1996
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From: "Glen Fraser" <Glen.Fraser@Softimage.COM>
Message-Id: <9605081406.ZM26811@research42.RND.Softimage.COM>
Date: Wed, 8 May 1996 14:06:32 -0400
In-Reply-To: "DreamTeam Ltd." <dreamt@netvision.net.il>
        "Performance with performer" (May  8,  6:12pm)
References: <3191466B.5AA3@netvision.net.il>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "DreamTeam Ltd." <dreamt@netvision.net.il>, info-performer@sgi.sgi.com
Subject: Re: Performance with performer
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On May 8,  6:12pm, DreamTeam Ltd. wrote:
> Subject: Performance with performer
> I am a bit confused.
>
> We have created a simple program that draws 13,000 polygons on the
> screen, basicly taking the code and makefile of perfly and modify it a
> little.
>
> We have compiled and linked using IRISGL and OPENGL libraries.
>
> The performance resaults:
>
> Indigo2 Extreme     IRISGL  - 37 fps
>                     OPENGL  - 25 fps
>
> Impact Max          IRISGL  - 75 fps
>                     OPENGL - 75 fps
>
> How is it that the IRISGL and OPENGL work the same speed on the
> impact.

It's because your test scene can be redrawn in less than the time of a single
vertical retrace (I expect your monitor refresh rate is set to 76Hz).  The
machine doesn't swap buffers any faster than this.  A more complex scene should
show a difference between GL and OGL on the Impact.  Alternatively, try turning
off double buffering, and see what the performance difference is when your
program doesn't have to block until the next vertical retrace occurs...

Glen.

-- 
======================================================================
 Glen D. Fraser            |  Software Developer -- Realtime Viewing,
 SOFTIMAGE Inc. (Montreal) |     Motion Capture and Motion Control
 Tel: (514)845-1636 x3380  |
 Fax: (514)845-5676        |         Glen.Fraser@Softimage.COM
======================================================================
         "Excuse me -- could you build my son a new dog?"

From guest  Wed May  8 12:53:04 1996
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Date: Wed, 8 May 1996 11:04:42 -0800
To: "DreamTeam Ltd." <dreamt@netvision.net.il>, info-performer@sgi.sgi.com
From: thant@interramp.com (Thant Tessman)
Subject: Re: Performance with performer
Status: O

At 6:12 PM 5/8/96, DreamTeam Ltd. wrote:

[...]

>Impact Max          IRISGL  - 75 fps
>                    OPENGL - 75 fps
>
>How is it that the IRISGL and OPENGL work the same speed on the
>impact.

Since the monitor's frame rate is 75 frames per second, there is no
way/reason to draw more than 75 frames per second, even if your application
takes less than 1/75th of a second to draw a frame.  All your test shows is
that your application takes less than 1/75th of a second to draw a frame
whether you use IRISGL or OpenGL.  It doesn't say how much less.

Note also that 3 x 25 = 75 (i.e. it took three 75ths of a second to draw a
frame with OpenGL on an Indigo2 Extreme) and 2 x 37.5 = 75 (i.e. it took
two 75ths of a second to draw with IrisGL).

Try using the performer stats or use the "gr_osview" program.

-thant



>
>P.S. there were no textures involved
>
>
>Tnx
>Roni Kass
>V.P. Research & Development
>DreamTeam Ltd.

Thant Tessman
thant@shoreline-studios.com
thant@interramp.com



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	 id UAA15937; Wed, 8 May 1996 20:28:25 +0100
From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9605082028.ZM15935@bitch.reading.sgi.com>
Date: Wed, 8 May 1996 20:28:25 +0100
In-Reply-To: thant@interramp.com (Thant Tessman)
        "fuzzy textures" (May  8, 10:43am)
References: <v01530500adb69ae9d06f@[38.13.221.43]>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: thant@interramp.com (Thant Tessman), info-performer@sgi.sgi.com
Subject: Re: fuzzy textures
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

This could be either a bilinear magnification filter or more likely your
trilinear MIP map minification interpolation. I expect if you have a 1 pixel to
1 texel ratio on a 'sprite' you'll be interpolating between the level 0 & level
1 MIP textures. The simplest solution is to select a point sampled or bilinear
minification filter and see if things improve, experiment to see what gives you
the quality you need (I expect bilinear is what you want, it depends on what
youre doing). You could also be seeing some colour quantizing due to internal
format bit loss so also try an internal format of RGB8 but bear in mind there
may be some performance related issues.

Rgds,
Angus.

On May 8, 10:43am, Thant Tessman wrote:
> Subject: fuzzy textures
>
>
> Anybody have a clue why drawing a textured polygon would be so damned fuzzy
> compared to drawing the equivalent bitmap?
>
> -thant
>
>
> Thant Tessman
> thant@shoreline-studios.com
> thant@interramp.com
>
>
>-- End of excerpt from Thant Tessman



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

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From: aschaffe (Allan Schaffer)
Message-Id: <9605081337.ZM13933@holodeck.csd.sgi.com>
Date: Wed, 8 May 1996 13:37:08 -0700
In-Reply-To: "DreamTeam Ltd." <dreamt@netvision.net.il>
        "Performance with performer" (May  8,  6:12pm)
References: <3191466B.5AA3@netvision.net.il>
X-Mailer: Z-Mail-SGI (3.2S.1 10apr95 MediaMail)
To: "DreamTeam Ltd." <dreamt@netvision.net.il>, info-performer@sgi.sgi.com
Subject: Re: Performance with performer
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On May 8,  6:12pm, DreamTeam Ltd. wrote:
> We have created a simple program that draws 13,000 polygons on the 
> screen, basicly taking the code and makefile of perfly and modify it a 
> little. 
> 
> Indigo2 Extreme     IRISGL  - 37 fps
>                     OPENGL  - 25 fps
> 
> Impact Max          IRISGL  - 75 fps
>                     OPENGL - 75 fps
> 
> How is it that the IRISGL and OPENGL work the same speed on the
> impact.

It's likely that the tests were conducted in doublebuffer mode.  By
doing so, you're restricting the frame rate to an integer divisor of
the refresh rate.  (These numbers do seem to bear that out)

Retry the tests in singlebuffer mode & let's see how they turn out..

Allan

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

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	 id WAA16098; Wed, 8 May 1996 22:15:47 +0100
From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9605082215.ZM16096@bitch.reading.sgi.com>
Date: Wed, 8 May 1996 22:15:47 +0100
In-Reply-To: dheskamp@ldsa.com
        "Non-RealTime Performer when using X-windows" (May  8,  2:45pm)
References: <9605081845.042ED8@pc1197.ldsa>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: dheskamp@ldsa.com, info-performer@sgi.sgi.com
Subject: Re: Non-RealTime Performer when using X-windows
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Your performance problems will be due to context switching in the graphics
pipe. You could try and keep this to a minimum by scheduling your gui drawing
with your performer application if you are able, and reducing the work the
window manager does when changing inputfocus. It's undesirable to allow
'preemptive graphics scheduling' during real-time rendering. Another easy fix
would be to run the GUI client on another display to prevent it fighting for
context with your performer draw.

Rgds,
Angus.

On May 8,  2:45pm, dheskamp@ldsa.com wrote:
> Subject: Non-RealTime Performer when using X-windows
> Hello:
>
> I am running on a 4-CPU Oynx.  I have separate app, cull, draw, and isect
processes.  The app, cull and draw processes
> are running at non-degrading real-time priorities, locked into cpu 1, 2, and
3 respectively.  Those CPUs are
> restricted, isolated, and non-preemptive.
>
> I have a 480x480 performer window.  I have another background task supporting
a GUI x-window.  My Performer tasks run
> perfectly without any glitch when there is no x-window activity.  However,
when I make GL calls in my background task,
> or move the mouse causing different windows to become active, the Performer
tasks slip frames causing a jerky image.
> Can anyone explain what's going on?
>
>
> 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
>
>-- End of excerpt from dheskamp@ldsa.com



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

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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9605081736.ZM1166@eagle.cae.ca>
Date: Wed, 8 May 1996 17:36:57 -0400
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
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

I sent this e-mail a few weeks ago... but didn't received any comment.

So here it is again.

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

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

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Date: Wed, 8 May 96 15:16:59 PDT
From: penafiel@aic.lockheed.com (Hugo Penafiel)
Message-Id: <9605082216.AA19682@aic.lockheed.com>
To: info-performer@sgi.sgi.com
Subject: IrisGl/OpenGl
Status: O

   
   I am currently running some Performer applications on a 4 CPU ONYX
RE2.  In moving over to Performer 2.0/OpenGL I am finding out that
our application is running noticably slower than when using Performer 1.2/
IrisGl. I was recently reminded that the RE2 runs IrisGl native (not
surprised however) and OpenGl in some sort of interpreted(?) mode. So I
would like to know what are my options to regain performance. One that
comes to mind is to stick with IrisGl (short term fix). Are there any
options to upgrade an RE2 graphics board that runs OpenGL native as the
Impacts and IR's do?   Should I start begging the company I buy some     
Performer applications from to please continue support for IrisGl?
Any other options to consider!? 

May your code be bug free and your boss on travel!
                  _           _
   |_|    _  _   |_) _  _  _ |_ . _  |
   | ||_|(_|(_)  |  (/_| |(_||  |(/_ |
         ._|
   Hugo Penafiel  e-mail: penafiel@aic.lockheed.com
   Phone: (415) 424-2913
   Lockheed Martin Missiles & Space Co.
   Advanced Technology Center
   Palo Alto, CA  94304

From guest  Wed May  8 17:27:26 1996
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From: aschaffe (Allan Schaffer)
Message-Id: <9605081643.ZM15700@holodeck.csd.sgi.com>
Date: Wed, 8 May 1996 16:43:03 -0700
In-Reply-To: penafiel@aic.lockheed.com (Hugo Penafiel)
        "IrisGl/OpenGl" (May  8,  3:16pm)
References: <9605082216.AA19682@aic.lockheed.com>
X-Mailer: Z-Mail-SGI (3.2S.1 10apr95 MediaMail)
To: penafiel@aic.lockheed.com (Hugo Penafiel), info-performer@sgi.sgi.com
Subject: Re: IrisGl/OpenGl
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On May 8,  3:16pm, Hugo Penafiel wrote:
> 
> In moving over to Performer 2.0/OpenGL I am finding out that our
> application is running noticably slower than when using Performer
> 1.2/ IrisGl. I was recently reminded that the RE2 runs IrisGl native
> (not surprised however) and OpenGl in some sort of interpreted(?)
> mode.

Not quite true.  RealityEngine implements "both" IRIS GL and OpenGL
natively.  

You may be confusing it with Impact or InfiniteReality, both of which
implement OpenGL natively and IRIS GL via a software layer.  Or VGX
and PI, which are the other way around.

> So I
> would like to know what are my options to regain performance. One that
> comes to mind is to stick with IrisGl (short term fix). Are there any
> options to upgrade an RE2 graphics board that runs OpenGL native as the
> Impacts and IR's do?   Should I start begging the company I buy some     
> Performer applications from to please continue support for IrisGl?
> Any other options to consider!? 

If you're running 5.3 on a RealityEngine system and need to use
OpenGL, make sure to load patch 918 (replaces 154).  918 contains
a number of RE OpenGL improvements.  Or even better, run 6.2.

With 6.2 I would expect IRIS GL & OpenGL performance to be "pretty
close" on an RE, according to the measurements I've seen, so if there
are *big* differences, it's worth investigating.

Allan

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

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From: "Michael T. Jones" <mtj@babar.asd.sgi.com>
Message-Id: <9605081704.ZM15062@babar.asd.sgi.com>
Date: Wed, 8 May 1996 17:04:15 -0700
In-Reply-To: penafiel@aic.lockheed.com (Hugo Penafiel)
        "IrisGl/OpenGl" (May  8,  3:16pm)
References: <9605082216.AA19682@aic.lockheed.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: penafiel@aic.lockheed.com (Hugo Penafiel), info-performer@sgi.sgi.com
Subject: Re: IrisGl/OpenGl
Mime-Version: 1.0
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Status: O

On May 8,  3:16pm, Hugo Penafiel wrote:
> Subject: IrisGl/OpenGl
>
>    I am currently running some Performer applications on a 4 CPU ONYX
> RE2.  In moving over to Performer 2.0/OpenGL I am finding out that
> our application is running noticably slower than when using Performer 1.2/
> IrisGl. I was recently reminded that the RE2 runs IrisGl native (not
> surprised however) and OpenGl in some sort of interpreted(?) mode. So I
> would like to know what are my options to regain performance. One that
> comes to mind is to stick with IrisGl (short term fix). Are there any
> options to upgrade an RE2 graphics board that runs OpenGL native as the
> Impacts and IR's do?   Should I start begging the company I buy some
> Performer applications from to please continue support for IrisGl?
> Any other options to consider!?

you should port to 2.0, as you have done.

you should make any iris gl functions in your code
be conditional compiles, bracketing them with gl-specific
guards as is done in the performer sample code (look at
style.c).

then you should build *two* executables, hugo_igl and hugo_ogl
just as we do with perfly.

this is not hard, is all that it takes, and gives you peak speed
in both igl-centric and ogl-centric machines.

this is the best choice where supporting both types of machines
is the goal. alternately, you could upgrade all your machines to
Impact and InfiniteReality. ;-)

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: Wed, 8 May 1996 17:13:47 -0800
To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>,
        thant@interramp.com (Thant Tessman), info-performer@sgi.sgi.com
From: thant@interramp.com (Thant Tessman)
Subject: Re: fuzzy textures
Status: O

At 8:28 PM 5/8/96, Angus Dorbie wrote:
>This could be either a bilinear magnification filter or more likely your
>trilinear MIP map minification interpolation.  [...]

Thanks.  That's what I was guessing.  I just figured they would have made
it work for the limiting case (i.e. a 1 to 1 size ratio).  I guess it has
to be filtered a little because it has to look the same whether the texture
is on or in between pixels.

I'll do some experiments and let folks know if anything works.

-thant


Thant Tessman
thant@shoreline-studios.com
thant@interramp.com



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   Unsubscribe me please. Thanks.


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From: "Cathrine Noord" <noord@prosolvia.se>
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unsubscribe

-- 
_______________________________________________________________

Tina Noord					email noord@prosolvia.se
Prosolvia Research & Technology			Fax +46 31-703 50 10
Gardavagen 1					phone +46 31 - 703 52 60
S-412 50 Gothenburg, Sweden		

http://www.clarus.se , http://www.prosolvia.se
______________________________________________________________

"Bring your CAD models to life with Clarus CAD Real-Time Link"


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unsubscribe

tahnks!

From guest  Thu May  9 07:00:04 1996
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From: Andrew Ng <nga@division.co.uk>
To: "'Performer Mailing List'" <info-performer@sgi.sgi.com>
Subject: Triple Keyboard Option
Date: Thu, 9 May 1996 14:50:13 +-100
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Status: O

Hi,

We have a customer that has a dual pipe Onyx with the triple keyboard =
option with two monitors and two keyboards. They want to run a two =
channel configuration with one channel per pipe, with one channel =
displayed on one monitor and the other channel on the other monitor.

The problem I'm having is with the two X Servers. How do I configure the =
pipes in this situation. I've tried using pfPipeWSConnectionName in =
Performer 2.0 and dglopen in Performer 1.2, with ":0.0" for pipe 0 and =
":1.0" for pipe 1, but this does not appear to work. Both pipe windows =
appear on the same monitor and I believe that they are on the same =
hardware pipe.

Unfortunately, I do not have access to such a triple keyboard option =
system, so this information has been gathered from the customer.

Any help or suggestions would be appreciated.

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



From guest  Thu May  9 07:46:02 1996
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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9605091031.ZM986@eagle.cae.ca>
Date: Thu, 9 May 1996 10:31:15 -0400
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To: info-performer@sgi.sgi.com (Performer Mailing List)
Subject: Re: SVR4 or BSD4.3 Signal Handling
Mime-Version: 1.0
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Status: O

I wrote:

> 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.

Dirk Rantzau wrote:

> I was also concerned with this topic a while ago and what I did was simply
> a name list dump on the performer libraries to see if there is
> any signal handling inside. In Performer 2.0 they seem to use some SVR4
> signal handling routines:
>
> % nm libpf.so | grep sig
>          U handle_sigfpes
>          U sigfpe_
>     ->   U sighold
>     ->   U sigrelse
>     ->   U sigset
> % nm libpr.so | grep sig
>          U handle_sigfpes
>          U sigfpe_
>     ->   U sighold
>     ->   U sigrelse
>     ->   U sigset
>
> Of course we don't know which signals they actually use, but maybe some
> of the performer guys can give us a hint.

Dirk,

You've answered my question.

Than man page on sigset(2) mention...

     The POSIX signal routines (sigaction(2), sigpending(2), sigprocmask(2),
     sigsuspend(2), sigsetjmp(3)), and the 4.3BSD signal routines (sigvec(3B),
     signal(3B), sigblock(3B), sigpause(3B), sigsetmask(3B)) must NEVER be
     used with signal(2) or sigset(2).

Then the answer is... Performer 2.0 uses SVR4 signal management. Accordingly, a
user application should not use neither POSIX nor BSD4.3 signal routines.

OK, it's fine for me, I'll use SVR4 stuff.

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

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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Thu, 9 May 1996 19:36:25 +0100
In-Reply-To: Michael Boccara <boccara@ensta.fr>
        "Re: How to create the Sun?" (May  9,  6:59pm)
References: <318DDC16.41C67EA6@minerva.inesc.pt> 
	<9605072127.ZM14672@bitch.reading.sgi.com> 
	<3192247B.2323@ensta.fr>
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Status: O

If youre going to use lighting & materials then you'd be better using emissive
instead of ambient for the Sun.

Rgds,
Angus.

On May 9,  6:59pm, Michael Boccara wrote:
> Subject: Re: How to create the Sun?

> make a sphere geode with ambient color
>-- End of excerpt from Michael Boccara



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From: Ulf Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR AB 
  <Ulf_Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR_AB.MANDATOR@mandator.se>
Date: 10 May 96 16:36:46 
Subject: Spaceball input devices
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Status: O

When I use a SpaceBall with IrisGL there are built in devices and events can be 
read from the ordinary GL event queue. But how do I do when I want to use GLX? 
Can I still use some form of queing mechanism for all the events. In that case 
how do I read from the queue.

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From: acjank@aia.af.mil (Andrew C Jank)
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Subject: Apparent Zbuffering Problems
To: info-performer@sgi.sgi.com
Date: Thu, 9 May 96 13:34:18 CDT
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Hi to all,

     Recently, my application has produced a problem with the drawing 
order of various objects (I feel that the Z-buffering mechanism may be 
the culprit).  Essentially, when i change the scene graph by adding new 
objects, the latest additions always appear on "top", regardless of 
distance from the viewpoint or viewpoint position.  This problem 
developed only recently, so I restored an old working version, and the 
problem has cropped up there, too.  Although I do use a pair of GL calls to 
turn on/off Zbuffering to draw 2D screen text, they do not seem to be the 
source of my troubles.  Are there any scene graph modifications/Performer 
(1.2) calls that I could use to insure that the Z-buffering mechanism is 
working properly?  Thanks ...

Andy



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From: holland@IndianOcean.coaps.fsu.edu (Aubrey Holland)
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Date: Thu, 9 May 1996 14:24:08 -0400
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To: info-performer@sgi.sgi.com
Subject: making perfly with 2.0
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Status: O

	I have been trying to make the executable version of the perfly program
from the source code given, and have run into trouble because it seems that
some of the necessary files and/or directories are missing.  I have recently
upgraded my system from 1.2 to 2.0, and it may be that I have missed a few of
the important files.  An attempt at the make command (make ogldbg) in the
directory:

 /usr/share/Performer/src/sample/C++/perfly

is giving me this message:

making OpenGL DBG version of perfly
        /usr/bin/CC -xansi       -DPFIRIX5    -I..  -I../../common
 -I../../../../../../usr/include/   -nostdinc -I/usr/include/CC -I/usr/include
-g  -MDupdate Makedepend -c ../cmdline.C
"../cmdline.C", line 48: error(4003): could not open source file
          "Performer/pf/pfEarthSky.h"
  #include <Performer/pf/pfEarthSky.h>
                                      ^

1 catastrophic error detected in the compilation of "../cmdline.C".
Compilation terminated.
*** Error code 1
smake: 1 error
*** Error code 2
smake: 1 error

I need to compile the code directly so that modifications can be made to the
code in order to fit our project's needs.  I would appreciate any possible
advice on getting the perfly running.

Aubrey Holland

holland@coaps.fsu.edu

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From: Michael Boccara <boccara@ensta.fr>
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To: Angus Dorbie <dorbie@bitch.reading.sgi.com>
CC: info-performer@sgi.sgi.com
Subject: Re: How to create the Sun?
References: <318DDC16.41C67EA6@minerva.inesc.pt> <9605072127.ZM14672@bitch.reading.sgi.com>
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Status: O

Angus Dorbie wrote:
> 
> This is probably a bit ambitious for a light point.
> 
> Create a circular piece of geometry along the y axis facing the origin and
> ensure that it subtends the appropriate angle with the origin that the sun does
> with your eye on the earth. Make the geometry white and ensure its state
> information is untextured & unlit etc. Ensure it lies far along the y axis,
> near your far clip (or sky geometry) but not too near.
> 
> Attach the geometry to a DCS positioned at the eye & use the pitch and heading
> on the same DCS for elevation and azimuth of the sun.
> 
> Rgds,
> ANgus.
> 
> On May 6, 12:01pm, Nuno Godinho wrote:
> > Subject: How to create the Sun?
> > Hi.
> >
> > I would like to represent the Sun. I don't want it to cast light. Just
> > need a yellow sphere crossing the sky.
> >
> > Now I am using a pfGeode sphere but I get a shaded Sun.
> >
> > What is, in your opinion, the best way to do this?
> >
> > Some ideas I have:
> >
> > -Should I be using a pfBillboard instead? Since the sun is spherical I
> > only need a circle, right? But this doesn't solve my shade problem!
> >
> > -using pfLPointState with a single huge yellow light point should be
> >       the straight forward solution.
> >       Don't know if it's possible. The example lpstate.c is too
> >       complex and actually I'm a bit scared with pfLPointState.
> >       Is it possible to create a big light point? In the manual
> >       it mentions SMALL points only.
> >
> > -I tried to disable lighting on the Sun object but I just got a
> >       white circle crossing the sky
> >
> > -I'm considering pointing a light projector directly at the Sun so that
> > I don't see any shades but this seems like confusing what should be
> > simple!
> >
> > please help me
> >
> > thanks
> >       Nuno
> >-- End of excerpt from Nuno Godinho
> 
> --
> Angus Dorbie,
> The Reality Centre,
> Silicon Graphics Ltd, UK
> dorbie@reading.sgi.com

make a sphere geode with ambient color

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Please unsubscribe me.

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Date: 10 May 96 05:21:09 EDT
From: Rudi Schmidt <101660.3461@CompuServe.COM>
To: Scott McMillan <scott@hf.ht.com>
Cc: performer <info-performer@sgi.sgi.com>
Subject: Re: Turning draw traversals on and off
Message-ID: <960510092108_101660.3461_IHN53-1@CompuServe.COM>
Status: O

> I need to draw a static logo in part window of my performer simulation, and I
> have a few questions...not the least of which is "What is the most efficient
> way to do this??"  System/sw configuration is IRIX6.2/Performer2.0/OpenGL.

Try to draw it once at the beginning in an overlay plane.

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: Dorrie Hall <dorrie@beamish.mit.edu>
To: info-performer@sgi.sgi.com
Subject: Apparent Zbuffering Problems
Status: O



Hi Andy,
	Here's what I use in a post draw routine
   to draw on top of the scene but I don't draw anything
   else in that frame.  I think I remember some strange 
   z-buffer things happening when I used pfLayer in a 
   non-coplanar situation.  Are you doing any stenciling?
		Dorrie

  
    /* in post draw */

    pfPushState();
    pfBasicState();
    pfBasicState();
    pfDisable(PFEN_TEXTURE);
    pfDisable(PFEN_LIGHTING);
    pfDisable(PFEN_FOG);
    zfunction(ZF_ALWAYS);
    ortho2(0,100.0f,0,100.0f);
    mmode(MVIEWING);
    pfPushIdentMatrix();
    /* just override zbuffer instead of overlay */
    zwritemask(0x000000);  

    /* draw on top of scene here*/

    zwritemask(0xFFFFFF);
    zfunction(ZF_LEQUAL);
    pfPopMatrix();
    pfPopState();

   

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From: "Glenn Waldron" <gwaldron@galileo.hpc.org>
Message-Id: <9605101637.ZM14229@galileo.hpc.org>
Date: Fri, 10 May 1996 16:37:06 -0400
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: stereo buffer problem
Mime-Version: 1.0
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Status: O

I'm rendering a stereo buffer, at 1025x768_96s.  I have one channel I'm
using for overlays in which I want to render to the leftbuffer and
rightbuffer simultaneously, but this doesn't seem to work.  In the
draw function, I do:

  leftbuffer(TRUE); rightbuffer(TRUE);

The left buffer draws fine, but garbage is drawn in the right buffer.
Switching these two statements reverses the effect.
Rendering to each one separately works, but why can't I do both at once?
The man page for leftbuffer/rightbuffer says:

  At most four color buffers, such as front-left, front-right, back-left,
  back-right, and zdraw, can be rendered into simultaneously on the IRIS-4D
  RealityEngine model.

Am I exceding this limit without realizing it?  The system is an
Onyx/RE2.  Thanks.. Glenn.


-- 
Glenn A. Waldron - Sr. Programmer   USC/Information Sciences Institute
email: gwaldron@isi.edu     voice: 703.812.4732     beep: 800.507.5003

From guest  Fri May 10 14:37:35 1996
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From: SLong@swri.edu
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Subject: Graphics Theory and Programmming Books
Status: O

Performer Gurus,

I am looking for informative, well written and comprehensive books on 3D 
Graphics Programming theory, principles and techniques.

Which books have you guys found the most beneficial?   

Thanks,
Sharon Long
slong@swri.edu

From guest  Fri May 10 15:20:48 1996
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Date: Fri, 10 May 1996 15:17:49 -0800
To: SLong@swri.edu, <info-performer@sgi.sgi.com>
From: mckenna@cgsd.com (Gene McKenna)
Subject: Re: Graphics Theory and Programmming Books
Status: O

At 4:29 PM 5/10/96, SLong@swri.edu wrote:
>Performer Gurus,
>
>I am looking for informative, well written and comprehensive books on 3D
>Graphics Programming theory, principles and techniques.
>
>Which books have you guys found the most beneficial?
>
>Thanks,
>Sharon Long
>slong@swri.edu


A classic text is,

    Computer Graphics, Principles and Practice

by

    Foley, van Dam, Feiner and Hughes

published by

    Addison Wesley

It is used in many univeristy graphics classes both introductory
and advanced. You get everything from 2D to 3D geometry, Image
Processing, Interface design and implementation, and graphics
hardware architecture.

The chapter headings are:

     Introduction
     Programming in the Simple Raster Graphics Package
     Basic Raster Graphics Algorithms for Drawing 2D Primitives
     Graphics Hardware
     Geometrical Transformations
     Viewing in 3D
     Object Hierarchy and Simple PHIGS
     Input Devices and Interaction Techniques and Tasks
     Dialoge Design
     User Interface Software
     Image Manipulation and Storage
     Advanced Raster Graphics Architecture
     Advanced Geometric and Raster Algorithms
     Advanced Modeling Techniques
     Animation
     Appendix: Mathematics for Computer Graphics


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



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Date: Fri, 10 May 1996 20:41:37 -0400
From: nicolas@cae.ca (Nicolas Gauvin)
Message-Id: <199605110041.UAA04209@osprey.cae.ca>
To: info-performer@sgi.sgi.com
Subject: No getting PFUDEV_WINQUIT event in X pipe window
Status: O


I'm using the various pfu functions to get X events (mouse and keyboard).
Everything works as expected but somehow I cannot get the PFUDEV_WINQUIT
event via  pfuGetEvents. I would have expected this event to be returned
when the user double click on the top left button of the window. 
I checked the pfutil code and it seems to take care of the DestroyNotify
X event:

case DestroyNotify:
                if ((handlerMask & StructureNotifyMask) && handlerFunc)
                {
                    callUserHandler((unsigned long) dsp, (void*) &event);
                }
                else if (events)
                {
                    events->devQ[events->numDevs] = PFUDEV_WINQUIT;
                    events->devVal[events->numDevs] = 1;
                    events->devCount[PFUDEV_WINQUIT] += 1;
                    events->numDevs++;
                }
                break;


For some reason, I never get this PFUDEV_WINQUIT. I'm using a pfPipeWindow
of type X with a separate X event collecting process (Performer 2.0, IRIX 5.3).
I get all the other events correctly. 

Any ideas? I would like to be able to stop my application by double clicking
on the top-left button but I can't because of this.


     ___/     |       ___/ 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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unsubscribe 

From guest  Sat May 11 13:49:42 1996
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From: Simon Gibbs <Simon.Gibbs@gmd.de>
Message-Id: <199605112047.AA08507@viswiz.gmd.de>
Subject: pfStats - missing time?
To: info-performer@sgi.sgi.com
Date: Sat, 11 May 1996 22:47:54 +0200 (MDT)
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Status: O


I have a simple Performer 2.0 application which includes:
	pfMultiprocess(PFMP_APPCULLDRAW);
	pfPhase(PFPHASE_LOCK);
	pfFrameRate(50.0f); 

I'm using the default statistics display. In the line:

	frame=17.5  app=0.3 cull=0.0 draw=6.9

What is the meaning of the frame time (and why isn't it
the sum of app/cull/draw)?

Thanks,
Simon Gibbs
GMD - Germany


From guest  Sun May 12 18:34:03 1996
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-------------------------------------------------------------------
  Hiroshi Yoshimura
  IMAGE SYSTEMS ENGINEERING DIVISION, IMAGICA Corp.
  2-14-1, HIGASHIGOTANDA, SHINAGAWA-KU, TOKYO 141, JAPAN
  yoshi@lab.imagica.co.jp   TEL:813-3280-1110   FAX:813-3280-7527
-------------------------------------------------------------------

From guest  Mon May 13 01:23:32 1996
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	 id KAA17736; Mon, 13 May 1996 10:07:43 +0200
From: "Daniela Rainer" <zrgr0390@visin1.rus.uni-stuttgart.de>
Message-Id: <9605131007.ZM17734@visin1.rus.uni-stuttgart.de>
Date: Mon, 13 May 1996 10:07:43 +0000
In-Reply-To: Ulf Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR AB <Ulf_Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR_AB.MANDATOR@mandator.se>
        "Spaceball input devices" (May 10,  4:36pm)
References: <9605102112.AA0418@mandator.se>
Reply-To: rainer@rus.uni-stuttgart.de
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To: Ulf Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR AB <Ulf_Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR_AB.MANDATOR@mandator.se>
Subject: Re: Spaceball input devices
Cc: info-performer@sgi.sgi.com
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Status: O

Look at /usr/people/4Dgifts/examples/devices/Spaceball/gl.or.x/cube.c. It's a
example for using the spaceball with GL or GLX. You have to include the
X/extension/XI-library and then you can select the spaceball/devices and get
spaceball events with XNextEvent from the X event queue.

Regards
Daniela

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

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From: "Glenn Waldron" <gwaldron@galileo.hpc.org>
Message-Id: <9605130833.ZM15399@galileo.hpc.org>
Date: Mon, 13 May 1996 08:33:02 -0400
In-Reply-To: Simon Gibbs <Simon.Gibbs@gmd.de>
        "pfStats - missing time?" (May 11, 10:47pm)
References: <199605112047.AA08507@viswiz.gmd.de>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.sgi.com
Subject: Re: pfStats - missing time?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

When double-buffering, the frame rate will synchronize to a factor
of the video refresh rate.  If you're getting 17.5 fps, you're probably
at a refresh rate of 70 hz, since 70/4 = 17.5.  So possible frame rates
at 70 hz with double bufferring are 70, 70/2=35, 70/4=17.5, etc.  In
your case you have dead time between frames so the frame rate can be
rounded to 17.5 fps.
Enjoy- Glenn.

On May 11, 10:47pm, Simon Gibbs wrote:
>
> I'm using the default statistics display. In the line:
>
> 	frame=17.5  app=0.3 cull=0.0 draw=6.9
>
> What is the meaning of the frame time (and why isn't it
> the sum of app/cull/draw)?
>
>-- End of excerpt from Simon Gibbs


-- 
Glenn A. Waldron - Sr. Programmer   USC/Information Sciences Institute
email: gwaldron@isi.edu     voice: 703.812.4732     beep: 800.507.5003

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From: "Laurent Ach" <ach@anna.reality>
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Date: Mon, 13 May 1996 19:26:01 -0600
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Hello,

I have problems using pfdConverterMode for Inventor files. dlsym seems to find
the loader pfdLoadFile_iv but not the converter mode function
pfdConverterMode_iv and pfdConverterMode always return -1. Does anyone know
where this problem could come from ? (I am using Performer 2.0 with OpenGL)
Thanks for any idea.

Laurent Ach
ach@syseca.fr

From guest  Mon May 13 11:11:08 1996
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Date: Mon, 13 May 1996 10:57:20 -0700 (PDT)
From: "Paul S. Cutt" <cutt@netcom.com>
Subject: Re: Spaceball input devices
To: rainer@rus.uni-stuttgart.de
cc: Ulf Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR AB <Ulf_Yngwe/COMATOR/HELSINGBORG/SE/MANDATOR_AB.MANDATOR@mandator.se>,
        info-performer@sgi.sgi.com
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Status: O


Hi,

You might also want to look at the VR device API we have. It also
handles Spaceballs and most VR devices - same calls, coordinate systems,
and is integrated with Performer 1.2 and 2.0 Be happy to send more
info.

paul


From guest  Tue May 14 00:01:14 1996
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Message-ID: <3198AAA0.7328@netvision.net.il>
Date: Tue, 14 May 1996 08:45:36 -0700
From: "DreamTeam Ltd." <dreamt@netvision.net.il>
Organization: DreamTeam Ltd.
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Subject: Font for performer
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Status: O

We are using Performer 2.0 and have support usinf PfText for 2
type of fonts - Times & Mistr.

Does anyone know how can we get more type of fonts, Can we convert
adobe type 1 fonts, Can we create our own in any way ?

We also have to make Hebrew fonts - what a challenge !

Tnx
Roni Kass
V.P. Research & Development
DreamTeam Ltd.

From guest  Tue May 14 03:15:54 1996
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Status: O

Unsubscribe.

Thanks to everybody.


From guest  Tue May 14 07:13:14 1996
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Date: Tue, 14 May 1996 07:07:42 -0800
To: "DreamTeam Ltd." <dreamt@netvision.net.il>, info-performer@sgi.sgi.com
From: thant@interramp.com (Thant Tessman)
Subject: Re: Font for performer
Status: O

At 8:45 AM 5/14/96, DreamTeam Ltd. wrote:

>We are using Performer 2.0 and have support usinf PfText for 2
>type of fonts - Times & Mistr.
>
>Does anyone know how can we get more type of fonts, Can we convert
>adobe type 1 fonts, Can we create our own in any way ?

See the Developer Toolbox 4.1 in src/haeberli/fonttools.

BTW, I had a tough time making pfText work in my program.  Can anyone
confirm or counter my suspicion that pfString::setMode and
pfString::setGState actually do nothing whatsoever?

-thant


Thant Tessman
thant@shoreline-studios.com
thant@interramp.com



From guest  Tue May 14 09:07:59 1996
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From: Hansong Zhang <zhangh@cs.unc.edu>
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Subject: Questions on projective textures
To: info-performer@sgi.sgi.com
Date: Tue, 14 May 1996 11:37:56 -0400 (EDT)
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Status: O

Hi Performers,

I have several questions about using pfLightSource for projective
textures:

(1) The GL demo program, projtex, uses 4 passes in producing spotlight
    effect while pfLightSource uses at most 2. (In pfLightSource man
    pages, "extra draw pass(es)" for PROJTEX is 0-1.) So what passes
    does performer projective texture omit and why? Does it use
    similiar techniques as the GL program?

(2) The pfLightSource man pages say that on RE, "... projected
    textures are not clipped or properly computed behind the
    pfLightSource...". In the GL projtex demo, TX_SELECT is used to
    kill pixels outside the 0 to 1 range of the texture projection,
    and it doesn't seem to have difficulty with geometry behind the
    projector. (when I point the projector away from one of the
    walls, the wall is still rendered O.K.) So why does performer
    has this limitation?

Thanks and have a nice day,

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)
= == = == = == = == = == = == = == = == = == = == = == = == =  


From guest  Tue May 14 09:43:44 1996
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From: "Gilles Reymond" <reymond@simbasg1.corys.fr>
Message-Id: <9605101807.ZM3066@simbasg1>
Date: Fri, 10 May 1996 18:07:47 +0000
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To: info-performer@sgi.sgi.com
Subject: Remote monitor
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Status: O

Does anyone have experience on using long video cables to connect the monitor
to an SGI station?
I have problems getting a stable image using a 50m shielded RGB cable running
between the ventilated computer room and our software development room. Is
their a special equipment (cable type, connectors, amplifiers, etc) to be used
in this situation?

From guest  Tue May 14 11:09:32 1996
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From: "Tom Fuke" <tom@war.reading.sgi.com>
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Date: Tue, 14 May 1996 18:47:07 +0100
In-Reply-To: "Gilles Reymond" <reymond@simbasg1.corys.fr>
        "Remote monitor" (May 10, 18:07)
References: <9605101807.ZM3066@simbasg1>
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To: "Gilles Reymond" <reymond@simbasg1.corys.fr>
Subject: Re: Remote monitor
Cc: info-performer@sgi.sgi.com
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Status: O

Some questions for you:
 - What hardware (machine/monitor) are you using?
 - Is it a direct connection? Are you using one extension cable,
   or many connected end-to-end?
 - Exactly what kind of image are you seeing?  Is the sync unstable,
   or are you seeing smearing/ghosting?  Check that your monitor is
   terminated properly.
 - Are you seeing any EMI/ground loop effects? (rolling bars etc.)
   Check the ground connections of your machine and monitor.


Silicon Graphics supports direct connection of the RGB output to 75ft
(22m), using an X8-VKC1 cabling option available from the price list. I
have seen direct machine->monitor connection over longer distances using
good quality low-capacitance 75ohm video cable, although I cannot put an
exact figure on the distance.

Ideally you should use an RGB distribution amplifier capable of driving
the signals over that distance.  This will also ensure that you don't risk
damaging the video output drivers of the workstation.  The DA must have
enough bandwidth for the video formats you are using.

As a starting point I have found "Extron" DAs to be reliable - we use them
here at the Reality Centre, and at tradeshows - but please check with your
local Audio/Video supplier.  FYI the Extron web page is
http://www.extron.com/

For a "high-end" solution, you might also look at a fibre-optic video
extension system (can drive signals of 1000s of feet without electrical
interference), such as the "Lightwave" product in the Silicon Graphics
Applications directory:
http://www.sgi.com/Products/appsdirectory.dir/Applications/Peripherals/ApplicationNumber7809.html

I hope this helps,

Kind regards,
Tom Fuke

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

From guest  Tue May 14 11:50:03 1996
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Date: Tue, 14 May 1996 12:17:21 +0500
From: "C.E.Prakash"  <prakash@hamsadvani.serc.iisc.ernet.in>
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To: info-performer@sgi.sgi.com, reymond@simbasg1.corys.fr
Subject: Re: Remote monitor
Status: O


We had attempted to connect two ONYX systems with 75 ft cable supplied by SGI. 
We had problems in getting a stable image. So we disconnected and moved the 
ONYX boxes close to the monitor.

Good Luck!
ce prakash

From guest  Tue May 14 12:35:43 1996
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Date: Tue, 14 May 96 12:30:22 PDT
From: penafiel@guild.rdd.lmsc.lockheed.com (Hugo Penafiel)
Message-Id: <9605141930.AA07237@guild.rdd.lmsc.lockheed.com>
To: info-performer@sgi.sgi.com, reymond@simbasg1.corys.fr
Subject: RE: Remote monitor
Status: O


   I would like to second the opinion regarding use of the distribution
amplifiers (Extron is one supplier of these). If you've ever set-up
a projection system you find out right away you can't live without
distribution amplifiers. So I would HIGHLY recommend using video distribution
amplifiers if you need to have monitors OVER 75-100 feet away from the
source!

Hugo Penafiel
Lockheed Martin Missiles & Space Co.
Advanced Technologies Center
Palo Alto, CA

From guest  Tue May 14 20:53:47 1996
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Date: Tue, 14 May 1996 23:56:33 -0400
To: info-performer@sgi.sgi.com
From: dwight@ht.com (Dwight Meglan)
Subject: ANNOUNCE: Full-time/Contract/Short term Performer programming positions
Status: O

High Techsplanations has a number of medical simulation projects which
require skilled Performer programmers. We are currently seeking to fill
several more full-time as well as contract or short-term positions. These
projects all have completion dates by early to mid Fall 1996, so only
already excellent Performer programmers will be considered at this time.
Please send resumes and/or URLs to me at dwight@ht.com. Both code and
running example programs should be included or an address given as to where
we can find them.

HT has produced more medical simulators to date than any other research
group or commercial firm of which we are aware. Our total commitment is to
creating simulators for medical training that the change the paradigm of
medical/surgical instruction. We offer a challenging set of problems to
solve, facilities to do it right, and a pleasant group of energetic (read
sleep-deprived ;-), inquisitive, creative people to be your collaborators.
Check out our work to date at:

http://www.clark.net/pub/high/htweb/index.htm

Note: This is a temporary website address until our permanent address makes
its slow path through InterNIC. Eventually, it will be www.ht.com -- sorry
for the inconvenience-- it's the result of our finally upgrading to a T1
line.

--dwight

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dwight Meglan, PhD             |  Developers of complete surgery simulation
Engineering Director           |  training systems and surgery simulation
High Techsplanations, Inc.     |  creation software tools
6001 Montrose Rd., Suite 902   |
Rockville, MD 20852-4874       |  301 984 3706 x238   301 984 2104 : FAX
dwight@ht.com                  |   http://www.ht.com



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From guest  Tue May 14 22:53:50 1996
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From: "Larry McDonough" <lardog@thepound.asd.sgi.com>
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Date: Tue, 14 May 1996 22:52:04 -0700
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To: info-performer@sgi.sgi.com
Subject: Performer at the Developer's Forum
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--PART-BOUNDARY=.19605142252.ZM4500.asd.sgi.com
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Hello Performer users,

Don't miss SGI's Developer & Cosmo Forum this year (May 21-23
at the Fairmont Hotel, San Jose CA).
See:
           http://www.sgi.com/Support/DevProg/Forum_96.html

There will be a session on Performer's latest features that enable
peak-performance rendering as well as a lab that focuses on the
details of InfiniteReality graphics and Performer 2.1. In addition
there will be a session that covers the future of SGI's graphics
toolkits.  Below is a listing of some of the interesting abstracts.
Check these out and then follow the URL above for a complete
listing as well as registration information.


=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=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=3D=3D
 * * * * * SELECTED ABSTRACTS FOR PERFORMER USERS  * * * * *
=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=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=3D=3D

IRIS PerformerTM for Peak-performance Rendering
Speaker: Sharon Clay

Abstract:
IS Performer has had two recent releases. IRIS Performer 2.0 brought
unified IRIS GLTM and OpenGL=AE support across the SGI graphics product
line for peak-performance rendering and visual simulation applications
with features such as multi-processed database paging, texture
mangement and geometric morphing. These features have been taken to
new heights for dynamic, infinite databases with the recently released
IRIS Performer 2.1 for InfiniteReality. Come hear about these new
features and where we are heading next!
-----------------------------------------------------------

IRIS PerformerTM 2.0/2.1 Lab
Speaker: Sharon Clay

Lab Abstract:
Learn how Silicon Graphics, IRIS Performer 2.0/2.1, and
InfiniteRealityTMare working to make dynamic, infinite databases a
reality for you! Performer 2.0 brought unified IRIS GL and
OpenGL=AEsupport across the SGI graphics product line for
peak-performance rendering and visual simulation applications with
features such as multi-processed database paging, texture mangement and
geometric morphing. These features have been taken to new heights with
the recently released IRIS Performer2.1 for InfiniteReality. New features=

in IRIS Performer2.1 for InfiniteReality include: Clip-mapping for
texturizing, Dynamic video resizing for dynamic resolution, Active
surface definition applied to smooth LOD morphing of terrain, and Fast
database loader. We look forward to explaining these features and how
they and InfiniteReality can further enable you to achieve new heights of=

high performance graphics!

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

The Future of Silicon Graphics' Graphics Toolkits
Speaker: Michael Jones

Abstract:
Silicon Graphics has three well established high-level toolkits for
graphics application developers: OpenInventorTM, IRIS PerformerTM, and
the ImageVision Library=AE. Each of these is layered above OpenGL=AE. As
toolkits grow to handle new hardware capabilities and applications,
distinctions between the toolkits blurs. This growing overlap in capabili=
ty
is the signal to build a new toolkit environment that recognizes which
features are common and which are unique--creating distinct yet interoper=
able
tools for the advanced multidisciplinary interactive applications now in
demand. This presentation will give developers insight into the vision an=
d
structure of these new tools now being built at Silicon Graphics and prov=
ide
answers to questions of multi-system portability, application migration,
and schedule.

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

ImageVision=AE Lab
Speakers: Lesley Kalmin, Phil Keslin, Stefan Dachwitz, Jon Brandt

Lab Abstract:
Discover the power of ImageVision, now made easily accessible with
new interactive tools. Attendees will have the opportunity to run
ImageVision applications in three forms: using ImgLab, a graphical
toolkit; creating imgtcl scripts which enable rapid prototyping; and
coding a C++ application using IL.

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

Large CAD Visualization using Inspector
Speaker: Brian Cabral

Inspector is a CosmoTM-3D based high performance, API and application
suite for large CAD database interactions including: rendering, querying,=

and modifying. This course will provide an introduction to Inspector's
architecture and usage. The course is designed to help attendees develop
high performance CAD visualization and interaction applications. We
will focus on programming examples using various key Inspector
technologies including: -Simplification; how to use default Inspector
simplification routines, how to develop your own simplifiers -Higher
order surface representations (e.g. NURBS) and tessellation; how to use
existing representations and tessellations and how to write your own
-Scene graph management; what it does for you and how to use it to
write applications -Object culling; how to use and extend Inspector's
culling facility

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

Cosmo 3D: 3D for Java(TM), the Web and More
Speaker: Jim Helman

This presentation introduces Cosmo 3D, a new toolkit that brings 3D
graphics programming to Java and the Web. The toolkit supportsVRML
2.0 and is designed to provide fast, general 3D rendering across a range =
of
platforms from PCs to workstations. Cosmo3D defines both a Java
interface for platform-independent Web applets and a C++ interface for
high-performance programs such as games. This session presents the
programmers' view of the library along with demonstrations and
examples in both Java and C++. Features that support real-time
rendering, Java multimedia, and Firewalker 3D games are also covered.

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

etc....

Check out the Forum Agenda for more listings and details:
http://www.sgi.com/Support/DevProg/Forum/agenda_F96.html


-- =

----------------------------------------------------------------+
Larry McDonough                                ph: 415/933-6165 |
3D Graphics Product Management                 fx: 415/964-8671 |
Silicon Graphics Computer Systems              pg: 800/745-5748 |
--------- http://reality.sgi.com/employees/lardog_asd/ ---------+

--PART-BOUNDARY=.19605142252.ZM4500.asd.sgi.com--


From guest  Tue May 14 23:30:58 1996
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From: Simon Gibbs <Simon.Gibbs@gmd.de>
Message-Id: <199605150629.AA14798@viswiz.gmd.de>
Subject: pfStats - missing time? (more info)
To: info-performer@sgi.sgi.com
Date: Wed, 15 May 1996 08:29:04 +0200 (MDT)
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> 
> I have a simple Performer 2.0 application which includes:
> 	pfMultiprocess(PFMP_APPCULLDRAW);
> 	pfPhase(PFPHASE_LOCK);
> 	pfFrameRate(50.0f); 
> 
> I'm using the default statistics display. In the line:
> 
> 	frame=17.5  app=0.3 cull=0.0 draw=6.9
> 
> What is the meaning of the frame time (and why isn't it
> the sum of app/cull/draw)?
> 

I should have added that the application is running:
	- setmon 1280x1024_50f (genlocked to an external video sync)
	- on a 4 cpu Onyx / RE2, IRIX 5.3
	- locked down on one cpu

The swapbuffer period should be exactly 20 msec, so what is 17.5?
(I've tried the same program on a second Onyx, identical
configuration, and get about the same numbers.)

Simon Gibbs
GMD

From guest  Wed May 15 00:24:49 1996
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Message-ID: <319A03C3.38D4@netvision.net.il>
Date: Wed, 15 May 1996 09:18:11 -0700
From: "DreamTeam Ltd." <dreamt@netvision.net.il>
Organization: DreamTeam Ltd.
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To: info-performer@sgi.sgi.com
Subject: Adobe fonts for performer
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Status: O

I have downloaded from the Sgi Developer toolbox, fonttools which
enable me to convert adobe type1 font into .of and .mf fonts so
I can then use them in performer. Does anyone know of any place
where I can download type 1 fonts


Tnx

Roni Kass
V.P. Research & Development

From guest  Wed May 15 06:03:31 1996
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From: "Daniela Rainer" <zrgr0390@visin1.rus.uni-stuttgart.de>
Message-Id: <9605151458.ZM17907@visin1.rus.uni-stuttgart.de>
Date: Wed, 15 May 1996 14:58:03 +0000
Reply-To: rainer@rus.uni-stuttgart.de
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To: info-performer@sgi.sgi.com
Subject: Bug with stereo buffers in GLX windows?
Mime-Version: 1.0
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Status: O

Is the pfWinFBConfigAttrs() command working for GL based Performer with an
pfPipeWindow of type X? The Performer 2.0 Bug List says, that

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.

Is it possible, that GLX-Windows have the same problem? I ask this because I
need stereo in a GL based Performer programm  with a X window and cant't get it
work. I have a GLX-programm that does the same and works.

I use STR_BOT to switch to stereo mode and then XSGISetStereoBuffer to set the
left- and rightbuffer.

Thanks for any help
Daniela


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

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From: lelkins@relay.nswc.navy.mil
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Subject: Fonts & Developer's toolbox
To: info-performer@sgi.sgi.com
Date: Wed, 15 May 96 9:23:40 EDT
Cc: lelkins@relay.nswc.navy.mil (Leslie R. Elkins)
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Status: O


> From: thant@interramp.com (Thant Tessman)
> Subject: Re: Font for performer
> Status: RO
> 
> At 8:45 AM 5/14/96, DreamTeam Ltd. wrote:

> >We are using Performer 2.0 and have support usinf PfText for 2
> >type of fonts - Times & Mistr.
> >
> >Does anyone know how can we get more type of fonts, Can we convert
> >adobe type 1 fonts, Can we create our own in any way ?

> See the Developer Toolbox 4.1 in src/haeberli/fonttools.

Looking at the web pages on Silicon Surf, it appears that the
Developer's Toolbox is only available to folks who have registered 
(via sending money).  Are these tools available to folks who aren't 
registered developers?

If they aren't, then are there any freebie tools that allow you to 
generate the necessary font files?

Thanks,

Les 

----------------------------------------------------------------------
lelkins@relay.nswc.navy.mil      The views expressed herein do not 
                                   represent those of NSWC, the Navy, 
Les Elkins                         or the federal government.
Naval Surface Warfare Center 
Dahlgren Division                (And anybody who says otherwise is
Silver Spring, MD                      itching for a fight...)

From guest  Wed May 15 06:48:01 1996
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Message-Id: <9605151246.AA01565@ns2.bupt.edu.cn>
From: pfwxt.bbs@ns2.bupt.edu.cn
Subject: The books for performer 2.0
To: info-performer@sgi.sgi.com
Reply-To: pfwxt.bbs@ns2.bupt.edu.cn
X-Disclaimer: ±±ÓÊ ºèÑã´«Çé BBS ¶Ô±¾·âÐÅ¼þÄÚÈÝË¡²»¸ºÔð.
Status: O

I had bought performer 1.2 last year and
updated to version 2.0 . Because it was no
more than one year after my buying version 1.2
the updating is free. But I haven't got
the books such as programming guide and
reference guide for version 2.0. Now I 
feel very inconvinient. Can I get these books?

From guest  Wed May 15 07:41:33 1996
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Date: Wed, 15 May 1996 15:38:14 +0100 (BST)
From: Martin Reddy <mxr@dcs.ed.ac.uk>
To: "DreamTeam Ltd." <dreamt@netvision.net.il>
Cc: info-performer@sgi.sgi.com
Subject: Re: Adobe fonts for performer
In-Reply-To: <319A03C3.38D4@netvision.net.il>
Message-Id: <Pine.SOL.3.93.960515151626.844D-100000@calvay.dcs.ed.ac.uk>
Organisation: Department of Computer Science - University of Edinburgh
Mime-Version: 1.0
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Status: O


> I have downloaded from the Sgi Developer toolbox, fonttools which
> enable me to convert adobe type1 font into .of and .mf fonts so
> I can then use them in performer. Does anyone know of any place
> where I can download type 1 fonts

The standard TeX/LaTeX (document processing system) comes with a load of
fonts of various types, including Adobe Type 1. I guess you could just
pick some up from your local TeX archive. E.g. the UK TeX Archive is at: 

	ftp://ftp.tex.ac.uk/ctan/tex-archive/fonts

This directory contains loads of fonts - not all are Adobe ones so I guess
you'll have to just search through for any .pfa/.pfb files. E.g. charter,
utopia etc. Happy hunting...

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      |
+============================================================================+


From guest  Wed May 15 08:31:23 1996
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From: "Christopher Cressy" <chris@mothra.csi-east.com>
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Date: Wed, 15 May 1996 11:29:40 -0400
In-Reply-To: Martin Reddy <mxr@dcs.ed.ac.uk>
        "Re: Adobe fonts for performer" (May 15,  3:38pm)
References: <Pine.SOL.3.93.960515151626.844D-100000@calvay.dcs.ed.ac.uk>
Reply-To: cressy@coryphaeus.com
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Subject: Re: Adobe fonts for performer
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> Does anyone know of any place where I can download type 1 fonts

Check out the Internet Font Archives at:
http://jasper.ora.com/comp.fonts/ifa/ifa3.htm

Chris
-----------------------------------------------------
Chris Cressy                Coryphaeus Software
Sr. Software Engineer	    1420 Spring Hill Rd, Suite 480
cressy@coryphaeus.com       McClean,VA 22102
                            (703) 917-6624

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Date: Wed, 15 May 1996 08:43:32 -0700
From: ib@orac.engr.sgi.com (Ivan Bach)
Message-Id: <199605151543.IAA02636@orac.engr.sgi.com>
To: info-performer@sgi.sgi.com
Subject: Re: Adobe fonts for performer
Status: O

Martin Reddy <mxr@dcs.ed.ac.uk> writes:
> E.g. charter, utopia etc.
There is no need to go to England to get Charter and Utopia fonts in the 
Type 1 format for SGI systems.

SGI has been shipping the following four Adobe Utopia font files:

    Utopia-Bold
    Utopia-BoldItalic
    Utopia-Italic
    Utopia-Regular

in the ASCII Type 1 (.pfa) format for some time on each new system.  They
are installed in the directory:

    /usr/lib/DPS/outline/base

when you install the sybsystem x_eoe.sw.Xfonts.  

In IRIX 6.2, we added:

    CharterBT-Bold
    CharterBT-BoldItalic
    CharterBT-Italic
    CharterBT-Roman

to the subsystem x_eoe.sw.Xfonts.  

Adobe Font Metric (AFM) files for outline fonts in the Type 1 font format
are installed in the directory:

    /usr/lib/DPS/AFM

In IRIX 6.2, you can get the following additional Type 1 fonts:

   ACaslon-Italic
   ACaslon-Regular
   ACaslon-Semibold
   ACaslon-SemiboldItalic
   AGaramond-Bold
   AGaramond-BoldItalic
   AGaramond-Italic
   AGaramond-Regular
   Carta
   Copal-Decorated
   Copal-Outline
   Copal-Solid
   Formata-Italic
   Formata-Medium
   Formata-MediumItalic
   Formata-Regular
   Lithos-Black
   Lithos-Regular
   Minion-Bold
   Minion-BoldItalic
   Minion-Italic
   Minion-Regular
   Minion-Semibold
   Minion-SemiboldItalic
   Tekton
   Tekton-Bold
   Univers-Condensed
   Univers-CondensedBold
   Univers-CondensedBoldOblique
   Univers-CondensedOblique

by installing the subsystem x_eoe.sw.Xopttype1 (optional Type 1 fonts).

Ivan Bach, ib@engr.sgi.com, http://reality.sgi.com/ib/

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From: Andrew Ng <nga@division.co.uk>
To: "'Performer Mailing List'" <info-performer@sgi.sgi.com>
Subject: STR_RECT on iR
Date: Wed, 15 May 1996 17:38:45 +-100
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Hi,

Does anyone know how to set the iR to display stereo for Crystal Eyes? I've tried:-

/usr/gfx/setmon -n STR_RECT

but I get the following error:-

X Error of failed request:  BadValue (integer parameter out of range for operation)
  Major opcode of failed request:  146 (SGI-VIDEO-CONTROL)
  Minor opcode of failed request:  6 ()
  Value in failed request:  0x22
  Serial number of failed request:  9
  Current serial number in output stream:  10

The system is an Onyx with 4 R10000's running IRIX 6.2. The iR has 1 RM6 with 64MB.

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



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Message-ID: <319B4FAC.1DB4@netvision.net.il>
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From: "DreamTeam Ltd." <dreamt@netvision.net.il>
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Subject: Problems with fonts
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Status: O

I am trying to add more fonts to performer (Including hebrew fonts)

I am managed to locate some adobe type 1 fonts (/usr/lib/DPS/AFM)
I have downloaded from the SGI developers toolbox a program called 
fromtype1 that converts adobe type 1 fonts into .of fonts which are
needed for Performer.

unfortunatelly, when I run fromtype1 and the name of my font file, I
get an error     "FontMetrix not found"

1) Any idea wht's wrong with the fromtype1 program
2) Does someone have any other .of files (I only have Times and Mistr)



Tnx in advance
Roni Kass
V.P. Research & Development

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Date: Thu, 16 May 1996 05:27:40 -0700
From: ib@orac.engr.sgi.com (Ivan Bach)
Message-Id: <199605161227.FAA04630@orac.engr.sgi.com>
To: info-performer@sgi.com, "DreamTeam Ltd." <dreamt@netvision.net.il>
Subject: Re:  Problems with fonts
Status: O

> I am managed to locate some adobe type 1 fonts (/usr/lib/DPS/AFM).
That directory contains Adobe Font Metric (AFM) files, not Type 1 font
files.  AFM files are usually used by desktop-publishing and word-processing
programs to generate PostScript code.

Type 1 font files are installed in the directory:

   /usr/lib/DPS/outline/base

I did not write the program fromtype1, but I know that it looks for the 
entry /FontMatrix in a Type 1 font file.

Ivan Bach, ib@engr.sgi.com, http://reality.sgi.com/ib/

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From: matson@phoebus.ncsc.navy.mil (Neil Matson)
Message-Id: <9605161410.AA19592@phoebus.ncsc.navy.mil>
To: info-performer@sgi.com
Subject: Preloading of textures
Status: O


Hi,
  I'm running on an Onyx RE/2 (5.3) with 2 RM5s.  I've experienced problems
with preloading textures (in GL).  I understand that an RM4 has 4 Meg of
texture memory and an RM5 has 16 Meg of texture memory and that added
RM boards increase your fill rate.  However, when I try to preload textures
I can only preload 4 Meg until internal texture management paging takes over
and starts removing early textures.  I am using TX_FASTDEFINE when defining
the textures and am "prebinding" to avoid start up delays/ pay attention to
texture bank ordering / etc.  I have reduced the problem to this:
I define then pre-bind the textures one after another (all same size 64x64
shorts).  After each def/bind I check to see if the first one is still loaded
(it is the "oldest" one so it seems it would be "paged" out first) with
"istexloaded" (for debug).  After I reach the 4 Meg boundary, the first
one returns that it is not loaded.  There  are no other textures loaded,
there is no mip-mapping, etc.  I have tried this on two identical machines
and have gotten the same results.  I only thought something was wrong
because the program would "hang" while it shuffled the texture memory.
It seems that 16 Meg of texture memory could handle this ( only need about
8 Meg for the application).  Since it uses a TX_FASTDEFINE token I have
tried binding both a NULL texture and a real texture.  I don't even
get to the subtexload at all before the RMs start swapping out texture
space.

I can send example code if this isn't just an oversight on my part.

Thanks,

Neil


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From: maher@holodeck.gsfc.nasa.gov (Stephen Maher)
Message-Id: <199605161639.MAA11619@holodeck.gsfc.nasa.gov>
Subject: Re: Preloading of textures
To: matson@phoebus.ncsc.navy.mil (Neil Matson)
Date: Thu, 16 May 1996 12:39:43 -0400 (EDT)
Cc: info-performer@sgi.com
In-Reply-To: <9605161410.AA19592@phoebus.ncsc.navy.mil> from "Neil Matson" at May 16, 96 09:10:03 am
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Status: O


> Hi,
>   I'm running on an Onyx RE/2 (5.3) with 2 RM5s.  I've experienced problems
> with preloading textures (in GL).  I understand that an RM4 has 4 Meg of

I recently observed the same thing and was about to ask the Net!


We have an Onyx RE2 (5.3) with 2 RM4s.  Instead of calling
istexloaded(), I simply timed (gettimeofday) how long each 
successive texdef/texbind took. (I also actually drew
the texture to prove to me it was there :)  I did NOT use 
TX_FASTDEFINE.

As soon as I hit 4MB of textures - whammo! - about an order of 
magnitude slower - telling me paging had kicked in.  (2 RM4's is
8MB of textures, supposedly ;). 

The kicker was when I tried it on an Onyx RE2 with *1* RM4 (4 MB);
I got the same results!

What gives?

Steve

--
Stephen.Maher@gsfc.nasa.gov                     (301) 286-3368
Scientfic Visualization Studio              (f) (301) 286-1634
Code 932 NASA Goddard Space Flight Center

> 
> 
> Hi,
>   I'm running on an Onyx RE/2 (5.3) with 2 RM5s.  I've experienced problems
> with preloading textures (in GL).  I understand that an RM4 has 4 Meg of
> texture memory and an RM5 has 16 Meg of texture memory and that added
> RM boards increase your fill rate.  However, when I try to preload textures
> I can only preload 4 Meg until internal texture management paging takes over
> and starts removing early textures.  I am using TX_FASTDEFINE when defining
> the textures and am "prebinding" to avoid start up delays/ pay attention to
> texture bank ordering / etc.  I have reduced the problem to this:
> I define then pre-bind the textures one after another (all same size 64x64
> shorts).  After each def/bind I check to see if the first one is still loaded
> (it is the "oldest" one so it seems it would be "paged" out first) with
> "istexloaded" (for debug).  After I reach the 4 Meg boundary, the first
> one returns that it is not loaded.  There  are no other textures loaded,
> there is no mip-mapping, etc.  I have tried this on two identical machines
> and have gotten the same results.  I only thought something was wrong
> because the program would "hang" while it shuffled the texture memory.
> It seems that 16 Meg of texture memory could handle this ( only need about
> 8 Meg for the application).  Since it uses a TX_FASTDEFINE token I have
> tried binding both a NULL texture and a real texture.  I don't even
> get to the subtexload at all before the RMs start swapping out texture
> space.
> 
> I can send example code if this isn't just an oversight on my part.
> 
> Thanks,
> 
> Neil
> 


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From: "Remi Arnaud" <remi@remi.asd.sgi.com>
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Date: Thu, 16 May 1996 10:44:48 -0700
In-Reply-To: matson@phoebus.ncsc.navy.mil (Neil Matson)
        "Preloading of textures" (May 16,  9:10am)
References: <9605161410.AA19592@phoebus.ncsc.navy.mil>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: matson@phoebus.ncsc.navy.mil (Neil Matson), info-performer@sgi.com
Subject: Re: Preloading of textures
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On May 16,  9:10am, Neil Matson wrote:
> Subject: Preloading of textures
>
> Hi,
>   I'm running on an Onyx RE/2 (5.3) with 2 RM5s.  I've experienced problems
> with preloading textures (in GL).  I understand that an RM4 has 4 Meg of
> texture memory and an RM5 has 16 Meg of texture memory and that added
> RM boards increase your fill rate.

 OK,

> However, when I try to preload textures
> I can only preload 4 Meg until internal texture management paging takes over
> and starts removing early textures.  I am using TX_FASTDEFINE when defining
> the textures and am "prebinding" to avoid start up delays/ pay attention to
> texture bank ordering / etc.  I have reduced the problem to this:
> I define then pre-bind the textures one after another (all same size 64x64
> shorts).  After each def/bind I check to see if the first one is still loaded
> (it is the "oldest" one so it seems it would be "paged" out first) with
> "istexloaded" (for debug).  After I reach the 4 Meg boundary, the first
> one returns that it is not loaded.  There  are no other textures loaded,
> there is no mip-mapping, etc.  I have tried this on two identical machines
> and have gotten the same results.  I only thought something was wrong
> because the program would "hang" while it shuffled the texture memory.
> It seems that 16 Meg of texture memory could handle this ( only need about
> 8 Meg for the application).  Since it uses a TX_FASTDEFINE token I have
> tried binding both a NULL texture and a real texture.  I don't even
> get to the subtexload at all before the RMs start swapping out texture
> space.
>

 When you say X Meg, do you say MBytes, or MTexels ?

  - A RM5 has 16 MBytes memory == 8 MTexels 16 bits == 4 MTexels 32 bits

 Do you include MipMaps in your texture size ?

  ex: a 1024x1024 texture, 16 bit coded, with mip-maping takes:

   4/3 * 1 * 2 = 2.66.... MBytes
    ^    ^   ^
    |    |   |_______> 1 texel = 2 bytes
    |    |
    |    |___________> 1024x1024 texture is 1 Mtexels
    |
    |----------------> mip map cost (= 1 + 1/2 + 1/4 + 1/8 + .....)


 Best Regards

 Remi

-- 


 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 

  



From guest  Thu May 16 11:15:24 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9605161854.ZM2154@bitch.reading.sgi.com>
Date: Thu, 16 May 1996 18:54:42 +0100
In-Reply-To: maher@holodeck.gsfc.nasa.gov (Stephen Maher)
        "Re: Preloading of textures" (May 16, 12:39pm)
References: <199605161639.MAA11619@holodeck.gsfc.nasa.gov>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: maher@holodeck.gsfc.nasa.gov (Stephen Maher),
        matson@phoebus.ncsc.navy.mil (Neil Matson)
Subject: Re: Preloading of textures
Cc: info-performer@sgi.com
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More RM's doesn't add texture capacity, just framebuffer memory & pixel fill.
The previous post was about RM5's (16Mb texture no matter how many).

Same rules apply to iR.

Rgds,
Angus.

On May 16, 12:39pm, Stephen Maher wrote:
> Subject: Re: Preloading of textures
>
> > Hi,
> >   I'm running on an Onyx RE/2 (5.3) with 2 RM5s.  I've experienced problems
> > with preloading textures (in GL).  I understand that an RM4 has 4 Meg of
>
> I recently observed the same thing and was about to ask the Net!
>
>
> We have an Onyx RE2 (5.3) with 2 RM4s.  Instead of calling
> istexloaded(), I simply timed (gettimeofday) how long each
> successive texdef/texbind took. (I also actually drew
> the texture to prove to me it was there :)  I did NOT use
> TX_FASTDEFINE.
>
> As soon as I hit 4MB of textures - whammo! - about an order of
> magnitude slower - telling me paging had kicked in.  (2 RM4's is
> 8MB of textures, supposedly ;).
>
> The kicker was when I tried it on an Onyx RE2 with *1* RM4 (4 MB);
> I got the same results!
>
> What gives?
>
> Steve
>
> --
> Stephen.Maher@gsfc.nasa.gov                     (301) 286-3368
> Scientfic Visualization Studio              (f) (301) 286-1634
> Code 932 NASA Goddard Space Flight Center
>
>
>-- End of excerpt from Stephen Maher



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From: "Remi Arnaud" <remi@remi.asd.sgi.com>
Message-Id: <9605161032.ZM9173@remi.asd.sgi.com>
Date: Thu, 16 May 1996 10:32:55 -0700
In-Reply-To: maher@holodeck.gsfc.nasa.gov (Stephen Maher)
        "Re: Preloading of textures" (May 16, 12:39pm)
References: <199605161639.MAA11619@holodeck.gsfc.nasa.gov>
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To: maher@holodeck.gsfc.nasa.gov (Stephen Maher),
        matson@phoebus.ncsc.navy.mil (Neil Matson)
Subject: Re: Preloading of textures
Cc: info-performer@sgi.com
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On May 16, 12:39pm, Stephen Maher wrote:
> Subject: Re: Preloading of textures
>
> We have an Onyx RE2 (5.3) with 2 RM4s.  Instead of calling
> istexloaded(), I simply timed (gettimeofday) how long each
> successive texdef/texbind took. (I also actually drew
> the texture to prove to me it was there :)  I did NOT use
> TX_FASTDEFINE.
>
> As soon as I hit 4MB of textures - whammo! - about an order of
> magnitude slower - telling me paging had kicked in.  (2 RM4's is
> 8MB of textures, supposedly ;).
>

 NO !

 A machine configured with RM4 has 4MB of textures, regardless of the number of
RMs.
 More RM = More Pixel Bandwith, but NO more Texture.

> The kicker was when I tried it on an Onyx RE2 with *1* RM4 (4 MB);
> I got the same results!
>

 You'll have the same results on a 4 RM4 machine. Change for RM5 if you want 16
MB texures.

 -- Remi

-- 


 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: Thu, 16 May 96 13:23:06 CDT
From: matson@phoebus.ncsc.navy.mil (Neil Matson)
Message-Id: <9605161823.AA01468@phoebus.ncsc.navy.mil>
To: info-performer@sgi.com
Subject: Re: Preloading of textures
Cc: remi@remi.asd.sgi.com
Status: O


Hi,

 The textures which can preload fine are 512 of 64 x 64 (at 16bits).  Math
computation yields 512*64*64*2 bytes = 4 Mb of texture memory.  After the
513 is loaded, it unloads the first one (on the system with 2 RM5s).  I have
also tested this on a system which has 2 RM4s, and it loads and works fine up
to the 4 Meg boundary (obviously).  I am not using mipmaps, and I mean
4 MBytes.  Why can't it preload past the 4 Meg boundary?

Thanks,

Neil

>> However, when I try to preload textures
>> I can only preload 4 Meg until internal texture management paging takes over
>> and starts removing early textures.  I am using TX_FASTDEFINE when defining
>> the textures and am "prebinding" to avoid start up delays/ pay attention to
>> texture bank ordering / etc.  I have reduced the problem to this:
>> I define then pre-bind the textures one after another (all same size 64x64
>> shorts).  After each def/bind I check to see if the first one is still loaded
>> (it is the "oldest" one so it seems it would be "paged" out first) with
>> "istexloaded" (for debug).  After I reach the 4 Meg boundary, the first
>> one returns that it is not loaded.  There  are no other textures loaded,
>> there is no mip-mapping, etc.  I have tried this on two identical machines
>> and have gotten the same results.  I only thought something was wrong
>> because the program would "hang" while it shuffled the texture memory.
>> It seems that 16 Meg of texture memory could handle this ( only need about
>> 8 Meg for the application).  Since it uses a TX_FASTDEFINE token I have
>> tried binding both a NULL texture and a real texture.  I don't even
>> get to the subtexload at all before the RMs start swapping out texture
>> space.
>

> When you say X Meg, do you say MBytes, or MTexels ?
MBytes

>  - A RM5 has 16 MBytes memory == 8 MTexels 16 bits == 4 MTexels 32 bits

> Do you include MipMaps in your texture size ?
No

------------------------------
Neil

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Date: Thu, 16 May 96 14:14:56 CDT
From: matson@phoebus.ncsc.navy.mil (Neil Matson)
Message-Id: <9605161914.AA01765@phoebus.ncsc.navy.mil>
To: info-performer@sgi.com
Subject: Test Program:  Preloading of textures
Cc: dorbie@bitch.reading.sgi.com, remi@remi.asd.sgi.com
Status: O


Here is the test program.  When run with RM5s, it complains about tex num 513.
This is the same (expected) result when run on RM4s.

Thanks,

Neil

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

/* gfxinfo:					*/
/*						*/
/* Graphics board 0 is "REV" graphics.		*/
/*        Managed (":0.0") 1280x1024 		*/
/*        Display 1280x1024 @ 60Hz		*/
/*        12 GE (GE10 rev. 0x7)			*/
/*        2 RM5 boards				*/
/*        Medium pixel depth			*/
/*        10-bit RGBA pixels			*/
/*        Not using Multi-Channel Option	*/
/* -------------------------------------------- */
/* tex_mem.c					*/
/* to compile:  cc -o tex_mem tex_mem.c -lgl_s  */


#include <stdio.h>
#include <gl.h>

#define MAX_PRELOADED_TEXTURES	513		/* TRY 512 AND VALUES GREATER */

main()
{
 long		w_id;
 int		i;
 long		Num_Components = 3;
 long		Width = 64;
 long		Height = 64;

 unsigned long	Texture_Map[64 * 64 /2] = {0};	/* 64 * 64 * 2 bytes */

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

 float 		tv_modulate_props[] =  {TV_MODULATE, TV_NULL };

 /* ------------------------------------------ */
 w_id = winopen("Texture memory test");
 drawmode (NORMALDRAW);
 RGBmode ();
 doublebuffer ();
 gconfig ();
 subpixel (TRUE);
 zbuffer (TRUE);
 /* ------------------------------------------ */

 tevdef(1, 0, tv_modulate_props);
 tevbind(TV_ENV0, 1);

 for (i=1; i<=MAX_PRELOADED_TEXTURES; i++) {

   texdef2d(i, 3, Width, Height, Texture_Map, 0, paged_texture_props);
   texbind(TX_TEXTURE_0, i);

   printf("Preloading %d\n", i);
   if (!istexloaded(TX_TEXTURE_0, 1))
	printf("For %d: Texture %d not loaded!\n", i, 1);
 }

 printf("Texture preloading finished!\n");

}

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From: kowsik@coryphaeus.com (Kowsik Guruswamy)
Message-Id: <9605161231.ZM10854@buggy.coryphaeus.com>
In-Reply-To: matson@phoebus.ncsc.navy.mil (Neil Matson)
        "Re: Preloading of textures" (May 16,  1:23pm)
References: <9605161823.AA01468@phoebus.ncsc.navy.mil>
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To: matson@phoebus.ncsc.navy.mil (Neil Matson), info-performer@sgi.com
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Cc: remi@remi.asd.sgi.com
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On May 16,  1:23pm, Neil Matson wrote:
> Subject: Re: Preloading of textures
>
> Hi,
>
>  The textures which can preload fine are 512 of 64 x 64 (at 16bits).  Math
> computation yields 512*64*64*2 bytes = 4 Mb of texture memory.  After the
> 513 is loaded, it unloads the first one (on the system with 2 RM5s).  I have
> also tested this on a system which has 2 RM4s, and it loads and works fine up
> to the 4 Meg boundary (obviously).  I am not using mipmaps, and I mean
> 4 MBytes.  Why can't it preload past the 4 Meg boundary?
>
> Thanks,
>
> Neil

Ah! I missed out the '512' part of original posting. This is a RE2/IrisGL bug.
You can only have 512 textures at any given time, even if the total texture
size comes out much less than 4 Mbytes. So you can have 512, 2x2 textures and
as soon as you texdef the 513th, your program is going to thrash like crazy.
Can someone in Performer team confirm this? Is this valid for OpenGL?

I have seen this happening before and the only solution is to combine textures
and index into them with your texture coordinates. If I remember correctly, the
RM4 or RM5 shouldn't matter since you are exceeding the maximum number of
textures that the RE2 can handle.

Hope that helps,

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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Sender: mew@paradigmsim.com
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Date: Thu, 16 May 1996 14:58:03 -0500
From: Mike Weiblen <mew@paradigmsim.com>
Organization: Paradigm Simulation, Inc.
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To: Neil Matson <matson@phoebus.ncsc.navy.mil>
CC: info-performer@sgi.com
Subject: Re: Preloading of textures
References: <9605161823.AA01468@phoebus.ncsc.navy.mil>
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In this case, the problem is the number of textures.
There is a hard limit of 512 entries in the GL-internal
texbind table.  Drawing a scene containing >512
textures causes texbinds on every frame, as the textures
fight for a slot in the table.  No way around it that
I know of, other than using larger (and thus fewer) textures.  

-- mew


Neil Matson wrote:
>  The textures which can preload fine are 512 of 64 x 64 (at 16bits).  Math
> computation yields 512*64*64*2 bytes = 4 Mb of texture memory.  After the
> 513 is loaded, it unloads the first one (on the system with 2 RM5s).  I have
> also tested this on a system which has 2 RM4s, and it loads and works fine up
> to the 4 Meg boundary (obviously).  I am not using mipmaps, and I mean
> 4 MBytes.  Why can't it preload past the 4 Meg boundary?

-- 
Mike Weiblen                  talkto:214-960-2301 x292
PARADIGM Simulation, Inc.     faxto:214-960-2303
14900 Landmark, Suite 400     mailto:mew@paradigmsim.com
Dallas TX 75240               http://www.paradigmsim.com

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From: "Robert Doyle" <doyle@overlord.nrl.navy.mil>
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Date: Thu, 16 May 1996 16:20:19 -0400
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To: info-performer@sgi.com
Subject: pfFlatten core dumps.
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Status: O

A January '96 posting in the Performer archives refered to a problem with core
dumps arising from bounding-box calculations at the geoset level. I encounter a
similar problem when using pfFlatten to transform some simple geometry below
SCS nodes. Unfortunately, January is the most recently archived month. If a
solution was subsequently posted and someone would repost a copy, I would be
grateful. My stack trace shows:

(dbx) where
>  0 pfGeoSet::pr_computeBBox(void)(0x18096590, 0x10000066, 0x2, 0xc)
["../../../lib/libpr/pfGeoSet.C":2055, 0x5ce0f4f8]
   1 pfGeoSet::setBound(pfBox*,int)(0x18096590, 0x10000066, 0x2, 0xc)
["../../../lib/libpr/pfGeoSet.C":1371, 0x5ce28944]
   2 pfGeode::nb_flatten(pfTraverser*)(0x10030d80, 0x7fffa598, 0x180964b0, 0xc)
["../../../lib/libpf/pfGeode.C":398, 0x5ce553a4]
   3 pfGroup::nb_flatten(pfTraverser*)(0x180dfb60, 0x7fffa598, 0x2, 0xc)
["../../../lib/libpf/pfGroup.C":358, 0x5ce57940]
   4 pfSCS::nb_flatten(pfTraverser*)(0x180dfb60, 0x7fffa598, 0x2, 0xc)
["../../../lib/libpf/pfSCS.C":339, 0x5ce85268]
   5 pfGroup::nb_flatten(pfTraverser*)(0x180dfae0, 0x7fffa598, 0x2, 0xc)
["../../../lib/libpf/pfGroup.C":358, 0x5ce57940]
   6 pfNode::nb_flatten(int)(0x180dfae0, 0x0, 0x2, 0xc)
["../../../lib/libpf/pfNode.C":1271, 0x5ce5ac78]
   7 pfFlatten(0x10030d80, 0x0, 0x2, 0xc) ["../../../lib/libpf/cNode.C":309,
0x5ce91ecc]
   8 main(0x1, 0x18040ca0, 0x2, 0xc) ["../callcull.c":198, 0x403ec8]
   9 __start() ["crt1text.s":133, 0x40385c]

Thanks,
Bob Doyle


-- 
Robert J. Doyle, Jr.            http://overlord.nrl.navy.mil
Code 6110                       e-mail: doyle@overlord.nrl.navy.mil
Naval Research Laboratory       fax: 202-404-8119
Washington, DC  20375-5000      phone: 202-404-8513


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From: scott@ht.com (Scott McMillan)
Message-Id: <199605162127.RAA02397@er>
Subject: monthly archives...I just couldn't wait anymore
To: info-performer@sgi.com
Date: Thu, 16 May 1996 17:27:58 -0400 (EDT)
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I finally have monthly archives for February, March and April.  I am more
than willing to move them to the SGI site if somebody out there can tell me
how to go about uploading them.

scott

-- 
 Scott McMillan, Ph.D.            Email: scott@ht.com
 Senior Scientist
------------------------------------------------------------
 HIGH TECHSPLANATIONS INC.          URL: http://www.ht.com
 6001 Montrose Road, Suite 902    Phone: (301)984-3706 x250
 Rockville, MD  20852-4874          FAX: (301)984-2104
------------------------------------------------------------
   Developers of virtual environment medical and surgical
     simulations and surgery simulation creation tools.

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To: kowsik@coryphaeus.com (Kowsik Guruswamy)
Cc: info-performer@sgi.com
Subject: Re: Preloading of textures 
In-Reply-To: Your message of "Thu, 16 May 96 12:31:17 PDT."
             <9605161231.ZM10854@buggy.coryphaeus.com> 
Date: Thu, 16 May 96 17:02:14 -0700
From: Simon Hui <shui@kid.asd.sgi.com>
Status: O


> From:    kowsik@coryphaeus.com (Kowsik Guruswamy)
> Subject: Re: Preloading of textures
>
> Ah! I missed out the '512' part of original posting. This is a RE2/IrisGL
> bug. You can only have 512 textures at any given time, even if the total 
> texture size comes out much less than 4 Mbytes. So you can have 512, 2x2 
> textures and as soon as you texdef the 513th, your program is going to 
> thrash like crazy.
>
> Can someone in Performer team confirm this? Is this valid for OpenGL?

Yes, this is true for both OpenGL and IrisGL, on RE only.

Simon Hui			                    | iris performer
shui@sgi.com			                    | advanced systems div
415.933.3244			                    | silicon graphics inc



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From: hlind@bvu-lads.loral.com (Henrik Lind)
Message-Id: <9605170002.AA07723@sparky.bvu-lads.loral.com>
Subject: Problem rendering smoke plume
To: info-performer@sgi.com (Performer Help)
Date: Thu, 16 May 1996 17:02:15 -0700 (PDT)
Cc: tmoore%sparky@sparky.bvu-lads.loral.com (Tim Moore),
        xli%sparky@sparky.bvu-lads.loral.com (Xin Li)
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I am having difficulty rendering a smoke plume, composed of several
semi-transparent textured polygons.  The problem appears to be related
to coplanarity based on viewing angle.  I realize one can't avoid
coplanarity, but I know it is possible to have a smoke plume look
correct.

At the coplanar condition, there is flashing, presumably between the
coplanar polygons, until one is sufficiently separated from the other.
I have verified that the polygons are correctly sorted for rendering
back-to-front.  The Performer transparency tokens I am using are
PFTR_ON, PFTR_HIGH_QUALITY (we have an RE2), and PFTR_NO_OCCLUDE.

What I wanted to do was to try the GL blendfunction() with
arguments BF_SA and BF_MSA, but this is not possible with the
PFTR_HIGH_QUALITY token, which is a must for us.

Do any of you have suggestions?  I will appreciate any insights.

Thanks,
Henrik Lind
Lockheed Martin Federal Systems
Bellevue, WA
206-957-3220



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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9605161834.ZM9018@rose.asd.sgi.com>
Date: Thu, 16 May 1996 18:34:15 -0700
In-Reply-To: hlind@bvu-lads.loral.com (Henrik Lind)
        "Problem rendering smoke plume" (May 16,  5:02pm)
References: <9605170002.AA07723@sparky.bvu-lads.loral.com>
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To: hlind@bvu-lads.loral.com (Henrik Lind),
        info-performer@sgi.com (Performer Help)
Subject: Re: Problem rendering smoke plume
Cc: tmoore%sparky@sparky.bvu-lads.loral.com (Tim Moore),
        xli%sparky@sparky.bvu-lads.loral.com (Xin Li)
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+>---- On May 16,  5:02pm, Henrik Lind wrote:
> Subject: Problem rendering smoke plume
->I am having difficulty rendering a smoke plume, composed of several
->semi-transparent textured polygons.  The problem appears to be related
->to coplanarity based on viewing angle.  I realize one can't avoid
->coplanarity, but I know it is possible to have a smoke plume look
->correct.
->
->At the coplanar condition, there is flashing, presumably between the
->coplanar polygons, until one is sufficiently separated from the other.
->I have verified that the polygons are correctly sorted for rendering
->back-to-front.  The Performer transparency tokens I am using are
->PFTR_ON, PFTR_HIGH_QUALITY (we have an RE2), and PFTR_NO_OCCLUDE.

This should work - the PFTR_HIGH_QUALITY will enable
blending and the PFTR_NO_OCCLUDE will keep us from writing the
zvalues that can potentially cause the coplanar fighting you
complain about.

->What I wanted to do was to try the GL blendfunction() with
->arguments BF_SA and BF_MSA, but this is not possible with the
->PFTR_HIGH_QUALITY token, which is a must for us.

PFTR_HIGH_QUALITY does PFTR_BLEND_ALPHA which will
do blendfunction(BF_SA, BF_MSA) when the pfGeoState is applied.

If you want yet a different blend function, you can put it in
a pre-draw function for the pfGeoState via pfGStateFuncs().


You might also want to use pfAlphaFunc to prevent pixels of very
low alpha values from being written - just to help speed things up 
a bit.

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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Date: Thu, 16 May 1996 18:42:41 -0700
In-Reply-To: Simon Gibbs <Simon.Gibbs@gmd.de>
        "pfStats - missing time? (more info)" (May 15,  8:29am)
References: <199605150629.AA14798@viswiz.gmd.de>
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+>---- On May 15,  8:29am, Simon Gibbs wrote:
> Subject: pfStats - missing time? (more info)
->> 
->> I have a simple Performer 2.0 application which includes:
->> 	pfMultiprocess(PFMP_APPCULLDRAW);
->> 	pfPhase(PFPHASE_LOCK);
->> 	pfFrameRate(50.0f); 
->> 
->> I'm using the default statistics display. In the line:
->> 
->> 	frame=17.5  app=0.3 cull=0.0 draw=6.9
->> 
->> What is the meaning of the frame time (and why isn't it
->> the sum of app/cull/draw)?

The frame time is _supposed_ to be your total application latancy
from start of app to end of draw.  Unfotunately, we have
a bug in Performer2.0 (and 2.1) and due to a slight reorg of time stamps,
we no longer count the time waiting for the vertical retrace for 
swapbuffers to actually happen in the timing.

Since you are single process, you are seeing the time that we must 
wait for the previous swapbuffers to be able to start the next draw.
This is that infamous gap in the timing graph before the draw line.

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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thank you > to all
-------------------------------
Makoto Wada $BOBED(J $B??(J
$B%3%/%h3t<02q<R(J $B%a%G%#%"%i%\(J
KOKUYO Co.,ltd Media Lab.
dawa@po.iijnet.or.np
-------------------------------

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-- 

		    \\	 	
		     \\   Olivier BOULANGER
		      \\      ///
	      RENAULT -\Direction du Design Industriel
			\\  ///	    
			 \\/// 

Department 1602
860, quai de Stalingrad
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From: "Uli Lechner" <uli@icemt.iastate.edu>
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uli
uli@vislab.iastate.edu

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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9605171227.ZM19741@eagle.cae.ca>
Date: Fri, 17 May 1996 12:27:03 -0400
In-Reply-To: pfwxt.bbs@ns2.bupt.edu.cn
        "The books for performer 2.0" (May 15,  9:46pm)
References: <9605151246.AA01565@ns2.bupt.edu.cn>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: pfwxt.bbs@ns2.bupt.edu.cn, info-performer@sgi.com
Subject: Re: The books for performer 2.0
Mime-Version: 1.0
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> Subject: The books for performer 2.0
> I had bought performer 1.2 last year and
> updated to version 2.0 . Because it was no
> more than one year after my buying version 1.2
> the updating is free. But I haven't got
> the books such as programming guide and
> reference guide for version 2.0. Now I
> feel very inconvinient. Can I get these books?
>-- End of excerpt from pfwxt.bbs@ns2.bupt.edu.cn

You can download the Performer 2.0 Programmer's Guide and the C/C++ Reference
Pages from the folowing web site:

	http://www.sgi.com/Technology/TechPubs

>From there, look in the Catalog for the appropriate version of IRIX, then look
under "Development Libraries", you'll find a downloadable Postscript version of
the manuals.

Notice that you can consult these manuals right now using Insight since they're
delivered with the CD. Verify with

	versions performer_dev

what's been installed on your machine, you should see something like this:

I = Installed, R = Removed

   Name                 Date      Description

I  performer_dev        01/12/96  Performer2.0 Development Software
I  performer_dev.books  01/12/96  IRIS InSight Books, Release 2.2
I  performer_dev.books.Perf_PG  01/12/96  Performer2.0 Programming Guide
I  performer_dev.man    01/12/96  Performer2.0 Documentation
I  performer_dev.man.c  01/12/96  Performer2.0 C Man Pages
I  performer_dev.man.c++  01/12/96  Performer2.0 C++ Man Pages
I  performer_dev.man.common  01/12/96  Performer2.0 Non-Language-Specific Man
                                  Pages
I  performer_dev.man.relnotes  01/12/96  Performer2.0 Release Notes
I  performer_dev.src    01/10/96  Performer2.0 Sample and Loader Code
I  performer_dev.src.sample  01/10/96  Performer2.0 Sample Code
I  performer_dev.sw     01/10/96  Performer2.0 Development Environment
I  performer_dev.sw.common_debug_performer  01/10/96  Performer2.0
                                  GL-independent Debug DSOs
I  performer_dev.sw.hdr 01/10/96  Performer2.0 Headers
I  performer_dev.sw.igl_debug_performer  01/10/96  Performer2.0 IrisGL Debug
                                  DSOs
I  performer_dev.sw.ogl_debug_performer  01/10/96  Performer2.0 OpenGL Debug
                                  DSOs


Notice the presence of performer_dev.books and performer_dev.man. If they're
not installed, ask your system administrator.

--
      ___/      |        ___/	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 May 17 10:06:24 1996
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From: hlind@bvu-lads.loral.com (Henrik Lind)
Message-Id: <9605171615.AA19090@sparky.bvu-lads.loral.com>
Subject: Re: Problem rendering smoke plume
To: src@rose.asd.sgi.com (Sharon Clay)
Date: Fri, 17 May 1996 09:15:06 -0700 (PDT)
Cc: hlind@bvu-lads.loral.com, info-performer@sgi.com,
        tmoore%sparky@sparky.bvu-lads.loral.com,
        xli%sparky@sparky.bvu-lads.loral.com
In-Reply-To: <9605161834.ZM9018@rose.asd.sgi.com> from "Sharon Clay" at May 16, 96 06:34:15 pm
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Status: O

Thanks for this info.  Since we are seeing a problem, I conclude
that perhaps my material is incorrectly set.  What, for example,
should the color mode be?

Henrik Lind



> +>---- On May 16,  5:02pm, Henrik Lind wrote:
> > Subject: Problem rendering smoke plume
> ->I am having difficulty rendering a smoke plume, composed of several
> ->semi-transparent textured polygons.  The problem appears to be related
> ->to coplanarity based on viewing angle.  I realize one can't avoid
> ->coplanarity, but I know it is possible to have a smoke plume look
> ->correct.
> ->
> ->At the coplanar condition, there is flashing, presumably between the
> ->coplanar polygons, until one is sufficiently separated from the other.
> ->I have verified that the polygons are correctly sorted for rendering
> ->back-to-front.  The Performer transparency tokens I am using are
> ->PFTR_ON, PFTR_HIGH_QUALITY (we have an RE2), and PFTR_NO_OCCLUDE.
> 
> This should work - the PFTR_HIGH_QUALITY will enable
> blending and the PFTR_NO_OCCLUDE will keep us from writing the
> zvalues that can potentially cause the coplanar fighting you
> complain about.
> 
> ->What I wanted to do was to try the GL blendfunction() with
> ->arguments BF_SA and BF_MSA, but this is not possible with the
> ->PFTR_HIGH_QUALITY token, which is a must for us.
> 
> PFTR_HIGH_QUALITY does PFTR_BLEND_ALPHA which will
> do blendfunction(BF_SA, BF_MSA) when the pfGeoState is applied.
> 
> If you want yet a different blend function, you can put it in
> a pre-draw function for the pfGeoState via pfGStateFuncs().
> 
> 
> You might also want to use pfAlphaFunc to prevent pixels of very
> low alpha values from being written - just to help speed things up 
> a bit.
> 
> 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: Carter <sdc@ssd.ray.com>
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To: info-performer@sgi.com
Subject: V2.0 Builder Problems
Status: O

I am suffering from porting aches from 1.2 to 2.0.  I have a terrain,
loaded using Builder, which drops in and out and somtimes changes transparency,
just by changing the view point and/or view angle.  Has anyone had this problem?
Does anyone have some advice or solution?  HELP!
Scott D. Carter
sdc@ssd.ray.com

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Date: Fri, 17 May 96 20:56:39 -0500
From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9605180156.AA27638@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: Overlaying one channel with another.
Status: O


Can anyone tell me if this will work... I want to render the scene as two
channels that overlay each other, one covers the entire screen, the other
just a small part of the screen, overlapping the first...


     +---------------------------------+
     |Channel A                        |
     |              +----+             |
     |              |    |             |
     |              +----+             |
     |                 Channel B       |
     |                                 |
     |                                 |
     |                                 |
     +---------------------------------+

I carefully choose the frustum of B so that the pixels it renders are theoretically
identical to those of channel A.

If I slide channel B around on the screen, continuously adjusting it's view
frustum appropriately, will I see strange swimming anomalies around it's edges?

I appreciate that I would have to carefully override Performer's automatic
LOD transition range adjustments - but what else might happen?

Thanks in advance...

    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)


From guest  Sat May 18 00:58:18 1996
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From: uma@teil.soft.net (Uma Menon)
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unsubscribe uma@teil.soft.net


From guest  Sat May 18 08:56:21 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9605181456.ZM4316@bitch.reading.sgi.com>
Date: Sat, 18 May 1996 14:56:25 +0100
In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "Overlaying one channel with another." (May 17,  8:56pm)
References: <9605180156.AA27638@mred.bgm.link.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: steve@mred.bgm.link.com (Steve Baker), info-performer@sgi.com
Subject: Re: Overlaying one channel with another.
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

You shouldn't get strange swimming anomalies.
You'll have to keep the viewing vectors the same to avoid fog & specular
lighting differences & make the geometry work.

I expect you'll experience some problems with the lighting & shading across
clipped edges but that should be about the only difficulty & will depend on
your scene.

Rgds,
Angus.

On May 17,  8:56pm, Steve Baker wrote:
> Subject: Overlaying one channel with another.
>
> Can anyone tell me if this will work... I want to render the scene as two
> channels that overlay each other, one covers the entire screen, the other
> just a small part of the screen, overlapping the first...
>
>
>      +---------------------------------+
>      |Channel A                        |
>      |              +----+             |
>      |              |    |             |
>      |              +----+             |
>      |                 Channel B       |
>      |                                 |
>      |                                 |
>      |                                 |
>      +---------------------------------+
>
> I carefully choose the frustum of B so that the pixels it renders are
theoretically
> identical to those of channel A.
>
> If I slide channel B around on the screen, continuously adjusting it's view
> frustum appropriately, will I see strange swimming anomalies around it's
edges?
>
> I appreciate that I would have to carefully override Performer's automatic
> LOD transition range adjustments - but what else might happen?
>
> Thanks in advance...
>
>     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)
>
>-- End of excerpt from Steve Baker



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

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From: "Gilles Reymond" <reymond@simbasg1.corys.fr>
Message-Id: <9605161224.ZM17625@simbasg1>
Date: Thu, 16 May 1996 12:24:35 +0000
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: info-performer@sgi.com
Subject: FBConfig behaves weird!
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I am trying to properly configure my pipewindow's framebuffer under Performer
2.0 plus IRIS-GL functions on an Infinite Reality machine.

In the Draw process config callback, I issue, inspired by the "pipewin.c"
sample program generously shipped along with Performer2.0 :
	int FBAttrs[] =
	{
	PFFB_RGBA,
	PFFB_DOUBLEBUFFER,
	PFFB_DEPTH_SIZE, 24,
	PFFB_RED_SIZE, 8,
	PFFB_SAMPLES, 8,
	PFFB_STENCIL_SIZE, 1,
	None,
	};
	pfPWinFBConfigAttrs(pwin, FBAttrs);
	pfOpenPWin(pwin);
	pfTransparency(PFTR_HIGH_QUALITY);
	pfAntialias(PFAA_ON);
	pfAlphaFunc(PFAF_GREATER, 10);

Well, if I just ask for FB info after that, using :
	pfuPrintPWinFBConfig(pwin,0);
I will get the following run-time message :

	pfPipeWindow Framebuffer Configuration:
        RGB_BITS: 8
        ALPHA_BITS: 8
        CI_BITS: 36
        DEPTH_BITS: 0
        MIN_DEPTH_VAL: 8192
        MAX_DEPTH_VAL: 8388607
        MS_SAMPLES: 8
        STENCIL_BITS: 0
        DOUBLEBUFFER: 1
        STEREO: 0

Where are my DEPTH_BITS and STENCIL_BITS gone now? The point is that my
upcoming window is *not* antialiased and has some problems with transparency
and z-buffering as well.

Please let me know if I did something wrong in the process...

Thanks,

 Gilles Reymond (reymond@corys.fr)

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After the last America's Cup coverage, Louis Vuitton wants to sale two video 
Broadcast converters.
These are  Real Time Converter  ( RTC )  Lyon Lamb from Vas Group.

A RTC can input every kind of video monitor signal (ak : console RGB 
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Price should be 9.000 $ for each.

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From: "Daniel Panic" <daniel@daniel.karlsruhe.sgi.com>
Message-Id: <9605201329.ZM6580@daniel.karlsruhe.sgi.com>
Date: Mon, 20 May 1996 13:29:20 -0600
In-Reply-To: "Gilles Reymond" <reymond@simbasg1.corys.fr>
        "FBConfig behaves weird!" (May 16, 12:24pm)
References: <9605161224.ZM17625@simbasg1>
Reply-To: panic@karlsruhe.sgi.com
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To: "Gilles Reymond" <reymond@simbasg1.corys.fr>, info-performer@sgi.com
Subject: Re: FBConfig behaves weird!
Mime-Version: 1.0
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Status: O

On May 16, 12:24pm, Gilles Reymond wrote:
> Subject: FBConfig behaves weird!
> I am trying to properly configure my pipewindow's framebuffer under Performer
> 2.0 plus IRIS-GL functions on an Infinite Reality machine.
>
> In the Draw process config callback, I issue, inspired by the "pipewin.c"
> sample program generously shipped along with Performer2.0 :
> 	int FBAttrs[] =
> 	{
> 	PFFB_RGBA,
> 	PFFB_DOUBLEBUFFER,
> 	PFFB_DEPTH_SIZE, 24,
                         ^^
Should be either 16 or 23 :) iR has a max of 23bit but compressed,  == 32bit
non compressed (roughly).
> 	PFFB_RED_SIZE, 8,
> 	PFFB_SAMPLES, 8,
> 	PFFB_STENCIL_SIZE, 1,
> 	None,
> 	};
> 	pfPWinFBConfigAttrs(pwin, FBAttrs);
> 	pfOpenPWin(pwin);
> 	pfTransparency(PFTR_HIGH_QUALITY);
> 	pfAntialias(PFAA_ON);
> 	pfAlphaFunc(PFAF_GREATER, 10);
>
> Well, if I just ask for FB info after that, using :
> 	pfuPrintPWinFBConfig(pwin,0);
> I will get the following run-time message :
>
> 	pfPipeWindow Framebuffer Configuration:
>         RGB_BITS: 8
>         ALPHA_BITS: 8
>         CI_BITS: 36
>         DEPTH_BITS: 0
>         MIN_DEPTH_VAL: 8192
>         MAX_DEPTH_VAL: 8388607
>         MS_SAMPLES: 8
>         STENCIL_BITS: 0
>         DOUBLEBUFFER: 1
>         STEREO: 0
>
> Where are my DEPTH_BITS and STENCIL_BITS gone now? The point is that my
> upcoming window is *not* antialiased and has some problems with transparency
> and z-buffering as well.
>
> Please let me know if I did something wrong in the process...
>
> Thanks,
>
>  Gilles Reymond (reymond@corys.fr)
>-- End of excerpt from Gilles Reymond



-- 
                                        +---------------------------------+
                                        |  Daniel Banek                   |
      __      ____    __          * __  |  Projectmanager High-End Graphic|
 /\  / / /| /  /     /_//\  /| / / /    |  SiliconGraphics Germany        |
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                                        |  Mailstop: IKA-317 VM #9207     |
                                        +---------------------------------+

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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9605200443.ZM21115@rose.asd.sgi.com>
Date: Mon, 20 May 1996 04:43:57 -0700
In-Reply-To: "Gilles Reymond" <reymond@simbasg1.corys.fr>
        "FBConfig behaves weird!" (May 16, 12:24pm)
References: <9605161224.ZM17625@simbasg1>
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To: "Gilles Reymond" <reymond@simbasg1.corys.fr>, info-performer@sgi.com
Subject: Re: FBConfig behaves weird!
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+>---- On May 16, 12:24pm, Gilles Reymond wrote:
> Subject: FBConfig behaves weird!
->I am trying to properly configure my pipewindow's framebuffer under Performer
->2.0 plus IRIS-GL functions on an Infinite Reality machine.
->
->In the Draw process config callback, I issue, inspired by the "pipewin.c"
->sample program generously shipped along with Performer2.0 :
->	int FBAttrs[] =
->	{
->	PFFB_RGBA,
->	PFFB_DOUBLEBUFFER,
->	PFFB_DEPTH_SIZE, 24,

Ahhh - this could be it.  Try 23 instead of 24.
If you do a glxinfo in a shell, you will notice
that iR provides 23 bits of Z.  
In the future, Performer should be more robust at handling
this subtlty!

->	PFFB_RED_SIZE, 8,
->	PFFB_SAMPLES, 8,
->	PFFB_STENCIL_SIZE, 1,
->	None,
->	};
->	pfPWinFBConfigAttrs(pwin, FBAttrs);
->	pfOpenPWin(pwin);
->	pfTransparency(PFTR_HIGH_QUALITY);

This much looks fine

->	pfAntialias(PFAA_ON);

This you don't need - we do it by default.

->	pfAlphaFunc(PFAF_GREATER, 10);

This is no good in - the reference value needs to 
be a float between 0 and 1.  This is probably getting clamped to 1 by
the GL.  I'm not 100% sure what the GREATER will do in this case - seems
like you should see nothing but maybe you are seeing all fully opaque
pixels. 

->
->Well, if I just ask for FB info after that, using :
->	pfuPrintPWinFBConfig(pwin,0);
->I will get the following run-time message :
->
->	pfPipeWindow Framebuffer Configuration:
->        RGB_BITS: 8
->        ALPHA_BITS: 8
->        CI_BITS: 36
->        DEPTH_BITS: 0
->        MIN_DEPTH_VAL: 8192
->        MAX_DEPTH_VAL: 8388607
->        MS_SAMPLES: 8
->        STENCIL_BITS: 0
->        DOUBLEBUFFER: 1
->        STEREO: 0
->
->Where are my DEPTH_BITS and STENCIL_BITS gone now? The point is that my
->upcoming window is *not* antialiased and has some problems with transparency
->and z-buffering as well.

Hmmm.  If all of the above does not help you, 
can you try this in the sample program for IRIS GL and OpenGL
and see if you get thhe same results?

Hopefully your plan is to move to OpenGL for your iR application? :-)

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  Mon May 20 07:46:01 1996
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From: "Gilles Reymond" <reymond@simbasg1.corys.fr>
Message-Id: <9605161629.ZM20658@simbasg1>
Date: Thu, 16 May 1996 16:29:25 +0000
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To: info-performer@sgi.com
Subject: FBConfig again ...
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Status: O

Thanks to all of you guys for your valuable advice!

Well, after a couple of tests, it actually turns out that pfPWinFBConfigAttrs
does not seem to work properly under IRISGL operation. The sample program
/usr/share/Performer/src/pguide/libpf/C/pipewin.c would work OK -as far as FB
config is concerned-  under OpenGL/64-bit operation, but not with
IrisGl/32-bit!

I also tried to implement this hint regarding PFFB_DEPTH_SIZE, set to 23
instead of 24, and the results are :
	- no effect under IRISGL operation, both depth-size and stencil_bits
are zero,
	- with OPENGL, PFFB_DEPTH_SIZE reads 15 (what! is that all?) and
STENCIL_BITS is 1, as expected. Can't we get depth-size to 23, really?

This is very likely to be a problem for all of us who are porting their
applications to full OpenGL, I suppose. Or is it a iR-specific issue ? Is the
problem solved in Performer2.1, maybe?

Regards,

 Gilles Reymond

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From: "Bill Storma" <BILLS@p3.enzian.com>
Organization:  Enzian Technology, Inc.
To: info-performer@sgi.com
Date:          Mon, 20 May 1996 13:50:11 EDT
Subject:       Rumors of performer 2.0.2 for IRIX 5.3
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Status: O

The folks at Paradigm Simulation are apparently working with a beta 
version of performer 2.0.2 which is geared for IRIX 5.3.  Any idea of 
when this version will be released ?
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
Bill Storma                     Phone:  407-282-1884
Enzian Technology               FAX:    407-282-3013
Orlando, Fl.  32817             e-mail: bill@p3.enzian.com

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Date: Mon, 20 May 1996 20:25:35 +0100 (BST)
From: Martin Reddy <mxr@dcs.ed.ac.uk>
To: Performer List <info-performer@sgi.com>
Subject: Forum '96 (Non Technical)
Message-Id: <Pine.SOL.3.93.960520201314.23972D-100000@calvay.dcs.ed.ac.uk>
Organisation: Department of Computer Science - University of Edinburgh
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Status: O


I hope that people will not object to this short message to wish the
members of the Performer team good luck for the SGI Forum'96 event this
week, and to wish any attendees an enjoyable three days too.  The program
sounds very interesting and I am sorry that I won't be able to attend
(it's a long way from Scotland to San Jose!), but I look forward to
hearing any feedback/summaries/discussions on the event afterwards.

Have fun!

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      |
+============================================================================+


From aschaffe  Mon May 20 19:41:14 1996
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Subject: Re: Turning draw traversals on and off
To: scott@hf.ht.com (Scott McMillan)
Date: Tue, 21 May 1996 11:32:50 +1000 (EST)
Cc: info-performer@sgi.com
In-Reply-To: <199605031628.MAA03796@hf.ht.com> from "Scott McMillan" at May 3, 96 12:28:04 pm
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Status: O

> I need to draw a static logo in part window of my performer simulation, and I
-- snip --

> which draws/pastes the RGB logo to the front and back buffers (is there a way
> to do this straight to both buffers without using swapbuffers()?), but to

If your application is GL based then

frontbuffer(TRUE);

should do the trick.

After you've finished don't forget to
frontbuffer(FALSE);

I don't know whether there are Performer wrappers for these...

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

		"Good judgement is the result of experience.
		 Experience is the result of poor judgement"
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From guest  Mon May 20 19:41:14 1996
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From: aschaffe (Allan Schaffer)
Message-Id: <9605201859.ZM21975@holodeck.csd.sgi.com>
Date: Mon, 20 May 1996 18:59:46 -0700
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To: info-performer@sgi.com
Subject: info-performer administrivia
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Status: O

Hello subscribers,

Three items, the first is very important:  

   - In an effort to cut down on the number of spurious "unsubscribe"
     requests, I've added a script to redirect messages which contain
     "subscribe" or "unsubscribe" in the subject line.

     So, don't put "subscribe" or "unsubscribe" in the subject lines
     of messages you meant for distribution, or they will be delayed
     until I notice & forward them!

   - Each message will now be appended with an informational footer.
     (It should append itself below)

   - Mailing list archives are up-to-date through May 1.  
     ftp://sgigate.sgi.com/pub/Performer/monthly-archives

Enjoy,
Allan

-- 
Allan Schaffer                                             aschaffe@sgi.com
Silicon Graphics                            http://reality.sgi.com/aschaffe
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From guest  Mon May 20 21:21:27 1996
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From: Jeremy Friesner <jfriesne@sdcc10.ucsd.edu>
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Message-Id: <199605210340.UAA00552@sdcc8.ucsd.edu>
Subject: Getting screen coordinates for Performer object
To: info-performer@sgi.com
Date: Mon, 20 May 1996 20:40:33 -0700 (PDT)
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Status: O


Hi all,

I want to make an HUD that I can use to "track" 3D objects
in my scene with little 2-D marker boxes.

The problem is:

Given either a DCS matrix or a 3-dimensional set of
world coordinates for an object, how can I calculate
the two dimensional coordinate corresponding to where
that point will be plotted in the viewport?

My current (naive) attempt at a solution looks like:

void 
HUDTracker::MapThreeDToTwoD(pfVec3 object, float * screen_x, float * screen_y)
{
        pfMatrix viewMat, projMat;
	long prevMode;

	/* Get the viewing matrix */
	viewMat = ship->getViewMatrix();

	/* Get the projection matrix */
        prevMode = getmmode();
        mmode(MPROJECTION);
        getmatrix((float (*)[4]) &projMat);
        mmode(prevMode);

        /* transform 3D world coords to 3D view coords */
        object.xformVec(object, viewMat);

	/* transform 3D view coords to 2D device coords */
        object.xformVec(object, projMat);

	/* return the 2D coordinates */
	*screen_x = object[0];
	*screen_y = object[2];
}

Which would (supposedly) return the proper screen coordinates
in screen_x and screen_y.  Unfortunately, it doesn't work. :(

What am I doing wrong?  Is there another way to go about this?

-Jeremy
jfriesne@ucsd.edu
jaf@sdchemw1.ucsd.edu
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From guest  Tue May 21 02:12:51 1996
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Cc: jfriesne@sdcc10.ucsd.edu
Subject: Re: Getting screen coordinates for Performer object
Date: Tue, 21 May 1996 08:21:08 GMT
Organization: Pera
Message-ID: <31a1762c.1705782@post.demon.co.uk>
References: <199605210340.UAA00552@sdcc8.ucsd.edu>
In-Reply-To: <199605210340.UAA00552@sdcc8.ucsd.edu>
X-Mailer: Forte Agent .99e/32.227
Status: O

On Mon, 20 May 1996 20:40:33 -0700 (PDT), you wrote:

>
>Hi all,
>
>I want to make an HUD that I can use to "track" 3D objects
>in my scene with little 2-D marker boxes.
>
>The problem is:
>
>Given either a DCS matrix or a 3-dimensional set of
>world coordinates for an object, how can I calculate
>the two dimensional coordinate corresponding to where
>that point will be plotted in the viewport?

<snip>

> Is there another way to go about this?

Another approach to drawing HUD type symbology which must overlay the
real world, is to draw the symbology on a plane in 3D. Use coordinates
based on the angle subtended at the eye (more specifically the tan of
the angle subtended) and use a scale transformation before drawing
which scales in X and Z (assuming Y axis is into the screen) by the
distance of the plane from the eye.

Then the location of the centre of your target box is obtained from
some simple trig to calculate the azimuth and elevation of the target
position from the eye. X = tan(azimuth), Z = tan(elevation)

The distance from the eye to the symbology plane is irrelevant.

Regards

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 guest  Tue May 21 02:35:06 1996
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Date: Tue, 21 May 1996 09:51:56 +0100
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: VIDEO CONVERTER FOR SALE ( MORE )
X-Mailer: <PC Eudora Version 1.4>
Status: O

After the last America's Cup coverage, Louis Vuitton wants to sale two video 
Broadcast converters.
These are  Real Time Converter  ( RTC )  Lyon Lamb, version 2.4 from Video 
Authoring System Group, Burbank CA
 
A RTC can input every kind of video monitor signal (ak : console RGB
1280x1024, VGA PC ) and output a NTSC video Broadcast signal ( componante or 
composite ).
 
Apparatus are US model 110 V power supply and NTSC.
 
Price should be 9.000 $ for each.  ( I'm not sure but I think a new one 
should be around 40 000$)


I have make the RTC run with PC VGA, Hewlett Packard Apollo 300 and 700 
series, Indigo 2, Indigo, Indy, 320 VGX, Onyx Re2.
Having one RTC for several machine  is is cheaper than having a dedicated 
video card in each.

One is available right now in france and shipping is possible, the other 
should be available on 4th of August in Savannah' at the end of the Olympics 
Games.

/--------------------------------------------------------------------/
abstracts of the operators guide

the RTC is areal Time system for the conversion of images from high 
resolution RGB format ( separate red green and blue video such as is used by 
computer graphics system) into NTSC format.
This features include :
    Real Time conversion
    all digital conversion system
    instantly configurable for any input resolution
    accepts up to 3 video inputs with separate config for each
    pan and zoom capability ( SO YOU CAN PICK ALL YOUR MONITOR OR JUST A 
RESIZABLE AREA )
    adjustable softness
    flicker elimination
    all digital NTSC encoder
    oversampling on all video output
Input source:
    R red
    G green
    B blue
    HD horizontal sync or composite sync
    VD vertcal Sync
Sync formats
    R+G+B           composite sync on green (most of monitors)
    R+G+B+HD    composite sync
    R+G+B+HD+VD separate sync

INPUT
Impedance 75 or 100K
Horizontal Timing NTSC Fh 19.4 to 89 Khz
Vertical Timing Fv limited only by Fh and total lines
    maximum pf 1024 active images lines
OUTPUT
RGB Out     Red Green Blue and composite sync outputs
                    Selection of separate sync, Sync on Green, 
                    or Sync on Red, Green and Blue
Betacam component output    single 75 ohm with Y,R-Y,B-Y on separate BNC
S VHS output    single ouput with standard svhs connector

Adjustement range:
    Sync to subcarrier phase (Sch) from 0 to 360 with 2040 discrete steps
Internal sync to Ref sync   -8.8 to +9.8 micro sec in 70 nano sec steps
Output carrier to 0 to 192 degrees with 255 discrete steps
Ref to sub carrier  0 or 180 phase shift
test pattern    SMPTE, EIA bars, Black, Full Bars

Remote control
    two ports, one serial RS 232, one RS 422

One front panel allows the user to change each parameters of the configuration.
 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
<      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ >
<    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ >
<   _/  _/  _/        _/    _/   _/    _/    _/_/_/   _/   _/  >
<  _/  _/  _/        _/    _/   _/    _/    _/       _/_/_/    >
< _/  _/  _/        _/     _/ _/     _/    _/       _/   _/    >
< _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/    >
<                                                              >
<        BILLARD Olivier  - Ingeneer R&D   @  C&I Software     >
<        1 avenue de la mer  - 44380  PORNICHET  -  FRANCE     >
<         Tel: +33 40 11 68 72      Fax: +33 140 61 68 14      >
<                  Email: ceti@worldnet.net                    >
 \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

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From guest  Tue May 21 05:17:49 1996
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	 id NAA13050; Tue, 21 May 1996 13:27:18 +0200
From: "Daniela Rainer" <zrgr0390@visin1.rus.uni-stuttgart.de>
Message-Id: <9605211327.ZM13048@visin1.rus.uni-stuttgart.de>
Date: Tue, 21 May 1996 13:27:17 +0000
In-Reply-To: "DreamTeam Ltd." <dreamt@netvision.net.il>
        "Problems with fonts" (May 16,  8:54am)
References: <319B4FAC.1DB4@netvision.net.il>
Reply-To: rainer@rus.uni-stuttgart.de
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "DreamTeam Ltd." <dreamt@netvision.net.il>
Subject: Re: Problems with fonts
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi,

some days ago you asked for .of font-files. Did you get any?

And do you know, what to do with .of files in Performer? If I use pfdLoadFont I
need .mf fonts.

If you have got any .mf fonts other than Times-Elfin and Mistr, would you
please tell me, where I can get them ?

Thanks
Daniela

-- 
Daniela Rainer
rainer@rus.uni-stuttgart.de
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From: "Tomas Moller" <tompa@prost24.prosolvia.se>
Message-Id: <9605211659.ZM11842@prost24.prosolvia.se>
Date: Tue, 21 May 1996 16:59:19 -0600
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.com
Subject: IMPACT graphics
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi Performers!
I have a question about the graphics and textures on the IMPACTS.

Is it true that the only RGBA-modes that are available for a double-buffer are
RGBA=4/4/4/4 and RGBA=5/5/5/1? Is there anything I can do about this? Buy more
hardware? What are the bitsizes for a Maximum IMPACT?


Thanks!
/Tomas

-- 

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Date: Tue, 21 May 1996 08:54:54 -0700
From: sakai@sgi600.msd.lmsc.lockheed.com (Ken Sakai)
Message-Id: <199605211554.IAA00544@sgi600.msd.lmsc.lockheed.com>
To: info-performer@sgi.com
Subject: Error in pfTexFilter()'s documention?
Status: O


I am not sure whether or not this problem has been reported already but
there appears to be a slight error in pfTexFilter()'s documention.

The man page prototype for pfTexFilter() in Performer 2.0 and 2.1 is
    void pfTexFilter(pfTexture *tex, int filt, int type);
      where "type may be one of PFTEX_MINFILTER, PFTEX_MAGFILTER, 
             PFTEX_MAGFILTER_ALPHA, or PFTEX_MAGFILTER_COLOR"
      and "filter is a combination of bitmask tokens which specify a 
             particular minification or magnification filter"
It SHOULD be
    void pfTexFilter(pfTexture *tex, int type, int filt);
              (Second and third arguments have been switched)

Using the man page verson will cause warnings to be issued which go away if
you assume the revised version.  Source listings in /usr/share/Performer
(such as the Flt_V11 and DWB loaders) match the revised version, NOT the
man page version.

Kenneth N. Sakai                        Email: sakai@lmsc.lockheed.com      
Research Specialist/Computer Graphics   Phone: (408) 756-0682
Lockheed Martin Missiles & Space    
Sunnyvale, CA  94088-3504
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Date: Tue, 21 May 1996 18:03:06 +0100
In-Reply-To: "Tomas Moller" <tompa@prost24.prosolvia.se>
        "IMPACT graphics" (May 21,  4:59pm)
References: <9605211659.ZM11842@prost24.prosolvia.se>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Tomas Moller" <tompa@prost24.prosolvia.se>, info-performer@sgi.com
Subject: Re: IMPACT graphics
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

No it isn't true.

If you can't get RGB 8 then you have 1 TRAM, 4 TRAMS will allow the larget
texels.

On May 21,  4:59pm, Tomas Moller wrote:
> Subject: IMPACT graphics
> Hi Performers!
> I have a question about the graphics and textures on the IMPACTS.
>
> Is it true that the only RGBA-modes that are available for a double-buffer
are
> RGBA=4/4/4/4 and RGBA=5/5/5/1? Is there anything I can do about this? Buy
more
> hardware? What are the bitsizes for a Maximum IMPACT?
>
>
> Thanks!
> /Tomas
>
> --
>
> =======================================================================
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>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Tomas Moller


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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9605211823.ZM10748@barney.reading.sgi.com>
Date: Tue, 21 May 1996 18:23:51 +0100
In-Reply-To: "Tomas Moller" <tompa@prost24.prosolvia.se>
        "IMPACT graphics" (May 21,  4:59pm)
References: <9605211659.ZM11842@prost24.prosolvia.se>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Tomas Moller" <tompa@prost24.prosolvia.se>, info-performer@sgi.com
Subject: Re: IMPACT graphics
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On May 21,  4:59pm, Tomas Moller wrote:
> Subject: IMPACT graphics
> Hi Performers!
> I have a question about the graphics and textures on the IMPACTS.
>
> Is it true that the only RGBA-modes that are available for a double-buffer
are
> RGBA=4/4/4/4 and RGBA=5/5/5/1? Is there anything I can do about this? Buy
more
> hardware? What are the bitsizes for a Maximum IMPACT?
>
>
> Thanks!
> /Tomas
>
> --
>
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer.html
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Tomas Moller

Tomas

I believe this is the case on High and that Max Impact can do 8 or 12 bits per
colour component. These are the framebuffer formats, not to be confused with
the issue on High Impact with 1 TRAM where textures are quantised to 4 bits per
colour component.

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: "Simon Hayhurst" <simon@nirvana.neu.sgi.com>
Message-Id: <9605212002.ZM27704@nirvana.neu.sgi.com>
Date: Tue, 21 May 1996 20:02:11 -0600
In-Reply-To: "Tomas Moller" <tompa@prost24.prosolvia.se>
        "IMPACT graphics" (May 21,  4:59pm)
References: <9605211659.ZM11842@prost24.prosolvia.se>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "Tomas Moller" <tompa@prost24.prosolvia.se>
Subject: Re: IMPACT graphics
Cc: info-performer@sgi.com
Mime-Version: 1.0
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Thomas,


Impact's have 9 bit framebuffers and 36 bit framebuffers. At all resolutions
you have 1x9bit buffer on both max & high impact.

Screen Resolution		Number of Available 36 bit buffers
			High Impact		Max Impact
1024x768		 3			6
1280x1024		 2			4
1600x1200		 1			2
HDTV			 1			2

Each 36 bit buffer can support :-

	12/12/12 RGB Single Buffer (36 bits used)
	8/8/8/8  RGBA Single Buffer (32 bits used)

	5/5/5/1  RGBA Double Buffer (16x2 32 bits used)
	4/4/4/4  RGBA Double Buffer (16x2 32 bits used)
	12 Color Index Double Buffer (12x2 24 bits used)
	24bit-Z & 8-bit Stencil (ZST). (24 + 8 bits used)


So you can now see how many framebuffers would be required to (eg) double
buffer.

Now there is a catch, some bits are needed from the 36 bit buffers.

On a per-buffer basis, some bits have special functions, eg for tagged clears.
A framebuffer with no free bits (12/12/12 RGB in fact) cannot do tagged clears
as an example, therefore screen clearing is a little slower.

The final catch, is that some of these control bits are essential, not on a
per-buffer basis, but on a 'graphics pipe' basis. Hence, you cannot fully
deplete all 'possible' 36 bit framebuffer bits.


Net result, at 1280x1024 on a high impact, you cannot do 2 x 12/12/12 RGB (ie
double buffered 12/12/12 RGB), because of the need for control bits, but you
could do 12/12/12 RGB double buffered on a Max Impact.


Hope this helps,

Simon

-- 
--------------------------------------------------------------------------------
Simon Hayhurst                                 Phone (41)-38-433733
The Computarium			               Fax   (41)-38-433905
Core Technology Group			       Voice Mail 5-7269
SGI, Cortaillod, Switzerland                   Internet simon @ neu.sgi.com
--------------------------------------------------------------------------------
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	id <31A33D09@mgate.nyp.ac.sg.>; Wed, 22 May 96 09:12:57 PDT
From: "Ng Kian Bee, SIT/CS" <NGKB@nyp.ac.sg>
To: Angus <dorbie@bitch.reading.sgi.com>, performer <info-performer@sgi.com>,
        "support@coryphaeus.com" <support@coryphaeus.com>
Subject: URGENT: PLEASE HELP.
Date: Tue, 21 May 96 20:13:00 PDT
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Encoding: 23 TEXT
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Hi,
I have loaned a Crystal Eye. I wanted to connect to our RE2 machine. The 
problem
is how? One end of the transmitter I connect to the serial port of the Re2. 
But it
seems like I need to open the port or something like that. A friend of mine 
said that
the serial port suppose to generate a voltage so that the transmitter LEDs 
will be on.
But I see no sign on the LEDs. I think it must be I dunno how to open the 
port or
configure the port. So , could someone pls help me with the steps.

The s/w I'm using is Coryphaeus' EasyScene and also the Performer. I dunno 
if I'm
suppose to set something on the s/w as well. Could someone advise?

Appreciate a fast response as my project is going on exhibits....

Million thanx!
Kian
ngkb@nyp.ac.sg
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From: kanou@ddd.co.jp (Y.Kanou)
Subject: Stereo Buffer on IR
To: info-performer@sgi.com
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Date: Wed, 22 May 1996 14:49:22 +0900
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Status: O

Hello.
I would like to use Stereo Buffer in the following conditions:

-Onyx/IR
-4 RMs
-1600x1200 x 2 outputs
-double buffering

Is it possible?

And is there any genlock problem?

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, 22 May 1996 13:12:55 +0200 (MET DST)
From: Thomas Meier <thomas@yin>
Subject: Incorrect perfly depth complexity calculation
To: SGI Performer Maillist <info-performer@sgi.com>
Message-Id: <Pine.3.89.9605221308.A28186-0100000@yin>
Mime-Version: 1.0
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Status: O


Has anybody already experienced that the average depth complexity
calculation used by perfly (Performer 2.0) is probably not correct?
 
We looked into the avg.d.c. in a real world database used for driving
simulation at different locations using a lot of dynamic models.
At some places the avg.d.c. seems to be calculated correctly.
But everytime you look at parts of the database where the local depth
complexity is (definetly) greater than 7 you get strange results. It looks
to me as if the local depth complexities are calculated modulo 8 (?!)
 
The result of this behaviour is that in most cases the calculated
avg.d.c. is of course too low. We seem to get an 'offset' of about 1 to
(worst case) 7.
 
Can anybody confirm this?
Has anybody any solutions how to get correct avg.d.c. values?
 
Thanks in advance.
 
-------------------------------------------------------------
 Thomas Meier
 STN Atlas Elektronik GmbH   |  phone:       +49/421/457-2268
 Simulation Division         |  fax  :       +49/421/457-4120
 D-28305 Bremen              |  email:        tmeier@atlas.de

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From: "Erik Gustafsson" <erik@prosolvia.se>
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Date: Wed, 22 May 1996 15:52:27 -0600
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To: info-performer@sgi.com
Subject: Impact problems
Mime-Version: 1.0
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Status: O

Hi Performers!

We have got an "old" Indigo 2 High Impact. Due to some texture problems etc. we
recently installed the "Irix 5.3 All Indigo 2 IMPACT" operating system and also
some patches that were recomended on info-performer (1098, 1105 and 1157).

After the update our application runs much slower than before (it works fine on
our other high IMPACTs)

1. Are there any problems with the operating system or the patches above (on an
old machine)?
2. Are there any solutions to the problems?

The old high IMPACT has the following configuration:

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

Why 2 GEs (instead of 1 on our other high IMPACTs)?
GE11 rev A (instead of rev B).
MGRAS revision 2 (instead of revision 3).

> hinv
Iris Audio Processor: version A2 revision 1.1.0
1 200 MHZ IP22 Processor
FPU: MIPS R4010 Floating Point Chip Revision: 0.0
CPU: MIPS R4400 Processor Chip Revision: 6.0
On-board serial ports: 2
On-board bi-directional parallel port
Data cache size: 16 Kbytes
Instruction cache size: 16 Kbytes
Secondary unified instruction/data cache size: 2 Mbytes
Main memory size: 64 Mbytes
EISA bus: adapter 0
Integral Ethernet: ec0, version 1
Integral SCSI controller 1: Version WD33C93B, revision D
Integral SCSI controller 0: Version WD33C93B, revision D
CDROM: unit 3 on SCSI controller 0
Disk drive: unit 1 on SCSI controller 0
Graphics board: High-AA Impact
                ==============

Graphics board: High-AA Impact (instead of High Impact).

Thanks for any help!

/Erik.

-- 
_______________________________________________________________
Erik Gustafsson
Prosolvia Clarus AB		Tel. +46-(0)31-703 51 11
Gardavagen 1			Fax. +46-(0)31-703 51 20
S-412 50 Gothenburg		E-mail: erik@clarus.se
SWEDEN				WWW:    http://www.clarus.se
_______________________________________________________________

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Date: Wed, 22 May 1996 07:37:49 -0700 (PDT)
From: Tim Crane <stereo@well.com>
Subject: Re: URGENT: PLEASE HELP.
To: "Ng Kian Bee, SIT/CS" <NGKB@nyp.ac.sg>
cc: Angus <dorbie@bitch.reading.sgi.com>, performer <info-performer@sgi.com>,
        "support@coryphaeus.com" <support@coryphaeus.com>
In-Reply-To: <31A33D09@mgate.nyp.ac.sg.>
Message-ID: <Pine.3.89.9605220704.A10025-d200000@well>
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  This message is in MIME format.  The first part should be readable text,
  while the remaining parts are likely unreadable without MIME-aware tools.

--0-2070114984-832775869:#10025
Content-Type: TEXT/PLAIN; charset=US-ASCII

Normally the emitter is connected to the first powered periferal port
TTY2.  This is really the second serial port. The port is assigned to
"none or not attached".  There is a cable part # 69942 that is used for
this emitter and one end has a 8 pin DIN male and the other is a DB9
female.  The red indicator led will only come on if there is a stereo call
made. Read the attachment for further info. If you need more hlep email me
direct at tcrane@crystaleye.com. Also support@crystaleye.com will work. 
Thank you. 

On Tue, 21 May 1996, Ng Kian Bee, SIT/CS wrote:

> 
> Hi,
> I have loaned a Crystal Eye. I wanted to connect to our RE2 machine. The 
> problem
> is how? One end of the transmitter I connect to the serial port of the Re2. 
> But it
> seems like I need to open the port or something like that. A friend of mine 
> said that
> the serial port suppose to generate a voltage so that the transmitter LEDs 
> will be on.
> But I see no sign on the LEDs. I think it must be I dunno how to open the 
> port or
> configure the port. So , could someone pls help me with the steps.
> 
> The s/w I'm using is Coryphaeus' EasyScene and also the Performer. I dunno 
> if I'm
> suppose to set something on the s/w as well. Could someone advise?
> 
> Appreciate a fast response as my project is going on exhibits....
> 
> Million thanx!
> Kian
> ngkb@nyp.ac.sg
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From guest  Wed May 22 09:55:41 1996
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	id LAA15733; Wed, 22 May 1996 11:38:44 -0400
From: Thomas Hudson <hudson@cs.unc.edu>
Message-Id: <199605221538.LAA15733@csg.cs.unc.edu>
Subject: using Performer callbacks
To: info-performer@sgi.com
Date: Wed, 22 May 1996 11:38:44 -0400 (EDT)
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Status: O

I'm having some really strange behavior from Performer callbacks that
I was hoping somebody on here could explain.  For debugging, I've
attached cull and draw callbacks to just about every node in my scene
graph.  What I see is (when singleprocessing):
  root cull callback is called
  root draw callback is called
  root cull callback is called
    culling descends graph
  root draw callback is called
    drawing descends graph
    drawing *doesn't* necessarily reach leaves

Now, my real bug is the fact that most leaves are only being drawn
on some frames, despite the fact that all the culls are forcing
pfCullResult(PFIS_MAYBE | PFIS_TRUE | PFIS_ALL_IN).  Every cull
callback is called, and the draw callbacks on all the pfGroups
are called, but some pfGeode draw callbacks aren't called
*on every frame*.

However, what I think people are more likely to be able to help
me with is the very beginning.  Why are there extra calls of the
root cull and draw callbacks before we begin the traversal?  At
this time there isn't anything I'm doing that must be done exactly
once per frame, but I do have some fairly expensive calculations
there.

Thanks for any advice.

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

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From guest  Wed May 22 10:23:08 1996
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	 id RAA00821; Wed, 22 May 1996 17:00:21 +0100
From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9605221700.ZM819@barney.reading.sgi.com>
Date: Wed, 22 May 1996 17:00:20 +0100
In-Reply-To: "Erik Gustafsson" <erik@prosolvia.se>
        "Impact problems" (May 22,  3:52pm)
References: <9605221552.ZM14282@claws13.prosolvia.se>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Erik Gustafsson" <erik@prosolvia.se>, info-performer@sgi.com
Subject: Re: Impact problems
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Status: O

there are newer Impact patches - 1223, 1271 which replace 1098 and 1105
respectively you should also have 1157 for correct hinv output and probably
1255 which is a kernel roll-up patch.

The gfxinfo differences are just due to the fact that you have different
revision of Impact HW on different machines I think, the main thing to focus on
is getting the patches right ( as above ), you need them and Irix 5.3 All
Indigo 2 IMPACT on *all* Impacts.

I had a customer who had the older patches and found some performance loss
recently but since installing the latest everything has been fine.

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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	 id JAA02178; Wed, 22 May 1996 09:09:19 -0700
From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9605220909.ZM2176@rose.asd.sgi.com>
Date: Wed, 22 May 1996 09:09:19 -0700
In-Reply-To: Thomas Meier <thomas@yin>
        "Incorrect perfly depth complexity calculation" (May 22,  1:12pm)
References: <Pine.3.89.9605221308.A28186-0100000@yin>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: Thomas Meier <thomas@yin.asd.sgi.com>,
        SGI Performer Maillist <info-performer@sgi.com>
Subject: Re: Incorrect perfly depth complexity calculation
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Status: O

+>---- On May 22,  1:12pm, Thomas Meier wrote:
> Subject: Incorrect perfly depth complexity calculation
->From guest@holodeck.csd.sgi.com  Wed May 22 05:57:29 1996
->Date: Wed, 22 May 1996 13:12:55 +0200 (MET DST)
->From: Thomas Meier <thomas@yin>
->Subject: Incorrect perfly depth complexity calculation
->To: SGI Performer Maillist <info-performer@sgi.com>
->
->Has anybody already experienced that the average depth complexity
->calculation used by perfly (Performer 2.0) is probably not correct?
-> 
->We looked into the avg.d.c. in a real world database used for driving
->simulation at different locations using a lot of dynamic models.
->At some places the avg.d.c. seems to be calculated correctly.
->But everytime you look at parts of the database where the local depth
->complexity is (definetly) greater than 7 you get strange results. It looks
->to me as if the local depth complexities are calculated modulo 8 (?!)

The depth complexity calculations make use of the counts kept in the
stencil buffer. By default, you have only 3 bits (this is because on
some low end machines the stencil bits are subtraced from the Z buffer).
Perfly is using only 3 bits.
If you have a scene with higher depth complexity, you'll want to
use additional bits - but the most we use is 4.
You can put in your window configuration callback (in generic.c), 
before opening the
window:
	pfStatsHwAttr(PFSTATSHW_FILL_DCBITS, 4).

Four bits is the most we use.  You might also look at the
/usr/share/Performer/src/pguide/libpr/fillstats.c example that
does this as well.


src.

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

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From: scott@ht.com (Scott McMillan)
Message-Id: <199605221655.MAA01372@er>
Subject: RTG loader for Performer?
To: info-performer@sgi.com
Date: Wed, 22 May 1996 12:55:26 -0400 (EDT)
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Status: O

Has anyone seen/created an Alias RTG (Real Time Games) format loader
for Performer?

scott

-- 
 Scott McMillan, Ph.D.            Email: scott@ht.com
 Senior Scientist
------------------------------------------------------------
 HIGH TECHSPLANATIONS INC.          URL: http://www.ht.com
 6001 Montrose Road, Suite 902    Phone: (301)984-3706 x250
 Rockville, MD  20852-4874          FAX: (301)984-2104
------------------------------------------------------------
   Developers of virtual environment medical and surgical
     simulations and surgery simulation creation tools.
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From: "Richard M. Owens" <rmo@kingsnake.nrlssc.navy.mil>
Message-Id: <9605221212.ZM29531@kingsnake.nrlssc.navy.mil>
Date: Wed, 22 May 1996 12:12:15 -0500
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To: info-performer@sgi.com
Subject: Problems with transparency and textures
Mime-Version: 1.0
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Status: O

I'm new to Performer and I'm having some problems. I've looked at the archives
and all the source code that comes with Performer (2.0), but I can't seem to
find my problem.

First, transparency -- I'm developing a C++ application, and I'm just trying to
get one polygon to have an alpha value of about 0.2. I'm using the "Builder"
functionality to create the geometry (one rectangle). I specify the alpha
component of the "color" field of the primitive, and call
pfdBldrStateMode(PFSTATE_TRANSPARENCY, PFTR_ON). I've also tried an alternate
method of:
1. enabling lighting with pfdBldrStateMode(PFSTATE_ENLIGHTING, PF_ON)
2. adding a material with the following properties:
	material->setColorMode(PFMTL_FRONT, PFMTL_CMODE_COLOR);
	material->setAlpha(0.2f);
This didn't work, either. After calling pfdBuild(), I am adding this node to my
scene object (scene->addChild(transparentPolygon)).

The second problem, texturing. I made my own pfdLoadFile_xxx based on one of
the provided ones, and added texture coords to it (and setting buffer->tbind =
PFGS_PER_VERTEX). A debugging session showed valid values being set for S and
T. Then I tried to enable texturing with:
	pfTexture	*tex = new pfTexture;

	tex->setFilter(PFTEX_MINFILTER, PFTEX_BILINEAR);
	if (tex->loadFile(textureName))
	{
		gstate->setAttr(PFSTATE_TEXTURE, tex);
		gstate->setMode(PFSTATE_ENTEXTURE, PF_ON);
		gstate->setAttr(PFSTATE_TEXENV, new pfTexEnv);
	}
Again, no dice. The scene is appropriately slower (Indigo Elan), but my surface
is not textured. (It is a bit darker, however).

I am able to supply more source code if necessary. Any help would be GREATLY
appreciated.

Richard

-- 
     O            o~    o_O/      Richard Owens    
    /|-o _______|_______   \      PSI/NRL Code 7183
    / \   |           |    |\     Richard.Owens@nrlssc.navy.mil
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9605221947.ZM8413@bitch.reading.sgi.com>
Date: Wed, 22 May 1996 19:47:24 +0100
In-Reply-To: "Richard M. Owens" <rmo@kingsnake.nrlssc.navy.mil>
        "Problems with transparency and textures" (May 22, 12:12pm)
References: <9605221212.ZM29531@kingsnake.nrlssc.navy.mil>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Richard M. Owens" <rmo@kingsnake.nrlssc.navy.mil>, info-performer@sgi.com
Subject: Re: Problems with transparency and textures
Mime-Version: 1.0
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Status: O

On May 22, 12:12pm, Richard M. Owens wrote:
> Subject: Problems with transparency and textures
> I'm new to Performer and I'm having some problems. I've looked at the
archives
> and all the source code that comes with Performer (2.0), but I can't seem to
> find my problem.
>
> First, transparency -- I'm developing a C++ application, and I'm just trying
to
> get one polygon to have an alpha value of about 0.2. I'm using the "Builder"
> functionality to create the geometry (one rectangle). I specify the alpha
> component of the "color" field of the primitive, and call
> pfdBldrStateMode(PFSTATE_TRANSPARENCY, PFTR_ON). I've also tried an alternate
> method of:
> 1. enabling lighting with pfdBldrStateMode(PFSTATE_ENLIGHTING, PF_ON)
> 2. adding a material with the following properties:
> 	material->setColorMode(PFMTL_FRONT, PFMTL_CMODE_COLOR);
> 	material->setAlpha(0.2f);
> This didn't work, either. After calling pfdBuild(), I am adding this node to
my
> scene object (scene->addChild(transparentPolygon)).

Is this an IrisGL compile right?
If it is then your geometry geoset colour attribute bindings are turning off
your lighting. Try transparency information in your colour attributes for your
vertices.

>
> The second problem, texturing. I made my own pfdLoadFile_xxx based on one of
> the provided ones, and added texture coords to it (and setting buffer->tbind
=
> PFGS_PER_VERTEX). A debugging session showed valid values being set for S and
> T. Then I tried to enable texturing with:
> 	pfTexture	*tex = new pfTexture;
>
> 	tex->setFilter(PFTEX_MINFILTER, PFTEX_BILINEAR);
> 	if (tex->loadFile(textureName))
> 	{
> 		gstate->setAttr(PFSTATE_TEXTURE, tex);
> 		gstate->setMode(PFSTATE_ENTEXTURE, PF_ON);
> 		gstate->setAttr(PFSTATE_TEXENV, new pfTexEnv);
> 	}
> Again, no dice. The scene is appropriately slower (Indigo Elan), but my
surface
> is not textured. (It is a bit darker, however).

Slower and darker is a good sign :), it suggests your texture coordinates are
not being bound or are somehow bogus.
What texture coordinates are you using?
What texture image do you load?
Is the image loading correctly?
Have you previously display listed your geoset?


>
> I am able to supply more source code if necessary. Any help would be GREATLY
> appreciated.
>
> Richard
>
> --
>      O            o~    o_O/      Richard Owens
>     /|-o _______|_______   \      PSI/NRL Code 7183
>     / \   |           |    |\     Richard.Owens@nrlssc.navy.mil
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer.html
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Richard M. Owens



-- 
Angus Dorbie,
The Reality Centre,
Silicon Graphics Ltd, UK
dorbie@reading.sgi.com
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From: "Dr. Markus Lappe" <lappe@midnite.neurobiologie.ruhr-uni-bochum.de>
Date: Thu, 23 May 96 16:21:31 +0100
To: info-performer@sgi.com
Subject: pfiv for Performer 1.2 and OpenInventor 2.1.1 on High Impact ?
Reply-To: lappe@neurobiologie.ruhr-uni-bochum.de
Status: O

Hi,

Is there a pfiv Loader that works with Performer 1.2 on a High Impact?

Thanks,

Markus

---
Dr. Markus Lappe
Allg. Zoologie und Neurobiologie
Ruhr-Universitaet Bochum
D-44780 Bochum
Germany
Phone +234-700-4369
Fax +234-709-4278
email lappe@neurobiologie.ruhr-uni-bochum.de
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From: lisa@cs.unm.edu
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To: info-performer@sgi.com
Subject: intersection testing of line seg attached to moving node
Status: O

Hello, Performers.

Can any of you tell me how to get back the position, in world
coordinates, of a point on a node well down in a scene graph?
More generally, I want to know how to do intersection testing for
a pfSegSet whose pfSegs are "attached" to a dynamically moving
node.

Are pfSegs used for intersection testing never part of the scene graph?
Do the pfSegs have to be described in world coordinates?
Is there a method for any pfNode to return its base position
in world coordinates? I can't find one.
Can this info only be gleaned from Performer during a traversal?

Background: I am developing a simulator for large numbers
of autonomous agents moving within and interacting with a physical
environment. The agents are tiny robots, or "robugs", which we will
eventually really build. For this version of the simulator, physical
aspects of the simulation will be implemented in Performer. I am
currently trying to implement my first sensor, a whisker, using
Performer's line segment intersection capability. I have a database
of simulator-specific objects, which contains xyz and hpr vectors
showing the geometric offset between PhysicalObjects and other
Physical Objects (or the world) to which they're attached and
the geometric offset between SimulatedSensors and the PhysicalObjects
to which they're attached, and a corresponding scene graph.

My problem concerns updating the position and direction of the line
segments against which intersections are tested in order to keep them
effectively attached to a geode in the scene graph. A complication is that
the line segments aren't part of the scene graph and the geode's position
changes dynamically, so that my application needs to keep updating the
line segment's position in world coordinates so that it APPEARS to be
attached to the geode. This is further complicated by the geode being
several layers down in a geometric hierarchy. For example, the line
segment could be simulating a proximity sensor that is at the toolpoint
of a multiple-link manipulator that is attached to a vehicle.
The vehicle moves. The links of the manipulator rotate or translate
relative to each other. They form a kinematic chain.

I am currently trying to reconstruct this info by going
forward down a kinematic chain using the xyz and hpr vectors
stored in my simulator's database. This seems really klunky.

Is there sample code, other than the collision avoidance in perfly and
/usr/share/Performer/src/pguide/libpf/C++/intersect.C, that shows
intersection testing? These examples do not seem to address my problem,
since they assume a line segment in a fixed orientation whose position
is independent of the movement of geometric objects in the scene graph.

How have other people implemented similar things (hint, Scott McMillan)?

By the way, I am developing in C++ under Performer 2.0.

Thank you.

        Lisa Desjarlais
        lmdesja@isrc.sandia.gov
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Message-ID: <31A4F0C0.7533@mme.wsu.edu>
Date: Thu, 23 May 1996 16:12:00 -0700
From: Scott Angster <angster@mme.wsu.edu>
Organization: Washington State University
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Subject: Re: intersection testing of line seg attached to moving node 
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Status: O

Lisa-
        Here at the VRCIM lab at WSU, we too have that similiar problem.
 We are doing collision detection using segment sets that are "attached"
to a human models hands and fingers.  This is done for grasping
and interacting with objects in virtual manufacturing, design aand
assembly environments.  Obviously, the fingers are located at the bottom
of a large heirarchy of nodes (pfDCS's) from all of the joints of the
human.  I posted a while back stating the same question, "Is there a
better way?"  Right now we have to keep track of all the DCS matrix
values that lead to the finger joints and independently update the
position of the segment sets by using Performer matrix multiplication
routines for all of these DCS matrix values.  This is all done for each
frame.  It would be nice to attach the segment sets to the scene graph
since all of this math is done for positioning the finger joints
by Performer anyway.  So I too would like to know of a better way.  I am
also using C++ and Performer 2.0.  Thanks for any input.

lisa@cs.unm.edu wrote:
>
> Hello, Performers.
>
> Can any of you tell me how to get back the position, in world
> coordinates, of a point on a node well down in a scene graph?
> More generally, I want to know how to do intersection testing for
> a pfSegSet whose pfSegs are "attached" to a dynamically moving
> node.
>
> Are pfSegs used for intersection testing never part of the scene graph?
> Do the pfSegs have to be described in world coordinates?
> Is there a method for any pfNode to return its base position
> in world coordinates? I can't find one.
> Can this info only be gleaned from Performer during a traversal?
>
> Background: I am developing a simulator for large numbers
> of autonomous agents moving within and interacting with a physical
> environment. The agents are tiny robots, or "robugs", which we will
> eventually really build. For this version of the simulator, physical
> aspects of the simulation will be implemented in Performer. I am
> currently trying to implement my first sensor, a whisker, using
> Performer's line segment intersection capability. I have a database
> of simulator-specific objects, which contains xyz and hpr vectors
> showing the geometric offset between PhysicalObjects and other
> Physical Objects (or the world) to which they're attached and
> the geometric offset between SimulatedSensors and the PhysicalObjects
> to which they're attached, and a corresponding scene graph.
>
> My problem concerns updating the position and direction of the line
> segments against which intersections are tested in order to keep them
> effectively attached to a geode in the scene graph. A complication is that
> the line segments aren't part of the scene graph and the geode's position
> changes dynamically, so that my application needs to keep updating the
> line segment's position in world coordinates so that it APPEARS to be
> attached to the geode. This is further complicated by the geode being
> several layers down in a geometric hierarchy. For example, the line
> segment could be simulating a proximity sensor that is at the toolpoint
> of a multiple-link manipulator that is attached to a vehicle.
> The vehicle moves. The links of the manipulator rotate or translate
> relative to each other. They form a kinematic chain.
>
> I am currently trying to reconstruct this info by going
> forward down a kinematic chain using the xyz and hpr vectors
> stored in my simulator's database. This seems really klunky.
>
> Is there sample code, other than the collision avoidance in perfly and
> /usr/share/Performer/src/pguide/libpf/C++/intersect.C, that shows
> intersection testing? These examples do not seem to address my problem,
> since they assume a line segment in a fixed orientation whose position
> is independent of the movement of geometric objects in the scene graph.
>
> How have other people implemented similar things (hint, Scott McMillan)?
>
> By the way, I am developing in C++ under Performer 2.0.
>
> Thank you.
>
>         Lisa Desjarlais
>         lmdesja@isrc.sandia.gov
> =======================================================================> 
List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer.html
>             Submissions:  info-performer@sgi.com
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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
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Date: Fri, 24 May 1996 09:04:02 +0100
In-Reply-To: SLong@swri.edu
        "Graphics Theory and Programmming Books" (May 10,  4:29pm)
References: <vines.sW49+9OvYla@D26VS046A.CCF.SwRI.EDU>
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Subject: Re: Graphics Theory and Programmming Books
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Status: O

On May 10,  4:29pm, SLong@swri.edu wrote:
> Subject: Graphics Theory and Programmming Books
> Performer Gurus,
>
> I am looking for informative, well written and comprehensive books on 3D
> Graphics Programming theory, principles and techniques.
>
> Which books have you guys found the most beneficial?
>
> Thanks,
> Sharon Long
> slong@swri.edu
>
>-- End of excerpt from SLong@swri.edu

Sharon

Computer Graphics Principles and Practice by Foley, Van Dam, Feiner and Hughes,
published by Addison Wesley ISBN 0-201-12110-7 is excellent.

Also the OpenGL Programming Guide covers many things but in less detail, it's
by the OpenGL ARB, published by Addison Wesley ISBN 0-201-63274-8

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins, Software Support Group, Silicon Graphics UK Ltd.       
Forum 1, Station Road, Theale, Reading, UK, RG7 4SB. 
tel 01734 257736, fax 01734 257553, email robj@reading.sgi.com,

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Subject:  Culling at the primitive level
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=0C     Dear pfMasters,

     I am wondering if it is possible to cull at the PRIM precision,
     i mean, not to send to the DRAW process the triangles which are
     outside the Viewing Frustrum. 
     Indeed, the CullMode options are PFCULL_GSET, PFCULL_VIEZ, etc.
     but nothing resemble to PFCULL_PRIM.

     didn'nt I look well enough, or is there a reason why me cannot cull
     the triangles.  ?

     My problem is that I am representing the Earth as a spheric geoset, =
and when
     i get closer to the Earth, I would like the triangles which are outs=
ide the
     viewing frustum not to be sent to the DRAW process, which take far t=
oo much
     time.

     thanks,
     Mike
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From: Hansong Zhang <zhangh@cs.unc.edu>
Message-Id: <199605241537.LAA16613@lysine.cs.unc.edu>
Subject: fbsubtexload() problem
To: info-performer@sgi.com
Date: Fri, 24 May 1996 11:37:12 -0400 (EDT)
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Status: O

 Hi,
 
 When I use
 
       fbsubtexload(0,0,
         TX_TEXTURE_0, SPOT,
         0.0f, 1.0f, 0.0f, 1.0f,
         1);
 
 on an RE2 running Irix5.3, the screen locks up (mouse point is still active
 and there's no response from the windows or the window manager (mwm)),
 and after a while I'm logged out.
 
 The SPOT texture is defined by
 
 process_image("spotlight.rgb",256,256, buf256);
 texdef2d(SPOT, 4, 256,256, buf256, 0, texprops);
 
 float texprops[] = { TX_MINFILTER, TX_BILINEAR,
                        TX_MAGFILTER, TX_BILINEAR,
                        TX_WRAP, TX_REPEAT,
                        TX_NULL };
 
 Any suggestions on what could be wrong? Thanks a lot!
 
 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)
 = == = == = == = == = == = == = == = == = == = == = == = == =  
 
 
 

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Date: Fri, 24 May 1996 16:46:56 +0100
From: Nuno Godinho <mgo@minerva.inesc.pt>
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Subject: pfStat is wrong about frames/s
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Status: O

Running my application in free run mode I use pfStat to know how many
frames per second I get. In full screen I get 7 frames/sec (slow
Indy...) but the actual time for each frame is 328ms (according to
pfStat also). 328x3=1000ms.

I should get  3 frames/sec! Why do I get 7 frames/sec??

Besides I can easily see that it is only refreshing at around 3 times a
second. Why does it say 7 frames/sec?

thanks
	Nuno
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Subject: Detail Texture info
Status: O


 
 Is there a good source for information on how detail textures work,
and how to make them look the best ? I haven't found much in the
Performer manuals, or the red openGl book, or am I missing them ?


 thanks,

 dp.
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From: lct@ai.mit.edu (Leonardo Topa)
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Subject: Re: Performer at the Developer's Forum
To: info-performer@sgi.com
Date: Fri, 24 May 1996 13:35:45 -0400 (EDT)
In-Reply-To: <9605142252.ZM4500@thepound.asd.sgi.com> from "Larry McDonough" at May 14, 96 10:52:04 pm
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Status: O

> Hello Performer users,
> 
> Don't miss SGI's Developer & Cosmo Forum this year (May 21-23
> at the Fairmont Hotel, San Jose CA).
> See:
>            http://www.sgi.com/Support/DevProg/Forum_96.html
> 
> There will be a session on Performer's latest features that enable
> peak-performance rendering as well as a lab that focuses on the
> details of InfiniteReality graphics and Performer 2.1. In addition
> there will be a session that covers the future of SGI's graphics
> toolkits.  Below is a listing of some of the interesting abstracts.
> Check these out and then follow the URL above for a complete
> listing as well as registration information.
> 
> 
> IRIS PerformerTM for Peak-performance Rendering
> Speaker: Sharon Clay
> 
> IRIS PerformerTM 2.0/2.1 Lab
> Speaker: Sharon Clay
> 
> The Future of Silicon Graphics' Graphics Toolkits
> Speaker: Michael Jones
> 
> ImageVision=AE Lab
> Speakers: Lesley Kalmin, Phil Keslin, Stefan Dachwitz, Jon Brandt
> 
> Large CAD Visualization using Inspector
> Speaker: Brian Cabral
> 
> Cosmo 3D: 3D for Java(TM), the Web and More
> Speaker: Jim Helman

I was not able to attend. Is it possible to find/get a copy of these
presentations somewhere? Thanks!


Leonardo Topa
Massachusetts Institute of Technology
45 Carleton Street
Cambridge, MA 02139
+1-617/258.7806

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To: info-performer@sgi.com
Subject: performer2.1/iR
Status: O

Hi,

Please add me to the mailing list:

    rcoutts@linus.mitre.org

Also, I was at the Developer & Cosmos Forum and am very interested in the
infinite texture/terrain features of performer 2.1, iR, and Impact.  Please
send me any relevant information at:

    rcoutts@linus.mitre.org

        and/or

    Richard Coutts
    The MITRE Corporation
    202 Burlington Rd.
    Bedford MA 01730

Thanks!
-Rich
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From: "Sharon Clay" <src@rose.asd.sgi.com>
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Date: Fri, 24 May 1996 12:16:55 -0700
In-Reply-To: Nuno Godinho <mgo@minerva.inesc.pt>
        "pfStat is wrong about frames/s" (May 24,  4:46pm)
References: <31A5D9F0.167EB0E7@minerva.inesc.pt>
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To: Nuno Godinho <mgo@minerva.inesc.pt>,
        Performer Mailing List <info-performer@sgi.com>
Subject: Re: pfStat is wrong about frames/s
Mime-Version: 1.0
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+>---- On May 24,  4:46pm, Nuno Godinho wrote:
> Subject: pfStat is wrong about frames/s

->Running my application in free run mode I use pfStat to know how many
->frames per second I get. In full screen I get 7 frames/sec (slow
->Indy...) but the actual time for each frame is 328ms (according to
->pfStat also). 328x3=1000ms.
->
->I should get  3 frames/sec! Why do I get 7 frames/sec??
->
->Besides I can easily see that it is only refreshing at around 3 times a
->second. Why does it say 7 frames/sec?
->

Are you MP?  If so, frame time is more a measure of total latency
(though due to a bug in 2.0 it does not include the time waiting for the
final vertical retrace period where swapbuffers can actuall happen).
If you are MP, your frame rate will be determined by your draw process time.
Sorry about the confusing labeling.

We can check the frame/sec number with the shell command: /usr/sbin/osview.
Have that be the only graphics program on your screen and rlogin from another
machine and run osview. Look at the swapbuffer  counds under the
graphics section and see what you see.

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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Date: Fri, 24 May 1996 15:17:38 -0400
From: seguin@vr2.engin.umich.edu (Ralph Seguin)
Message-Id: <199605241917.PAA11093@vr2.engin.umich.edu>
To: info-performer@sgi.com
Subject: VIPER/Informer?  When?
Status: O

Hi.  Any ideas on when Informer (Inventor/Performer) will be coming about?

I've heard rumors of late.  How well will Inventor 2.1.x stuff move over to it?

Thanks.
-Ralph

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Date: Sat, 25 May 1996 19:59:27 +0300 (IDT)
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To: info-performer@sgi.com
From: rany@netvision.net.il (Ran Yakir)
Subject: Re: fbsubtexload() problem
Status: O

> Hi,
> 
> When I use
> 
>       fbsubtexload(0,0,
>         TX_TEXTURE_0, SPOT,
>         0.0f, 1.0f, 0.0f, 1.0f,
>         1);
> 
> on an RE2 running Irix5.3, the screen locks up (mouse point is still active
> and there's no response from the windows or the window manager (mwm)),
> and after a while I'm logged out.
> 
> The SPOT texture is defined by
> 
> process_image("spotlight.rgb",256,256, buf256);
> texdef2d(SPOT, 4, 256,256, buf256, 0, texprops);
> 
> float texprops[] = { TX_MINFILTER, TX_BILINEAR,
>                        TX_MAGFILTER, TX_BILINEAR,
>                        TX_WRAP, TX_REPEAT,
>                        TX_NULL };
> 
> Any suggestions on what could be wrong? Thanks a lot!

If I remember correctly, the 'flags' argument in the fbsubtexload() command
- which you set to 1, tells fbsubtexload(0 to act in one of a several
special cases. flags=1 means that the texture chunk you are loading is a 8
bit intensity texture tile of size 64x64. Try settiong 'flags' to zero.

Ran

 __                                  | Ran Yakir
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To: rany@netvision.net.il (Ran Yakir)
Cc: info-performer@sgi.com, shui@kid.asd.sgi.com
Subject: Re: fbsubtexload() problem 
In-Reply-To: Your message of "Sat, 25 May 96 19:59:27 +0300."
             <199605251659.TAA07997@mail.netvision.net.il> 
Date: Sat, 25 May 96 14:17:48 -0700
From: Simon Hui <shui@kid.asd.sgi.com>
Status: O


rany@netvision.net.il writes:
>If I remember correctly, the 'flags' argument in the fbsubtexload() command
>- which you set to 1, tells fbsubtexload(0 to act in one of a several
>special cases. flags=1 means that the texture chunk you are loading is a 8
>bit intensity texture tile of size 64x64. Try settiong 'flags' to zero.

Actually, that's the interpretation of the flags argument to subtexload();
the flags to fbsubtexload are not used.

The manpage hints that fbsubtexload() is for use with textures that have 
been defined with TX_FAST_DEFINE; try adding that to the list of properties
in texdef2d().

Simon


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From: Hansong Zhang <zhangh@cs.unc.edu>
Message-Id: <199605271847.OAA27517@histidine.cs.unc.edu>
Subject: Re: fbsubtexload() problem
To: shui@kid.asd.sgi.com (Simon Hui)
Date: Mon, 27 May 1996 14:47:00 -0400 (EDT)
Cc: rany@netvision.net.il, info-performer@sgi.com, shui@kid.asd.sgi.com
In-Reply-To: <199605252117.OAA07045@kid.asd.sgi.com> from "Simon Hui" at May 25, 96 02:17:48 pm
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Status: O

Thanks for all your replies. Simon is right: fbsubtexload() works
only when TX_FAST_DEFINE is specified.

I have another question on interpolation of texels.
What I'm doing is:
  (1) draw in a 256x256 window a (0,0)-(255,255) square onto which 
      the 256x256 texture is mapped
  (2) load the 256x256 image in the window into the texture with
      fbsubtexload(); loop to (1), i.e. draw the sqaure with the 
      framebuffer image as a texture map.

I expected a static image of the texture map loaded from a file; and 
such I got when TX_MINFILTER is TX_POINT, TX_TRILINEAR etc. But when 
TX_MINFILTER is TX_BILINEAR, I got an animation with the texture
gradually blurred and shrinking to the middle of the window. I think
this shouldn't happen since I'm neither minifying or magnifying the
texture. Could anybody explain this to me? Thanks much,

My texture and geometry coordinates are:

  float texcoords[4][2] = {{0,0},{1,0},{1,1},{0,1}};
  float coords[4][2] = {{0,0},{255,0},{255,255},{0,255}};

And the code is:

  for (i=0; i<LOOPS; i++) {
      bgnpolygon();
      	  for (j=0; j<4; j++) {
      	      t2f(texcoords[j]);
              v2f(coords[j]);
          }
      endpolygon();
      gflush();
      fbsubtexload(0,0, TX_TEXTURE_0, SPOT, 0.0f, 1.0f, 0.0f, 1.0f, 0);
  }

Thanks,

Hansong









> 
> rany@netvision.net.il writes:
> >If I remember correctly, the 'flags' argument in the fbsubtexload() command
> >- which you set to 1, tells fbsubtexload(0 to act in one of a several
> >special cases. flags=1 means that the texture chunk you are loading is a 8
> >bit intensity texture tile of size 64x64. Try settiong 'flags' to zero.
> 
> Actually, that's the interpretation of the flags argument to subtexload();
> the flags to fbsubtexload are not used.
> 
> The manpage hints that fbsubtexload() is for use with textures that have 
> been defined with TX_FAST_DEFINE; try adding that to the list of properties
> in texdef2d().
> 
> Simon
> 
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From: "Tomas Moller" <tompa@prost24.prosolvia.se>
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Date: Tue, 28 May 1996 16:58:36 -0600
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To: info-performer@sgi.com
Subject: Color at Surface Vertices
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Status: O

Hello Performers!

I have a problem with understanding how the color at avertex is computed. The
OpenGL Programming guide describes in "Mathematics of Lightning" how the
ambient, diffuse, specular and emission components are used. I thought this was
what Performer do too, but it seems to me that the color at the vertices also
influences the final color. I guess that the color mode of the pfMaterial also
plays.

My question is: how do I compute the color at a vertex given the vertex and its
normal, the material, the color at the vertex and all lightsources? What is the
difference between the Performer- and OpenGL-lightning equation?



Thanks!

/Tomas

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	 id RAA02784; Tue, 28 May 1996 17:43:10 +0100
From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9605281743.ZM2782@bitch.reading.sgi.com>
Date: Tue, 28 May 1996 17:43:09 +0100
In-Reply-To: "Tomas Moller" <tompa@prost24.prosolvia.se>
        "Color at Surface Vertices" (May 28,  4:58pm)
References: <9605281658.ZM27318@prost24.prosolvia.se>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Tomas Moller" <tompa@prost24.prosolvia.se>, info-performer@sgi.com
Subject: Re: Color at Surface Vertices
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

OpenGL lighting calculations are performed as you would expect.

The 'color' attributes of a geoset determine the colour of the
geometry when no lighting is being performed.

Where the PFEN_LIGHTING state is enabled the 'color' attributes will modify
specific material properties based on the pfMtlColorMode of the material.

Rgds,
Angus.

On May 28,  4:58pm, Tomas Moller wrote:
> Subject: Color at Surface Vertices
> Hello Performers!
>
> I have a problem with understanding how the color at avertex is computed. The
> OpenGL Programming guide describes in "Mathematics of Lightning" how the
> ambient, diffuse, specular and emission components are used. I thought this
was
> what Performer do too, but it seems to me that the color at the vertices also
> influences the final color. I guess that the color mode of the pfMaterial
also
> plays.
>
> My question is: how do I compute the color at a vertex given the vertex and
its
> normal, the material, the color at the vertex and all lightsources? What is
the
> difference between the Performer- and OpenGL-lightning equation?
>
>
>
> Thanks!
>
> /Tomas
>
> --
>
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer.html
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Tomas Moller



-- 
Angus Dorbie,
The Reality Centre,
Silicon Graphics Ltd, UK
dorbie@reading.sgi.com
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Date: Wed, 29 May 96 14:41:52 -0700
From: terence@systech.hinet.net (Terence Ker)
Message-Id: <9605292141.AA12765@systech.hinet.net>
To: info-performer@sgi.com
Subject: Split screen X11 server
Status: O


Hi Performer:

   I know this is not a proper place to ask this but since you are all
graphics expert, I suppose you might know where to direct me for further
informations.

   I have a motif GUI/X graphics application that has to display on a 
large screen composed of 24 smaller screens each of 800x600 resolution.

   Is there any special implementation of X11 server that can take all
the smaller screens as a logical one screen and open up a window on it.
(across several smaller screens)

   I would appreciate any informations for me to be in further contact with,
any mail list.. home pages.. all welcomed.

   Thanks a lot!


     
                           
                                              -= Terence Ke =-

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



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From: "Tomas Moller" <tompa@prost24.prosolvia.se>
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Date: Wed, 29 May 1996 09:18:54 -0600
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To: info-performer@sgi.com
Subject: Re: Color at Surface Vertices
Mime-Version: 1.0
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Status: O

>The 'color' attributes of a geoset determine the colour of the
>geometry when no lighting is being performed.
OK.
>
>Where the PFEN_LIGHTING state is enabled the 'color' attributes will modify
>specific material properties based on the pfMtlColorMode of the material.

I guess that this is exaclty was my question is now: How does the
'color'-attributes modify the material properties based on the pfMtlColorMode?
What happens with the material properties when the material color mode is, for
example, PFMTL_CMODE_AMBIENT_AND_DIFFUSE?

Thanks!

/Tomas



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Subject: Adding input devices to Performer 2.0
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Hi Performers,

is there a straight forward way of adding other input devices than only t=
he
mouse e.g. tracking systems to Performer 2.0?

It would be nice to have the same mechanism:

	pfiNewTDFXformer
	pfiXformerAutoInput
	pfiXformerAutoPosition
and
	pfiUpdateXformer

available for these devices.

Anyone?

Andi

-- =

Andreas L=F6sch		GSF - Forschungszentrum f=FCr Umwelt und Gesundheit
MEDIS/M3				Phone   : (+49 89) 3187 4458
Ingolst=E4dter Landstr. 1			FAX     : (+49 89) 3187 4449
85764 Oberschlei=DFheim / GERMANY		E-mail  : loesch@gsf.de

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=0C     Hi pfMasters*,

     look at this : i specify a front and a back material, without
     forgetting to disable the cullface mode,
     and performer seems to ignore my back material, and apply the 
     front material to both the sides of my square.
     could you have a look on my piece of program.

     help

     Mike

     -------------------------------------------------------------
     #include <Performer/pr/pfGeoSet.h>
     #include <Performer/pr/pfGeoState.h>
     #include <Performer/pr/pfMaterial.h>
     #include <Performer/pf/pfNode.h>
     #include <Performer/pf/pfLightSource.h>
     #include <Performer/pfdu.h>

     pfNode *CreateCarre(void);

     pfNode*
     CreateTruc(void)
     <
       static void *arena =3D pfGetSharedArena();
      
     //Les etoiles
       pfNode *Starsf =3D pfdLoadFile("/usr/share/Performer/data/3010.sta=
r");
       pfMatrix mats;
       mats.makeScale(100.0f,  100.0f,  100.0f);
       pfSCS *scsStars =3D new pfSCS(mats);
       scsStars->addChild(Starsf);
       
       pfNode *Stars =3D scsStars;
       pfSphere sph;
       Stars->getBound(&sph); 
       sph.radius /=3D 10;
       Stars->setBound(&sph,  PFBOUND_STATIC);
      
     // Cree la source de lumiere, et l'attache a la scene
         pfLightSource *Lsoleil =3D new pfLightSource;
         Lsoleil->setColor(PFLT_DIFFUSE, 1.0f, 1.0f, 0.8f);
         Lsoleil->setColor(PFLT_AMBIENT, 0.0f, 0.0f, 0.0f);
         Lsoleil->setPos(-90.0f, -50.0f, 30.0f, 0.0f);
         Lsoleil->on(); // And The Light Was.
      

       pfNode *carre =3D CreateCarre();  

       pfGroup *ret =3D new pfGroup;
       ret->addChild(Stars);
       ret->addChild(Lsoleil);
       ret->addChild(carre);
        
       return ret;
     >


     pfNode*
     CreateCarre(void)
     <
       static void *arena =3D pfGetSharedArena();

       pfGeoSet *gset1 =3D pfdNewCarre(arena);
       
       pfGeoState *gstate1 =3D new(arena) pfGeoState;
       
       pfMaterial *backmtl =3D new(arena) pfMaterial;
       backmtl->setColor(PFMTL_EMISSION,  0.0f,  1.0f,  1.0f);
       gstate1->setMode(PFSTATE_ENLIGHTING, PF_ON);
       gstate1->setAttr(PFSTATE_BACKMTL,  backmtl);

       pfMaterial *frontmtl =3D new(arena) pfMaterial;
       frontmtl->setColor(PFMTL_DIFFUSE,  1.0f,  0.0f,  0.0f);
       gstate1->setAttr(PFSTATE_FRONTMTL,  frontmtl);

       gstate1->setMode(PFSTATE_CULLFACE,  PFCF_OFF);

       gset1->setGState(gstate1);

       pfGeode *geode1 =3D new pfGeode;
       geode1->addGSet(gset1);

       return geode1;
     >
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From guest  Wed May 29 06:54:20 1996
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From: Ion Barosan <I.Barosan@urc.tue.nl>
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Subject: Stereo projection Screens
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Hi,


Sorry for this question (is not Performer related)but probably some knows the answer.
Does some know a vendor of a  SMI stereo display screen (SMI - spatially mutiplexed 
image technique ) ?

Any information will be appreciated !!!

 -Ion.
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Date: Wed, 29 May 1996 13:44:09 +0100
From: Graham Jones <graham.jones@sharp.co.uk>
Organization: Sharp Laboratories of Europe
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Subject: Fading a view
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I would appreciate it if someone were able to make a suggestion here.

I'm in a position where I need to fade a view of a scene to black. I'm
used to using the OpenGL calls to set the pixel transfer scale factors
to my required colour scale. If I do this in Performer 2.0 it looks like
textured objects are the only ones to be scaled.

Is there any Peformer equivalent, or has anyone found a sensible
alternative?

At the moment I am trying the approach of scaling the light intensities
but this is beginning to get messy since I need to follow various
material properties and more.

The application is intended to work with any geometry presented to it.

Any advice would be appreciated,
Thanks,

Graham Jones.
graham.jones@sharp.co.uk
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9605291528.ZM3695@bitch.reading.sgi.com>
Date: Wed, 29 May 1996 15:28:32 +0100
In-Reply-To: "Tomas Moller" <tompa@prost24.prosolvia.se>
        "Re: Color at Surface Vertices" (May 29,  9:18am)
References: <9605290918.ZM28301@prost24.prosolvia.se>
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You'll get more info in the manual entry on glColorMaterial.
The named material properties are set by the 'color' attribute
for the lighting calculation on the geoset, primitive or vertex
depending on the binding.

Rgds,
Angus.

On May 29,  9:18am, Tomas Moller wrote:
> Subject: Re: Color at Surface Vertices
> >The 'color' attributes of a geoset determine the colour of the
> >geometry when no lighting is being performed.
> OK.
> >
> >Where the PFEN_LIGHTING state is enabled the 'color' attributes will modify
> >specific material properties based on the pfMtlColorMode of the material.
>
> I guess that this is exaclty was my question is now: How does the
> 'color'-attributes modify the material properties based on the
pfMtlColorMode?
> What happens with the material properties when the material color mode is,
for
> example, PFMTL_CMODE_AMBIENT_AND_DIFFUSE?
>
> Thanks!
>
> /Tomas
>
>
>
> --
>
> =======================================================================
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>-- End of excerpt from Tomas Moller



-- 
Angus Dorbie,
The Reality Centre,
Silicon Graphics Ltd, UK
dorbie@reading.sgi.com
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Date: Wed, 29 May 1996 16:38:21 +0100
In-Reply-To: Graham Jones <graham.jones@sharp.co.uk>
        "Fading a view" (May 29,  1:44pm)
References: <31AC4699.3D5@sharp.co.uk>
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On May 29,  1:44pm, Graham Jones wrote:
> Subject: Fading a view
> I would appreciate it if someone were able to make a suggestion here.
>
> I'm in a position where I need to fade a view of a scene to black. I'm
> used to using the OpenGL calls to set the pixel transfer scale factors
> to my required colour scale. If I do this in Performer 2.0 it looks like
> textured objects are the only ones to be scaled.
>
> Is there any Peformer equivalent, or has anyone found a sensible
> alternative?
>
> At the moment I am trying the approach of scaling the light intensities
> but this is beginning to get messy since I need to follow various
> material properties and more.
>
> The application is intended to work with any geometry presented to it.
>
> Any advice would be appreciated,
> Thanks,
>
> Graham Jones.
> graham.jones@sharp.co.uk
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer.html
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Graham Jones

Graham

pfColortable should do what you want I think.

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: Morten Eriksen <mortene@pvv.unit.no>
To: Graham Jones <graham.jones@sharp.co.uk>
Cc: info-performer@sgi.com
Subject: Re: Fading a view
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On Wed, 29 May 1996, Graham Jones wrote:

> I would appreciate it if someone were able to make a suggestion here.
> 
> I'm in a position where I need to fade a view of a scene to black. I'm
> used to using the OpenGL calls to set the pixel transfer scale factors
> to my required colour scale. If I do this in Performer 2.0 it looks like
> textured objects are the only ones to be scaled.
> 
> Is there any Peformer equivalent, or has anyone found a sensible
> alternative?

Here's a quick hack which I made that'll fade your screen to any color
you want. It works by drawing a rectangle on top of the
Performer-drawn 3D graphics on the end of each frame, so call this
function in your PostDraw(). The fading is done by modifying the
fadeval value from 0x00bbggrr to 0xffbbggrr, where bbggrr is the color
which you want to fade to. I don't know if it'll be of any help, but
it might so here it is:

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-

void DrawFullRectangle(unsigned long fadeval)
{
  static pfMatrix tempmat;
  static short clrt[] = { 0x80, 0x00, 0x00, 0x80 };

  clrt[0] = (short)(fadeval & 0x000000ff);
  clrt[1] = (short)((fadeval & 0x0000ff00) >> 8);
  clrt[2] = (short)((fadeval & 0x00ff0000) >> 16);
  clrt[3] = (short)((fadeval & 0xff000000) >> 24);

  c4s(clrt);
  
  zfunction(ZF_ALWAYS);
  zwritemask(0x0);
  pfPushState();
  pfBasicState();
  blendfunction(BF_SA, BF_MSA);
  mmode(MPROJECTION);
  getmatrix(tempmat);
  mmode(MVIEWING);
  
  ortho2(0.0, 1.0, 0.0, 1.0);
  
  pfPushMatrix();
  pfLoadMatrix(idmat);

  rectf(0.0, 0.0, 1.0, 1.0);
  
  pfPopMatrix();
  
  mmode (MPROJECTION);
  loadmatrix(tempmat);
  mmode (MVIEWING);
  blendfunction(BF_ONE, BF_ZERO);
  pfPopState();
  zfunction(ZF_LEQUAL);
  zwritemask(0xffffffff);
}

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-

Best regards,
Morten Eriksen
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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9605291258.ZM3443@eagle.cae.ca>
Date: Wed, 29 May 1996 12:58:14 -0400
In-Reply-To: Graham Jones <graham.jones@sharp.co.uk>
        "Fading a view" (May 29,  1:44pm)
References: <31AC4699.3D5@sharp.co.uk>
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To: Graham Jones <graham.jones@sharp.co.uk>, info-performer@sgi.com
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On May 29,  1:44pm, Graham Jones wrote:

> I'm in a position where I need to fade a view of a scene to black. I'm
> used to using the OpenGL calls to set the pixel transfer scale factors
> to my required colour scale. If I do this in Performer 2.0 it looks like
> textured objects are the only ones to be scaled.
>
> Is there any Peformer equivalent, or has anyone found a sensible
> alternative?
>
> At the moment I am trying the approach of scaling the light intensities
> but this is beginning to get messy since I need to follow various
> material properties and more.
>
> The application is intended to work with any geometry presented to it.

Graham,

Have you tried using the accumulation buffer? Here is an example in C++ and
IrisGL. I'm sure there's an equivalent with OpenGL.

// global var.
float fade_factor = 1.0f;

// DrawFunc() -- Channel DRAW process callback
static void drawFunc(pfChannel* chan, void*)
{
  chan->clear();
  pfDraw();
  acbuf(AC_CLEAR_ACCUMULATE, 1.0f);
  acbuf(AC_RETURN, fade_factor);	// 0 <= fade_factor <= 1
}

// PipeConfigFunc() -- To configure the Frame Buffer
static void PipeConfigFunc(pfPipeWindow* pw)
{
  pw->open();
  acsize(12);
  gconfig();
}

// Main() -- Main program
void main (int argc, char *argv[])
{
  ...
  pfPipeWindow* pw = new pfPipeWindow(p);
  pw->setConfigFunc(PipeConfigFunc);
  pw->config();
  ...
  pfChannel* chan = new pfChannel(p);
  chan->setTravFunc(PFTRAV_DRAW,drawFunc);
  ...
  while (!done) {
    ...
    pfSync();
    ...
    fade_factor = ...
    pfFrame();
    ...
  }
  pfExit();
}

Of course, this works if you have a hardware accumulation buffer. On the RE2,
you can set the acsize to 12, 16 or 24. On other platform, refer to the man
page.

There's a cost associated with the use of the accumulation buffer. Here are the
timing I obtained on a RE2/MCO running IRIX 5.3 and Performer 2.0 on a VGA
channel:

	AC_CLEAR_ACCUMULATE	= 1.5 ms
	AC_RETURN		= 2.5 ms
				 --------
	Total			= 4.0 ms


I hope this suggestion is of help to you...

Good luck Graham.

--
      ___/      |        ___/	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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  --- Forwarded mail from IMAGE@ACVAX.INRE.ASU.EDU
  
  From: IMAGE@ACVAX.INRE.ASU.EDU
  Date: Wed, 29 May 1996 00:37:23 -0700 (MST)
  Subject: Silicon Graphics Training Class at IMAGE 96
  To: Attendees <Image@ACVAX.INRE.ASU.EDU>
  
  
  
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  
                        SILICON GRAPHICS
                            offers
                 ***** NEW TECHNICAL COURSE *****
  
                              at
  
                           IMAGE 96
                          23-28 June
                      Scottsdale, Arizona
  
                          **********
                          ANNOUNCING
  
                       the addition of
  
  
                 "ADVANCED VISUAL SIMULATION
                             on
                SILICON GRAPHICS WORKSTATIONS"
  
  
      Instructors: Michael Jones, Graham Beasley, & John Burwell
  
                           COURSE "Y"
                       Thursday, 27 June
                       (1300-1700 hours)
  
  
      **********************************************************
      TO MAKE A RESERVATION FOR THIS COURSE: Enter & Circle the
      letter "Y" in the Professional Development Course block of
      IMAGE 96 registration form. The Fee for this course is the
      same as for the other courses.
      **********************************************************
  
  
  COURSE DESCRIPTION: This session will provide a technical tutorial
  on how to build advanced-technology visual simulation solutions using
  Silicon Graphics Indigo2 Impact and Onyx InfiniteReality systems, and
  the IRIS Performer simulation software environment. Topics
  to be discussed include:  system architecture, design issues,
  configurations, database construction, special effects, video
  integration, DIS and performance. Special attention is provided to
  advanced issues such as database paging, real-time shadow generation,
  centimeter-scale whole-earth textures, dynamic distortion correction,
  and related InfiniteReality capabilities.  Actual hardware will be used
  in the session.
  
  WHO SHOULD ATTEND:  This course is targeted at engineers, project
  managers, and developers who are interested in real-time, 3D visual
  simulation solutions for engineering design, training, entertainment,
  and C4I.
  
  KNOWLEDGE & SKILLS TO BE OBTAINED:  People attending this tutorial
  will leave with a detailed understanding of how visual simultion
  solutions are implemented on Silicon Graphics workstations. They will
  also learn about new functionalies provided by the InfiniteReality.
  
  TUTORS' VITA: The session will be lead by engineers from the Advanced
  Systems Division and Interactive Systems Division of Silicon Graphics
  including Michael Jones, Manager of the IRIS Performer team, Graham
  Beasley from Applied Engineering, and John Burwell from Program Market
  Development.
  
  
                    **********************
                    FOR FURTHER INFO ABOUT
  
                         "IMAGE 96"
  
                         including:
  
    1) Conference Flyer: Schedule of Events & Logistics Info
  
    2) List of technical papers to be presented
  
    3) Description of all Technical Courses
  
    4) Registration Form
  
  
    May be obtained by visiting the IMAGE Society Web Site at URL:
  
             http://www.vetl.uh.edu/IMAGE/IMAGE.shtml
  
  
  
        Or via email by sending an email request to:
  
                 Image@acvax.inre.asu.edu
  
  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  
  ---End of forwarded mail from IMAGE@ACVAX.INRE.ASU.EDU

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: "Chris Cederwall" <ceder@pbi.net>
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Date: Wed, 29 May 1996 10:01:49 -0700
In-Reply-To: Morten Eriksen <mortene@pvv.unit.no>
        "Re: Fading a view" (May 29,  5:29pm)
References: <Pine.SOL.3.91.960529171540.5144E-100000@datter.pvv.unit.no>
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To: info-performer@sgi.com
Subject: Re: Fading a view
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Status: O


With respect to fading the monitor output of any SGI:

It is important to remember that you can effect the output of
the entire system outside of the Application you are running
by simply changing the gamma tables. It is an effective to way
completely fade the output of your system.

The only trouble can be that the Video outs are not neccessarily
the same as your Monitor outs, and can present a problem later
when migrating Applications to different situations.


-- 
				Chris Cederwall
				 ceder@pbi.net 
				 (415)442-4952                              
			
			"being born is power" - d.boon
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From: Torrey Stevens <stevens@flanders.tempe.gtegsc.com>
Message-Id: <9605291710.AA05566@flanders>
To: info-performer@sgi.com
Subject: manually created textures
Status: O

Hello,
I am trying to manually create a 2-byte component texture using performer 2.0 with C++. I am using bilinear filters with FAST_DEFINE and PFTEX_IA_8 and PFTEX_PACK_8 as internal and external formats. The texture is 32 texels by 32 texels.

We have an Onyx with an IP 19 graphics board using the libraries in 
usr/gfx/arch/IP19REV, and we also have an Idndy2 with an IP 22 graphics boarding the libraries in usr/gfx/arch/IP22NGI.

The problem I am having is that the texture is being displayed on the Onyx but not on the Indy2.

If anyone has any info, please let me know.

Thanks,
Torrey
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To: info-performer@sgi.com
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Status: O


** CORRECTION TO LAST LETTER ****
Hello,
I am trying to manually create a 2-byte component texture using performer 2.0 wi
th C++. I am using bilinear filters with FAST_DEFINE and PFTEX_IA_8 and PFTEX_PA
CK_8 as internal and external formats. The texture is 32 texels by 32 texels.

We have an Onyx with an IP 19 graphics board using the libraries in
usr/gfx/arch/IP19REV, and we also have an Idndy2 with an IP 22 graphics boarding
 the libraries in usr/gfx/arch/IP22NGI.

The problem I am having is the texture is being displayed on the INDIGO2 and NOT the ONYX.

If anyone has any info, please let me know.

Thanks,
Torrey
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From: Nuno Godinho <mgo@minerva.inesc.pt>
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To: Performer Mailing List <info-performer@sgi.com>
Subject: Adding Material to a loaded model
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Status: O

I have a problem.

After loading a .DXF mesh file I would like to apply a material to it.

Materials are included int GeoStates and GeoStates are associated with
GeoSets.

Since the model is loaded into a Geode I cannot find a way to associate
a GeoState with a Geode.

thanks
	Nuno
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Date: Wed, 29 May 1996 15:12:42 -0700 (PDT)
From: David Ng <davidng@netcom.com>
Subject: Re: Adding input devices to Performer 2.0
To: Andreas Loesch <loesch@lola.gsf.de>
cc: info-performer@sgi.com
In-Reply-To: <9605290903.ZM18675@lola.gsf.de>
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You might want to look at Xtensory's Synclink API. They have a
VR device API with drivers for most VR devices for Performer.

They can be reached at cutt@netcom.com

Dave

On Wed, 29 May 1996, Andreas Loesch wrote:

> Hi Performers,
>=20
> is there a straight forward way of adding other input devices than only t=
he
> mouse e.g. tracking systems to Performer 2.0?
>=20
> It would be nice to have the same mechanism:
>=20
> =09pfiNewTDFXformer
> =09pfiXformerAutoInput
> =09pfiXformerAutoPosition
> and
> =09pfiUpdateXformer
>=20
> available for these devices.
>=20
> Anyone?
>=20
> Andi
>=20
> --=20
> Andreas L=F6sch=09=09GSF - Forschungszentrum f=FCr Umwelt und Gesundheit
> MEDIS/M3=09=09=09=09Phone   : (+49 89) 3187 4458
> Ingolst=E4dter Landstr. 1=09=09=09FAX     : (+49 89) 3187 4449
> 85764 Oberschlei=DFheim / GERMANY=09=09E-mail  : loesch@gsf.de
>=20
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Subject: Re: Color at Surface Vertices 
In-Reply-To: Your message of "Wed, 29 May 96 09:18:54 MDT."
             <9605290918.ZM28301@prost24.prosolvia.se> 
Date: Wed, 29 May 96 17:23:25 -0700
From: Simon Hui <shui@kid.asd.sgi.com>
Status: O


> From:    "Tomas Moller" <tompa@prost24.prosolvia.se>
> Subject: Re: Color at Surface Vertices
>
> I guess that this is exaclty was my question is now: How does the
> 'color'-attributes modify the material properties based on the
> pfMtlColorMode?

The color attribute simply replaces the corresponding material property(ies).
It's the same as calling glMaterial().

> What happens with the material properties when the material color mode is,
> for example, PFMTL_CMODE_AMBIENT_AND_DIFFUSE?

The ambient and diffuse material colors (for the relevant side, front and/or
back) are set to the value of the color attribute.

Simon Hui                                      iris performer
shui@sgi.com                             advanced systems div
415.933.3244                             silicon graphics inc

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From guest  Wed May 29 18:41:32 1996
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From: Keith Babarovich <keithb@wormald.com.au>
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To: info-performer@sgi.com
Cc: Simon Bennett <simonb@wormald.com.au>
Subject: Lightpoint states in Performer 2.0
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We have a performer 2.0 application running on an RE2 under irix 5.3 that
uses lightpoint states to generate direction and omnidirection lights.
However we find that they don't work correctly when using indexed
geostates. They appear to not set the correct texture or perhaps texture
generator. The same code works OK when geostates are explicitly set. 

Is this a real bug in performer or could something else be causing this 
effect. I am inclined to think it is a performer bug because everything 
else in the scene has the correct geostates applied to it. 

If it is a real problem, does anyone have a work around?

------------------------------------------------------------------------------
Keith Babarovich            |Diversion contrary to U.S law is prohibited.This
keithb@wormald.com.au       |email may not be transfered,transshipped or re- 
Wormald Technology          |exported on a noncontinuous voyage, or otherwise
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Ph: +61 2 981 0611          |proper written approval of my mum.    EL792126  +


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From guest  Wed May 29 19:10:25 1996
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From: Keith Babarovich <keithb@wormald.com.au>
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To: info-performer@sgi.com
Cc: Simon Bennett <simonb@wormald.com.au>
Subject: How does pfMemory know it is a pfMemory?
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As part of our performer 2.0 application we have a binary file format which
loads in all of our GeoSet attributes arrays into one big chunk of PfMemory
and then all the geosets point into different bits of this chunk of 
memory. 

The pfGeoSet man pages state that you can use either pfMemory allocated 
or statically allocated pointers for vertex arrays, etc, but warns that 
statically allocated arrays can cause segmentation violations.  Well, we 
are getting occasional crashes within pfGroup::checkDelete and I am 
wondering if this could be the problem.

So my questions are:

How does performer tell if a pointer is to a pfMemory allocated array, or to
a statically allocated array? 

I understand that a pfMemory allocated array has a 4 word header, does it
look for this header before deleteing and if so could I place a 4 word header
before each of my attribute arrays for performer to look at so that it would
know that it wasn't a pfMemory and would not try to free it. 


------------------------------------------------------------------------------
Keith Babarovich            |Diversion contrary to U.S law is prohibited.This
keithb@wormald.com.au       |email may not be transfered,transshipped or re- 
Wormald Technology          |exported on a noncontinuous voyage, or otherwise
Advanced Systems Engineering|be disposed of by any unauthorised person without
Ph: +61 2 981 0611          |proper written approval of my mum.    EL792126  +


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To: Graham Jones <graham.jones@sharp.co.uk>
Cc: info-performer@sgi.com, shui@kid.asd.sgi.com
Subject: Re: Fading a view 
In-Reply-To: Your message of "Wed, 29 May 96 13:44:09 BST."
             <31AC4699.3D5@sharp.co.uk> 
Date: Wed, 29 May 96 18:04:13 -0700
From: Simon Hui <shui@kid.asd.sgi.com>
Status: O


> From:    Graham Jones <graham.jones@sharp.co.uk>
> Subject: Fading a view
> 
> I'm used to using the OpenGL calls to set the pixel transfer scale factors
> to my required colour scale. If I do this in Performer 2.0 it looks like
> textured objects are the only ones to be scaled.

This is correct; opengl pixel transfer factors affect only textures and
pixel images (glDrawPixels).  They do not affect vertex colors.

Simon Hui                                      iris performer
shui@sgi.com                             advanced systems div
415.933.3244                             silicon graphics inc

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To: graham.jones@sharp.co.uk
Cc: info-performer@sgi.com, shui@kid.asd.sgi.com, robj@barney.reading.sgi.com
Subject: Re: Fading a view 
In-Reply-To: Your message of "Wed, 29 May 96 16:38:21 BST."
             <9605291638.ZM7988@barney.reading.sgi.com> 
Date: Wed, 29 May 96 20:33:43 -0700
From: Simon Hui <shui@kid.asd.sgi.com>
Status: O


> From:    "Rob Jenkins" <robj@barney.reading.sgi.com>
> Subject: Re: Fading a view
>
> pfColortable should do what you want I think.

There are some drawbacks with using a pfColorTable for this:

1. It slows down every color setting in the scene, so its cost
   is proportional to the number of vertex colors.

2. It affects only the vertex color, which in turn affects the
   final color in two ways:

   a. Texturing: if your texture environment is PFTE_MODULATE, then 
      the vertex color can be used to fade the final color, but this will
      not work with the other texture environments.

   b. Lighting: you can use pfMtlColorMode to cause the 
      vertex color to modify certain material properties and thereby control
      the final color, but if you look at the opengl lighting equation 
      (in section 2.12.1 of the opengl spec), you'll notice that within the 
      choices of material properties that pfMtlColorMode offers, you can't 
      scale the entire lighting equation.  For example, you can't fade a scene 
      that has both diffuse and specular lighting, or ambient and specular.

Another suggestion that may have crossed your mind is to fade the scene by
changing the X colormap.  X indeed allows you to change the color ramps for 
R,G,B,A if you have a DirectColor visual.  However, even though Impact, 
RealityEngine, and InfiniteReality systems all support a limited number of 
DirectColor visuals, these visuals are capable only of X rendering and not GL
rendering.  So using the colormap for fading not an option.

Morten Eriksen's suggestion of using alpha blending and drawing a polygon
over the entire scene is nice in that its cost is constant, and independent
of the scene complexity.

Simon Hui                                                 iris performer
shui@sgi.com                                        advanced systems div
415.933.3244                                        silicon graphics inc
 


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To: Hansong Zhang <zhangh@cs.unc.edu>
Cc: shui@kid.asd.sgi.com, rany@netvision.net.il, info-performer@sgi.com
Subject: Re: fbsubtexload() problem 
In-Reply-To: Your message of "Mon, 27 May 96 14:47:00 EDT."
             <199605271847.OAA27517@histidine.cs.unc.edu> 
Date: Wed, 29 May 96 21:34:00 -0700
From: Simon Hui <shui@kid.asd.sgi.com>
Status: O


> From:    Hansong Zhang <zhangh@cs.unc.edu>
> Subject: Re: fbsubtexload() problem
>
> I have another question on interpolation of texels.
>
> I expected a static image of the texture map loaded from a file; and 
> such I got when TX_MINFILTER is TX_POINT, TX_TRILINEAR etc. 

TX_TRILINEAR is for 3D textures only; if you want mipmapped 2D textures,
use TX_MIPMAP_TRILINEAR.  If you really set the min filter to TX_TRILINEAR, 
that's an error, and the GL probably ignored it.

What is your projection matrix and viewport?  Can you email the code 
fragments that set them?

thanks

simon w. hui                                              iris performer
shui@sgi.com                                        advanced systems div
415.933.3244                                        silicon graphics inc

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From guest  Thu May 30 01:35:55 1996
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	for info-performer@sgi.sgi.com id JAA28177; Thu, 30 May 1996 09:22:46 +0200
From: "Svend Tang-Petersen" <svend@rex.copen.sgi.com>
Message-Id: <9605300922.ZM28175@rex.copen.sgi.com>
Date: Thu, 30 May 1996 09:22:45 +0200
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: info-performer@sgi.com
Subject: MultiGen questions.
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi Performers.

I have 3 question about MultiGen V14, which a fairly simple, but I'm
new to MultiGen.

 a) I tried to set the environment variables for the default texture, dfad,
    and flt file locations in my .cshrc, but when importing a texture it
    still uses the '/usr/Multigen_flt/.....' path. A printenv from shell
    shows that the variables are indeed set, so what am I missing ?

 b) If I do a perfly using one of my flt files, it loades textures using
    their absolute path. Is this related to the above ?
    (I hate the idea of having demos that have this kind of dependency)

 c) I'm modelling a scene with 7x5 tiles and 3 lod's using 1,2 and 4 meter
    data. If I align my textures using imgview, then they match perfectly.
    When I look at my scene there's a border between the individual tiles,
    which looks very much like a dark pixel.

    When I load the texture into the texture palette I set u,v and u+v to
    TX_clamp. Then I apply the texture to the tile using 'Use select' and
    'Use Corners'.

    I then pick 3 corners of the mesh using the middle mouse button to snap
    onto the vertices. On some tiles it looks like the texture matches
perfectly
    with the 3 picked corners but not on the last. (My tiles are perfectly
    square).

    Any hints ?

-- 

Regards Svend


*************************************************************************
* Svend Tang-Petersen, MSc            	Email: svend@copen.sgi.com      *
* Silicon Graphics Denmark		Fax:   (+45) 43438606           *
* Stationsparken 25			Phone: (+45) 43438600           *
* 2600 Glostrup		                Voice mail: 5-7507              *
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*************************************************************************
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From guest  Thu May 30 02:29:37 1996
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From: englim@sgisgp.singapore.sgi.com (Eng Lim Goh)
Message-Id: <9605300805.AA12670@sgisgp.singapore.sgi.com>
Subject: Re: Real-time Depth-of-Field Image processing
To: bleclerc@cae.ca (Bernard Leclerc)
Date: Thu, 30 May 96 16:05:44 SST
Cc: javier@asd.sgi.com, pro@ii.pw.edu.pl, info-performer@sgi.com
In-Reply-To: <9601041901.ZM5225@eagle.cae.ca>; from "Bernard Leclerc" at Jan 4, 96 7:01 pm
X-Mailer: ELM [version 2.3 PL11]
Status: O

Hi Bernard,

I understand its been quite some time since your question was posted.
Nevetheless ...

	. The March'96 issue of IEEE CG&A (vol.16.no.2) has an article
	  proposing a real-time solution to what you may be looking for.

> Hello Performers,
> 
> It takes quite long to describe the problem I'm faced with. For that reason I
> decided to describe it in a separate document attached to this mail.
> 
> If you feel you could contribute to solve the problem of a 9-channel visual
> system requiring dynamic shadowing and focus effects, then take a look at the
> attachment.


Cheers,
gel
englim@singapore.sgi.com

Dr. Goh Eng Lim
Managing Director
East Asia Technology Network (EATN)


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To: Question Performer <info-performer@sgi.com> (Receipt Notification 
    Requested) (Non Receipt Notification Requested)
Subject:  Front / Back TexEnv !!!
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=0C     Hi pfPerformers,

     Is there someone that would be able to specify a different
     texenv for the front and back sides of an object, like what we
     do with pfMaterials.
     As you may understand, i am trying to make a texture react different=
ly
     with the front material and the back one.

     background : i am trying to modelize the sky globe around the earth,=

     with a periodic cloud texture ( i have various formats: rgb, rgba, i=
nta)
     beneath the sky  (seen from earth): blue diffuse sky with white diff=
use clouds
     above the sky (seen from space) : transparent with white opaque diff=
use clouds

     I have tryed many texenv modes, and many kinds of material, without =
success.
     But i think that with two different texenvs, i would succeed

     i am impatiently waiting for an answer,

     bye,

     Michael Boccara
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From: "Svend Tang-Petersen" <svend@rex.copen.sgi.com>
Message-Id: <9605301033.ZM28262@rex.copen.sgi.com>
Date: Thu, 30 May 1996 10:33:29 +0200
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Subject: Texture memory.
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Hi,

is there a rule of thumb when it comes to calculating how much texture
memory is available after loading a number of textures at a given size ?

Basically stated:

 If I add the sizes of my textures obtained from an 'ls -l', do I then
 have to consider any overhead when calculating how much is left ?
 (depending on how the textures are stored in Tram etc..)

I'm loading n tiles with 2 LOD's at 256^2 and 512^2 pixels from n flt files,
and I would like to add a 3'rd layer at 1024^2 pixels on some tiles.


-- 

Regards Svend


*************************************************************************
* Svend Tang-Petersen, MSc            	Email: svend@copen.sgi.com      *
* Silicon Graphics Denmark		Fax:   (+45) 43438606           *
* Stationsparken 25			Phone: (+45) 43438600           *
* 2600 Glostrup		                Voice mail: 5-7507              *
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Date: Fri, 31 May 1996 15:11:54 -0700
From: Tran cong Tam <tran@sirssg1.epfl.ch>
Message-Id: <199605312211.PAA02813@sirssg1.epfl.ch>
To: info-performer@sgi.com
Subject: converter explore-wavefornt to inventor.
Status: O


Dear Performer Users,

Does anyone know where can I find a tool to convert data from EXPLORE-WAVEFRONT
to INVENTOR ?

Any help will be very appreciated.

THANKS
			TRAN
/-------------------------------------------------------/
|		TRAN C T				|
|		IDERALPE				|
|		LAUSANNE - SWITZERLAND			|
|		tel : 021/693.57.88			|
|		Email : tran@sirssg1.epfl.ch		|
/-------------------------------------------------------/
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From: Hansong Zhang <zhangh@cs.unc.edu>
Message-Id: <199605301504.LAA27171@coons.cs.unc.edu>
Subject: Re: fbsubtexload() problem
To: shui@kid.asd.sgi.com (Simon Hui)
Date: Thu, 30 May 1996 11:04:31 -0400 (EDT)
Cc: zhangh@cs.unc.edu, shui@kid.asd.sgi.com, rany@netvision.net.il,
        info-performer@sgi.com
In-Reply-To: <199605300434.VAA05889@kid.asd.sgi.com> from "Simon Hui" at May 29, 96 09:34:00 pm
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Status: O

Simon, I didn't have viewing/projection calls at all, which I
guess is equiverlent to
ortho2(0, win_width-1, 0, win_height-1);

I have found the reason for the unexpected animation of the texture:
If I offset the texture coordinates of the square I draw by half the
size of a texel, the window image stays the same - as expected.
I wonder if I should do the same in Opengl (haven't tried the opengl 
version yet).

(As a reminder this is what my program does...
I draw a square that covers the entire 256x256 window (i.e. the square
is (0,0)-(255,255)) with a 256x256 texture map. then I fbsubtexload
the window image into the texture and draw the textured square (now
the texture is the windows image -- should be the same as the original
texture map), and so on...)

hansong

> 
> 
> > From:    Hansong Zhang <zhangh@cs.unc.edu>
> > Subject: Re: fbsubtexload() problem
> >
> > I have another question on interpolation of texels.
> >
> > I expected a static image of the texture map loaded from a file; and 
> > such I got when TX_MINFILTER is TX_POINT, TX_TRILINEAR etc. 
> 
> TX_TRILINEAR is for 3D textures only; if you want mipmapped 2D textures,
> use TX_MIPMAP_TRILINEAR.  If you really set the min filter to TX_TRILINEAR, 
> that's an error, and the GL probably ignored it.
> 
> What is your projection matrix and viewport?  Can you email the code 
> fragments that set them?
> 
> thanks
> 
> simon w. hui                                              iris performer
> shui@sgi.com                                        advanced systems div
> 415.933.3244                                        silicon graphics inc
> 
> 

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Date: Thu, 30 May 1996 10:54:45 -0700
From: Torrey Stevens <stevens@flanders.tempe.gtegsc.com>
Message-Id: <9605301754.AA06407@flanders>
To: info-performer@sgi.com
Subject: texture problem
Status: O

Hello,
I seem to be having a new problem.
I am trying to texture a rectangular face with a two component IA texture but
view the face the texture comes up not aligned to the face and when I rotate the
face the texture appears to rotate differently within in the face.
The face was created with MultiGen and I am running on a Onyx.

Here is the code using C++ with Performer 2.0:

   pfVec2 tcoords[4];
   
   tcoords[0].set(0.0, 1.0);
   tcoords[1].set(1.0, 1.0);
   tcoords[2].set(1.0, 0.0);
   tcoords[3].set(0.0, 0.0);

   tex = new(pfGetSharedArena()) pfTexture;
   tev = new(pfGetSharedArena()) pfTexEnv;

    tex->setImage((uint*)image, 2, 32 , 32, 0);
// image contains values 0x00ff or 0ff00

    tex->setFilter(PFTEX_MINFILTER, PFTEX_BILINEAR);
    tex->setFilter(PFTEX_MAGFILTER, PFTEX_BILINEAR);

    tex->setFormat(PFTEX_FAST_DEFINE, PF_ON);
    tex->setFormat(PFTEX_INTERNAL_FORMAT, PFTEX_IA_8); 
    tex->setFormat(PFTEX_EXTERNAL_FORMAT, PFTEX_PACK_8); 
   gstate = new pfGeoState;
   gstate->setMode(PFSTATE_ENTEXTURE, PF_ON);
   gstate->setAttr(PFSTATE_TEXENV, tev);
   gstate->setAttr(PFSTATE_TEXTURE, tex);
   gstate->setMode(PFSTATE_TRANSPARENCY, PFTR_ON);

   gset = geode->getGSet(0);
   gset->setAttr(PFGS_TEXCOORD2, PFGS_PER_VERTEX, tcoords, NULL);
   gset->setGState(gstate);

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Note: geode is the face being textured.

When viewing the face, the transparency does not seem to work either.

If anyone has any ideas please let me know.....

Thanks,
Torrey
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From: "Remi Arnaud" <remi@remi.asd.sgi.com>
Message-Id: <9605301047.ZM7144@remi.asd.sgi.com>
Date: Thu, 30 May 1996 10:47:48 -0700
In-Reply-To: Keith Babarovich <keithb@wormald.com.au>
        "Lightpoint states in Performer 2.0" (May 30, 10:13am)
References: <Pine.OSF.3.91.960530101246.9772A-100000@murad>
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To: Keith Babarovich <keithb@wormald.com.au>, info-performer@sgi.com
Subject: Re: Lightpoint states in Performer 2.0
Cc: Simon Bennett <simonb@wormald.com.au>
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Status: O

Hi Keith,

On May 30, 10:13am, Keith Babarovich wrote:

> We have a performer 2.0 application running on an RE2 under irix 5.3 that
> uses lightpoint states to generate direction and omnidirection lights.
> However we find that they don't work correctly when using indexed
> geostates. They appear to not set the correct texture or perhaps texture
> generator. The same code works OK when geostates are explicitly set.
>
> Is this a real bug in performer or could something else be causing this
> effect. I am inclined to think it is a performer bug because everything
> else in the scene has the correct geostates applied to it.


 It may be a Performer bug, but I can't see it as the same code is used for
indexed geostates, no matter if a lpstate is attached to it.

 Is it in your possibility to send me an example showing the problem ?

 Best Regards

 -- Remi


-- 


 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: Thu, 30 May 1996 11:33:10 -0700
From: "Scott A. Friedman" <friedman@ucla.edu>
Organization: UCLA Department of Architecture
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Subject: Swimming Textures
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Hello,

We are porting an application of ours to Performer 2.0 and are noticing
that the textures in our models are 'swimming'.  We are using MultiGen
models and use TX-BILINEAR minification.  The swimming is most
pronounced at a distance and when the eyepoint is at an angle of greater
than 45 degrees to the face of the polygon.  When I switch to a
MipMap'ed version the problem goes away (reasonable).

The weird part is that our Performer 1.2 application does NOT exhibit
this same behaviour.  That is, the same model and code and textures do
not swim.  Are there any differences between the two versions that would
cause this?  We are running on an RE2 using GL for both applications.
The OpenGL version of our ported application has the same swimming
textures.

Was my Performer 1.2 application MipMap'ing my textures and I didn't
know it?

Any insights are appreciated!

Scott Friedman
UCLA Architecture + Urban Design
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Date: Thu, 30 May 1996 12:09:12 -0700
In-Reply-To: "Svend Tang-Petersen" <svend@rex.copen.sgi.com>
        "MultiGen questions." (May 30,  9:22am)
References: <9605300922.ZM28175@rex.copen.sgi.com>
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Svend

I have forwarded this to support@multigen.com  They should be able to awnser
your questions better than the Performer news group.  Nothing against the
performer guru's!  I'm sure most of them could awnser your questions.

Andy

On May 30,  9:22am, Svend Tang-Petersen wrote:
> Subject: MultiGen questions.
> Hi Performers.
>
> I have 3 question about MultiGen V14, which a fairly simple, but I'm
> new to MultiGen.
>
>  a) I tried to set the environment variables for the default texture, dfad,
>     and flt file locations in my .cshrc, but when importing a texture it
>     still uses the '/usr/Multigen_flt/.....' path. A printenv from shell
>     shows that the variables are indeed set, so what am I missing ?
>
>  b) If I do a perfly using one of my flt files, it loades textures using
>     their absolute path. Is this related to the above ?
>     (I hate the idea of having demos that have this kind of dependency)
>
>  c) I'm modelling a scene with 7x5 tiles and 3 lod's using 1,2 and 4 meter
>     data. If I align my textures using imgview, then they match perfectly.
>     When I look at my scene there's a border between the individual tiles,
>     which looks very much like a dark pixel.
>
>     When I load the texture into the texture palette I set u,v and u+v to
>     TX_clamp. Then I apply the texture to the tile using 'Use select' and
>     'Use Corners'.
>
>     I then pick 3 corners of the mesh using the middle mouse button to snap
>     onto the vertices. On some tiles it looks like the texture matches
> perfectly
>     with the 3 picked corners but not on the last. (My tiles are perfectly
>     square).
>
>     Any hints ?
>
> --
>
> Regards Svend
>
>
> *************************************************************************
> * Svend Tang-Petersen, MSc            	Email: svend@copen.sgi.com
     *
> * Silicon Graphics Denmark		Fax:   (+45) 43438606           *
> * Stationsparken 25			Phone: (+45) 43438600           *
> * 2600 Glostrup		                Voice mail: 5-7507
             *
> * Denmark 				http://www.sgi.com	        *
> * 					http://rex.copen.sgi.com/~svend *
> *************************************************************************
> =======================================================================
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>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Svend Tang-Petersen



-- 
Andrew R. Walker			awalker@multigen.com
Member of Technical Staff		( 408 ) - 556 - 2627 DIRECT
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From: "Bob Cowling" <cowling@torus.autometric.com>
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Date: Thu, 30 May 1996 16:20:40 -0400
In-Reply-To: Torrey Stevens <stevens@flanders.tempe.gtegsc.com>
        "texture problem" (May 30, 10:54am)
References: <9605301754.AA06407@flanders>
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Status: O



I believe the problem lies in the line

pfVec2 tcoords[4];

The coordinates have to be malloced/newed from the shared arena
(especially in multiprocessing mode).

Hope this helps.
Bob.
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From: "Kamen Kanev" <kamen@vsl.co.jp>
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Date: Fri, 31 May 1996 10:03:38 +0900
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To: info-performer@sgi.com
Subject: .flt to .pfb conversion problems
Mime-Version: 1.0
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Status: O

I downloaded the package supporting the new fast sgi format (.pfb).

After converting .flt files with textures the resulting .pfb causes a
segmentation fault when loaded in perfly.

If I make the textures inaccessible while converting then the resulting .pfb
file can be loaded ok (but not nice looking though).

The file airbase.flt in /usr/share/Performer/friends/multigen/Models may be a
good sample to reproduce the problem.

I've got same results on Onyx and Impact.

Any ideas about the cause of the problem and eventual fixes?

Many thanks in advance!

Kamen Kanev

-- 
__________________________________

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
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To: Hansong Zhang <zhangh@cs.unc.edu>
Cc: shui@kid.asd.sgi.com, rany@netvision.net.il, info-performer@sgi.com
Subject: Re: fbsubtexload() problem 
In-Reply-To: Your message of "Thu, 30 May 96 11:04:31 EDT."
             <199605301504.LAA27171@coons.cs.unc.edu> 
Date: Thu, 30 May 96 19:08:39 -0700
From: Simon Hui <shui@kid.asd.sgi.com>
Status: O


> From:    Hansong Zhang <zhangh@cs.unc.edu>
> Subject: Re: fbsubtexload() problem
>
> Simon, I didn't have viewing/projection calls at all, which I
> guess is equiverlent to ortho2(0, win_width-1, 0, win_height-1);

Ah, that explains it.  The default ortho projection will be
(-0.5, 255.5, -0.5, 255.5); this is what's needed to get a one-to-one
mapping between eye coords and window coords, see manpage for ortho2. 
Hence your square covers a 255x255 area, onto which you are drawing a 
256x256 texture, so there is a slight minification.

> If I offset the texture coordinates of the square I draw by half the
> size of a texel, the window image stays the same - as expected.

Sure, it compensates for the 1-pixel difference.  Using
(-0.5, 255.5, -0.5, 255.5) for the square should also work.

> I wonder if I should do the same in Opengl (haven't tried the opengl 
> version yet).

No - in irisgl, pixel centers have *.5 coordinates, but in opengl they
have *.0 coordinates.  So you'd this in opengl:

	glOrtho2(0.0, w, 0.0, h, ...,...);
	glBegin(GL_TRIANGLE_STRIP);
	glVertex2f(0, 0);
	glVertex2f(w, 0);
	glVertex2f(0, h);
	glVertex2f(w, h);
	glEnd();

By the way, OpenGL sets the projection matrix to identity by default,
so you have to set it yourself.  The viewport, however, is set to the
size of the window by default.

simon w. hui                                              iris performer
shui@sgi.com                                        advanced systems div
415.933.3244                                        silicon graphics inc


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Subject: Re: fbsubtexload() problem 
In-Reply-To: Your message of "Thu, 30 May 96 19:08:39 PDT."
             <199605310208.TAA10230@kid.asd.sgi.com> 
Date: Thu, 30 May 96 19:10:53 -0700
From: Simon Hui <shui@kid.asd.sgi.com>
Status: O


> From:    Simon Hui <shui>
> Subject: Re: fbsubtexload() problem 
>
> No - in irisgl, pixel centers have *.5 coordinates, but in opengl they
> have *.0 coordinates.

Ughh, I said exactly the opposite of what I meant! :-)

In irisgl, pixel centers are *.0, but in opengl they are *.5.

simon w. hui                                              iris performer
shui@sgi.com                                        advanced systems div
415.933.3244                                        silicon graphics inc

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Date: Fri, 31 May 1996 12:54:43 +1000
From: dochi@chopin.kist.re.kr (Lae-Hyun Kim)
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To: info-performer@sgi.com
Subject: VRML_LOADER
Status: O

Hi all,

I wonder if there is vrml loader in performer using QvLib.
If so, please let me know.

My E-Mail Address : dochi@chopin.kist.re.kr

Thank you in advance.

KIM.
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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9605302204.ZM5930@rose.asd.sgi.com>
Date: Thu, 30 May 1996 22:04:31 -0700
In-Reply-To: "Kamen Kanev" <kamen@vsl.co.jp>
        ".flt to .pfb conversion problems" (May 31, 10:03am)
References: <9605311003.ZM20916@dacca>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "Kamen Kanev" <kamen@vsl.co.jp>, info-performer@sgi.com
Subject: Updated libpfpfb for 2.0 on Web Site !!!
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Get the latest version of the libpfpfb Fast Loading Performer File Format!


+>---- On May 31, 10:03am, Kamen Kanev wrote:
> Subject: .flt to .pfb conversion problems
->I downloaded the package supporting the new fast sgi format (.pfb).
->
->After converting .flt files with textures the resulting .pfb causes a
->segmentation fault when loaded in perfly.


Woops - looks like we had a mix up and the latest libpfpfb never 
made it over to the ftp location on the web site!
I have just corrected this oversight and put out the latest libpffpb 
for download 
	under http://www.sgi.com/Technology/Performer.html
at:
	ftp://sgigate.sgi.com/pub/Performer/src/pf2.0/
		libpfpfb2.0.tar.Z

This is the same libpfpfb that was released with Performer2.1 but
it will compile for Performer2.0 as well and has some bug fixes from
the beta version.  .pfb Files created with the beta version should be
recreated with this new version as we did have to change a couple
of texture tokens to fix a bug or two.


Watch this space - we'll be putting some more stuff out soon!

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: Simon Bennett <simonb@wormald.com.au>
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Subject: Image '96
To: info-performer@sgi.com
Date: Fri, 31 May 1996 15:28:32 +1000 (EST)
X-Mailer: ELM [version 2.4 PL24]
Content-Type: text
Status: O


I may have missed this, but are there Performer and/or Multigen User
Group Meetings at Image '96?

...and do I have to register?

Thanx
+----------------------------------------------------------------------------+
  Simon Bennett       simonb@wormald.com.au
  Wormald Technology  Advanced Systems Engineering Ph: +61 2 9981 0669

		"Good judgement is the result of experience.
		 Experience is the result of poor judgement"
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To: Torrey Stevens <stevens@flanders.tempe.gtegsc.com>
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Subject: Re: texture problem 
In-Reply-To: Your message of "Thu, 30 May 96 10:54:45 PDT."
             <9605301754.AA06407@flanders> 
Date: Fri, 31 May 96 01:56:04 -0700
From: Simon Hui <shui@kid.asd.sgi.com>
Status: O


Someone has already answered this, just thought I'd elaborate.

> From:    Torrey Stevens <stevens@flanders.tempe.gtegsc.com>
> Subject: texture problem
>
> I am trying to texture a rectangular face with a two component IA texture
> but view the face the texture comes up not aligned to the face and when I
> rotate the face the texture appears to rotate differently within in the 
> face.
> 
>    pfVec2 tcoords[4];

I can't tell from your code fragment whether these texcoords are local 
storage on the stack, or statically allocated storage; since the former 
is out of the question, I'll assume the latter.

This can only work if

	1. You call the 'set' commands below before you call pfConfig().
	   Otherwise pfConfig will fork off the draw and cull processes, 
	   giving them each their own copy of tcoords.

	or

	2. The draw, cull, and app processes are the same process, in
	   which case they all have the same copy of tcoords.

If you allocated tcoords using pfMalloc and the shared arena, that would 
avoid these problems.

>    tcoords[0].set(0.0, 1.0);
>    tcoords[1].set(1.0, 1.0);
>    tcoords[2].set(1.0, 0.0);
>    tcoords[3].set(0.0, 0.0);

simon w. hui                                              iris performer
shui@sgi.com                                        advanced systems div
415.933.3244                                        silicon graphics inc

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Date: Fri, 31 May 1996 08:28:06 -0400
From: ghock@gateway.grumman.com (Greg Hock)
Message-Id: <9605311228.AA08578@gateway.grumman.com>
To: info-performer@sgi.com
Subject: Movies
Content-Length: 760
Status: O

Is there a cots tools or SGI desktop tool to capture my Perf app
while it is running at say 10-15 frames/sec.  I need to create a 
movie file or compressed jpg format for an advertisement. The file
format needs to be consistent with the standard editing/compositing
tools such as Alias/Wavefront's Composer.
As far as I can tell the std SGI tools for frame grabs are snapshot or
capture both of which are not applicable to high frame count grabs.  
I guess the other option would be to save the running application to
a VHS recorder (using my Galileo board and videoout) then play the 
tape somehow into the developing Composer application/advertisement.
Any Help?<---silly question, there always is...
See Ya,
Greg Hock
ghock@gateway.grumman.com
407 726-7758
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Date: Fri, 31 May 1996 14:11:53 +0100
From: Graham Jones <graham.jones@sharp.co.uk>
Organization: Sharp Laboratories of Europe
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To: info-performer@sgi.com
Subject: Re: Fading a view (Thanks for the advice)
References: <199605291604.LAA04140@natashya.eden.com>
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Status: O

I would just like to thank everybody who responded for their advice
about fading a view. I've now tried two approaches:-

1) Drawing a black alpha blended polygon at the front of the scene.

2) Using the accumulation buffer to scale colours.

They both work, and they don't affect the frame rate too much either.

Thanks again for the advice

Graham Jones
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Date: Fri, 31 May 1996 16:47:07 +0200
From: Elke Hendon <ehendon@atlas.de>
Organization: STN Altas Elektronik
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To: Performer <info-performer@sgi.com>
Subject: core in Builder
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Status: O

Hello!


I have a somewhat corrupted version of perfly, in that I load files
including the node registration available in the Performer 2.0 Loader.
The problem I have is:

Bad pc in corefile, using return address
Core from signal SIGILL: Illegal instruction.

  
However, this occurs also when the loader is called, but no file is
loaded.  There seems to be some contention somewhere.  I am just looking
for a hint as to where the problem could lie.  Here is what dbx says:

>  0 pfMemory::realloc(unsigned int)(this = 0x1828d750, nbytes = 256) ["/perf7/zhz/perftot0/perf/lib/libpr/DBG.O32.IRISGL/../../../lib/libpr/pfMemory.C":356, 0x69d660]
   1 pfMemory::realloc(void*,unsigned int)(_data = 0x1828d760, nbytes =
256) ["/perf7/zhz/perftot0/perf/lib/libpr/DBG.O32.IRISGL/../../../lib/libpr/pfMemory.C":450,
0x69ddc0]
   2 pfList::setNum(int)(this = 0x183046f0, newnum = 35) ["/perf7/zhz/perftot0/perf/lib/libpr/DBG.O32.IRISGL/../../../lib/libpr/pfList.C":297,
0x69792c]
   3 pfList::set(int,void*)(this = 0x183046f0, index = 34, elt =
0xffffffff) ["/perf7/zhz/perftot0/perf/lib/libpr/DBG.O32.IRISGL/../../../lib/libpr/pfList.C":261,
0x697a04]
   4 pfSet(_list = 0x183046f0, index = 34, elt = 0xffffffff) ["/perf7/zhz/perftot0/perf/lib/libpr/DBG.O32.IRISGL/../../../lib/libpr/cList.C":145,
0x5807fc]
   5 SetupDefaultModes(b = 0x18304050) ["/perf7/zhz/perftot0/perf/lib/libpfdu/DBG.O32.IRISGL/../../../lib/libpfdu/pfdBuilder.c":828,
0x742054]
   6 pfdNewBldr() ["/perf7/zhz/perftot0/perf/lib/libpfdu/DBG.O32.IRISGL/../../../lib/libpfdu/pfdBuilder.c":784,
0x741dec]
   7 pfdInitBldr() ["/perf7/zhz/perftot0/perf/lib/libpfdu/DBG.O32.IRISGL/../../../lib/libpfdu/pfdBuilder.c":1226,
0x743ae0]
   8 pfdResetBldrGeometry() ["/perf7/zhz/perftot0/perf/lib/libpfdu/DBG.O32.IRISGL/../../../lib/libpfdu/pfdBuilder.c":1268,
0x743db4]
   9 pfdLoadFile(fileName = 0x100edc38 = "gelGBFlugH.flt") ["/perf7/zhz/perftot0/perf/lib/libpfdu/DBG.O32.IRISGL/../../../lib/libpfdu/pfdLoadFile.c":781,
0x765ce4]
   10 denRest(objekt = 0x100edc20) ["/usr/sky_people/elke/HESI/SI_KERN/DBG.O32.IRISGL/../DBV/sidabh.c":514,
0x470350]
   11 sidvorLade(id = 55551, mnr = 1, typ = 0) ["/usr/sky_people/elke/HESI/SI_KERN/DBG.O32.IRISGL/../DBV/sidabh.c":467,
0x47017c]
   12 sidglobueb(name = 0x7c1968 = "10", uebvar = 1) ["/usr/sky_people/elke/HESI/SI_KERN/DBG.O32.IRISGL/../DBV/sidabh.c":106,
0x46f010]
   13 executeCommand(cmd2disiT*)(cmdP = 0x7c195c) ["/usr/sky_people/elke/HESI/SI_KERN/DBG.O32.IRISGL/../Disi/siEvents.C":117,
0x48149c]
   14 sM_execCmd(void)() ["/usr/sky_people/elke/HESI/SI_KERN/DBG.O32.IRISGL/../../EMPF/siShMem.C":258,
0x4822dc]
   15 sikleinSim(void)() ["/usr/sky_people/elke/HESI/SI_KERN/DBG.O32.IRISGL/../Disi/disi.C":639,
0x48af50]
   16 main(argc = 12, argv = 0x7fffaeec) ["/usr/sky_people/elke/HESI/SI_KERN/DBG.O32.IRISGL/../Disi/disi.C":278,
0x4899f0]
   17 __start() ["crt1text.s":133, 0x46c8bc]


In this example, no file was loaded since PFPATH is set incorrectly (on
purpose). make mode = igldbg. IRIX5.3
The builder initialisation seems to run across something it doesn't like
Does anyone have a hint where I could find a problem?
Thanks!


========================================================
________________________________________________________
|Elke Hendon                                            |
|STN-Atlas Elektronik GmbH                              |
|Simulation Division ETZ42                              |
|Sebaldsbruecker Heerstr. 235,                          |
|D-28305 Bremen	                                        |
|email:		ehendon@atlas.de                        |
|Telefon:	0421/457 3122                           |
|Fax:		0421/457 3903                           |
|_______________________________________________________|
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Date: Fri, 31 May 1996 08:15:26 -0700
From: mtj@babar.asd.sgi.com (Michael T. Jones)
Message-Id: <199605311515.IAA15164@babar.asd.sgi.com>
To: info-performer@sgi.com
Subject: Performer at IMAGE
Status: O

Simon Bennett wrote:

| I may have missed this, but are there Performer and/or Multigen User
| Group Meetings at Image '96?
|
| ...and do I have to register?

Performer will have several venues at IMAGE this year. Events include:

  o  The SGI Booth. Come and see InfiniteReality with new Performer 2.1
     features. Enyone who was at the recent Developer's Forum can tell
     you that the "Infinte" in "InfiniteReality" is not a boast -- we'll
     be showing people why that is so in the booth during exhibit hours.

  o  The paper sessions. There will be several interesting papers by
     Performer and Multigen users on different aspects of visual simulation 
     technology. I've read several of them and they will certainly be 
     something to talk about (hint ;-).

  o  The course. We've been asked to present a course on how to assemble
     a high-function visual simulation system, as I mentioned in recent
     email. This is going to be fun and will certainly cover Performer
     as well as a number of partner products and integration issues. You
     do need to sign up for this -- it's an official IMAGE event.

  o  The Friends of Performer get-together. We've held this at I/ITSEC, 
     ITEC, IMAGE, and SIGGRAPH since we first released Performer. It's
     a very important way to meet face-to-face and often is a chance
     to answer important questions. Historically, it's also been a good
     place to get that rarest and most sought-after of attire, the 
     Performer T-Shirt. No "registration" is necessary for this. Just
     show up if you're interested.

  o  Finally, the official Friends of Performer party. We usually go 
     out for some entertainment after the Friends of Performer meeting.
     No registration required, but no cameras are allowed either -- the
     risk of blackmail would be too great. If you want to do something
     crazy with the Performer team, let us know. (Ideas welcome)

That's it for us, but Multigen (and Coryphaeus, Paradigm, ...) often have
events as well -- perhaps they'll post here so we can all plan days and
times to avoid overlap.

Hope to see you there,
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: Sat, 1 Jun 1996 18:00:42 -0700
From: Tran cong Tam <tran@sirssg1.epfl.ch>
Message-Id: <199606020100.SAA00969@sirssg1.epfl.ch>
To: info-performer@sgi.com
Status: O

Hello Performer Users,

I am a new one in the list. I put some questions about 
new Loader_Iv for Performer2.0, but I have no answer.

With these more detailled questions and I hope some help
from senior users.

We work on Onyx Reality Engine 2 processors, 128Mbyte
RAM and 400Mbyte on SWAP.

Our program used Perfomer1.2 andread the datafiles 
Inventor2.0 is OK

Now, we convert into Performer2.0, we get these following
problems :

I) new Loader_Iv of pf2.0 needs much more memory

II) new Loader_Iv changed the textures color in more yellow
    colors .

III) new Loader_iv needs texture images with dimensions in
     powers of two.

IV) And a small problem : object turn a Roll angle of + 90
degrades.

Any help is very appreciated


			BEST REGARDS.

			    TRAN
/-------------------------------------------------------/
|		TRAN C T				|
|		IDERALPE				|
|		LAUSANNE - SWITZERLAND			|
|		tel : 021/693.57.88			|
|		Email : tran@sirssg1.epfl.ch		|
/-------------------------------------------------------/
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From: "Graham" <graham@beast.asd.sgi.com>
Message-Id: <9605310913.ZM3866@beast.asd.sgi.com>
Date: Fri, 31 May 1996 09:13:58 -0700
In-Reply-To: Simon Bennett <simonb@wormald.com.au>
        "Image '96" (May 31,  3:28pm)
References: <9605310528.AA11430@murad>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: Simon Bennett <simonb@wormald.com.au>
Subject: Re: Image '96
Cc: info-performer@sgi.com
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Status: O

There is actually a Performer class at Image that one does have to register for
through the Image society, I'm not sure of the exact cost but I know you can do
this on-site if necessary.  MultiGen usually has a users group meeting (which
of course is free, I'd email them directly for exact info).  Presently I don't
think there are plans on having a Performer user's group meeting, but if the
demand is there I think that would be a good idea (that way it could be free!).
FYI, SGI would prefer to do the course free too, but the image society has
overheads that must be covered (room rentals, etc.).

See you there SImon, don't bring any min-min lights with you!

GB

On May 31,  3:28pm, Simon Bennett wrote:
> Subject: Image '96
>
> I may have missed this, but are there Performer and/or Multigen User
> Group Meetings at Image '96?
>
> ...and do I have to register?
>
> Thanx
> +----------------------------------------------------------------------------+
>   Simon Bennett       simonb@wormald.com.au
>   Wormald Technology  Advanced Systems Engineering Ph: +61 2 9981 0669
>
> 		"Good judgement is the result of experience.
> 		 Experience is the result of poor judgement"
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer.html
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
>-- End of excerpt from Simon Bennett



-- 
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Graham (Grambo) Beasley		Silicon Graphics, Inc.
MTS (Simulator Guy)		(415) 933-5420		graham@sgi.com
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"Being fair is not always convenient!"
			  Javier's Father


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Date: Fri, 31 May 1996 10:25:56 -0800
To: info-performer@sgi.com
From: mckenna@cgsd.com (Gene McKenna)
Subject: Texture Patterns and Tools Available
Cc: rlatham@cgsd.com
Status: O

Hello Performers,

Just wanted to let people know of a few new products we are about to realase
related to texture patterns.

The RealTexture Tools are Adobe Photoshop (PC Windows only) plugins that
automate many of the steps involved in making texture patterns from source
photographs, including a special tiling tool.

The RealTexture Library is a library of 1320 high resolution texture
patterns all developed from photographic sources. The library includes an
extensive database which can be searched by keywords, Interrim Terrain Data
codes, colors, and more.

We developed the Library using the Tools and have used the patterns in many
Performer based applications. They work very well.

For more info about either see

    www.cgsd.com/texture

or email

    RealTexture@cgsd.com

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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	for info-performer@sgi.com id NAA20036; Fri, 31 May 1996 13:21:33 -0400
From: dery@cae.ca (Jean-Luc Dery)
Message-Id: <9605311321.ZM20034@graffiti.cae.ca>
Date: Fri, 31 May 1996 13:21:25 -0400
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.com
Subject: Draw node callback
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Status: O

Hi Performers,

I have a question about draw node callbacks.  In my application, a pre draw
callback function is set to some of the scene graph node that draws a box.  The
callback function looks like this :


static int drawBoxCallback( pfTraverser *trav, void * )
{
...

      pts = colObj->colBox.getLocalVertices();

      cpack( 0xFF0000FF );

      for ( i = 0; i < VRCOL_BOX_MAXFACES; i++ ) {
	indices = colObj->colBox.getIndices( i );

	bgnclosedline();

	for ( j = 0; j < 4; j++ )
	  v3f( pts[indices[j] );

	endclosedline();
      }
...
}

As is, everything works fine;  the callback function is called once everytime
an object box node is entered and the box is drawn properly.

But earlier, I had made the mistake of using the box color defined as cpack(
0x000000FF ) which draws the boxes with transparency.  With this color,  some
of the boxes where drawn and others where not, and this changed according to
object position and orientation ... Ok, maybe because of transparent component.
 But what really suprised me is that for some given unique node, the draw
callback function was called more than once in the same frame; I don't
understand why !

Should'nt a node draw callback function be called once if this node only
appears once in the scene graph and has a unique parent, no matter what ?

Does anyone know, is there something I should know before using draw callback
functions ?

Thanks in advance for any hints,

-- 
____________________________________________________________________

Jean-Luc Dery			CAE Electronics Ltd., 8585 Cote De Liesse
System Engineer			Saint-Laurent, Quebec, Canada, H4L-4X4
3-D Graphics Applications	tel: +1 514 341 2000 extension 2275
dery@cae.ca			fax: +1 514 340 5496
____________________________________________________________________
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9605311119.ZM28916@royalflush.engr.multigen.com>
Date: Fri, 31 May 1996 11:19:19 -0700
In-Reply-To: "Scott A. Friedman" <friedman@ucla.edu>
        "Swimming Textures" (May 30, 11:33am)
References: <31ADE9E6.41C6@ucla.edu>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Info Performer <info-performer@sgi.com>
Subject: Re: Swimming Textures
Mime-Version: 1.0
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Status: O

On May 30, 11:33am, Scott A. Friedman wrote:
> Subject: Swimming Textures
> Hello,
>
> We are porting an application of ours to Performer 2.0 and are noticing
> that the textures in our models are 'swimming'.  We are using MultiGen
> models and use TX-BILINEAR minification.

Is the swimming typical for bilinear minification (probably)? or just plain
broken (make sure you have all IRIX 5.3 RE/GL patches)?

> The weird part is that our Performer 1.2 application does NOT exhibit
> this same behaviour.  That is, the same model and code and textures do
> not swim.  Are there any differences between the two versions that would
> cause this?  We are running on an RE2 using GL for both applications.

Older Flight Loaders for Performer 1.x forced MIPMAP_TRILINEAR minification on
all textures, when running on Reality Engine.  The V11, V13 and V14 (and also
.dwb) loaders, shipped with Performer 1.2, have this common (an SGI decision)
texture filter behavior.

As a history note, I first enabled full use of MultiGen texture .attr files in
June 1994 with loader release R14.1a for 1.2 (one of my first feature
enhancements to the loader :-).

Regards.
--
   ____ ___  ____  _    Marcus Barnes, Member Technical Staff
  / __ `__ \/ __ `( )   MultiGen Inc. 550 S. Winchester Blvd. STE 500
 / / / / / / /_/ / /    San Jose CA 95128 WEB: http://www.multigen.com
/_/ /_/ /_/\__, /_/     PH:1-408-556-2654 FX:1-408-261-4102
          /____/        EMAIL: marcus@multigen.com
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9605311511.ZM29335@royalflush.engr.multigen.com>
Date: Fri, 31 May 1996 15:11:38 -0700
In-Reply-To: Elke Hendon <ehendon@atlas.de>
        "core in Builder" (May 31,  4:47pm)
References: <31AF066B.167E@atlas.de>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Performer <info-performer@sgi.com>
Subject: Re: core in Builder
Mime-Version: 1.0
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Status: O

On May 31,  4:47pm, Elke Hendon wrote:
> Subject: core in Builder

[munch]

>    8 pfdResetBldrGeometry()
["/perf7/zhz/perftot0/perf/lib/libpfdu/DBG.O32.IRISGL/../../../lib/libpfdu/pfdBuilder.c":1268,
> 0x743db4]
>    9 pfdLoadFile(fileName = 0x100edc38 = "gelGBFlugH.flt")
["/perf7/zhz/perftot0/perf/lib/libpfdu/DBG.O32.IRISGL/../../../lib/libpfdu/pfdLoadFile.c":781,
> 0x765ce4]

Since you're loading a flight file you could call pfdLoadFile_flt() directly.
 You can therefore avoid having pfdLoadFile() call pfdResetBldrGeometry() and
friends.  If the core dump is local the pfdBuilder, this could fix your problem
because the OpenFlight loader doesn't use the pfdBuilder, only the
pfdGeoBuilder.  You may find that you corrupted memory much earlier than this
stack trace indicates.

Regards.
--
   ____ ___  ____  _    Marcus Barnes, Member Technical Staff
  / __ `__ \/ __ `( )   MultiGen Inc. 550 S. Winchester Blvd. STE 500
 / / / / / / /_/ / /    San Jose CA 95128 WEB: http://www.multigen.com
/_/ /_/ /_/\__, /_/     PH:1-408-556-2654 FX:1-408-261-4102
          /____/        EMAIL: marcus@multigen.com
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