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Date: Sun, 02 Jun 1996 12:41:22 -0500
To: info-performer@sgi.com
From: ken sartor <sartor@lanl.gov>
Subject: Performer 2.x lod switching
Status: O


Hi -

I would like to get all the technical details of the new
LOD switching feature in Performer 2.x.  Specifically the
new support given where terrain can switch lod facet by
facet.  Are there any papers or detailed information on
this?  Also i would like to get the patch that upgrades
Performer 2.0 with this new capability when it is available
for a RE2 running IRIX 5.3.

Thanks!

ken

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From: "Gerald Hofer" <hofer@icg.tu-graz.ac.at>
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Date: Mon, 3 Jun 1996 15:09:30 -0600
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Subject: Red - Green Stereo Modus
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Status: O

Is it possible to render a red-green Stereo Image in real time with Performer?

Something like that:

Write the left eye view only to the red buffer and the right eye view to the
green buffer and half the intensity to the blue buffer. The problem is, to
write the black/white intensity and not only use writemask to prevent the
unused bitplanes.

Is it possible? Anyone tryed this?

Cheers
Gerald

-- 
=====================================================================
=  Institute for Computer Graphics - Graz University of Technology  =
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=            Muenzgrabenstrasse 11, A-8010 Graz, Austria            =
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From: "Ran Yakir" <rany@bvr.co.il>
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Date: Mon, 3 Jun 1996 17:04:55 +0000
In-Reply-To: "Gerald Hofer" <hofer@icg.tu-graz.ac.at>
        "Red - Green Stereo Modus" (Jun  3,  3:09pm)
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Status: O

If you are using Flight format databases, you can use the PFFLT_MONOCHROME mode
to the flt loader.

	pfdConverterMode ("flt", PFFLT_MONOCHROME, 1);
	pfdLoadFile (...);

That way - you get a monochrome database which you have to render into the
different planes using writemask().

If you don't use the flt loader - you can write a simple function that converts
your database to monochrome - you'll have to traverse the tree  converting all
textures, materials and geoset colors to monocrome.

Ran


-- 
 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | BVR Technologies Ltd.
/ )_ (_(_) )   \/ (_(_/<_(_)(        | 
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Subject: GeoState
To: info-performer@sgi.com
Date: Mon, 3 Jun 1996 18:58:36 -0400 (EDT)
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Status: O

Hi,

When I set PFSTATE_ENTEXTURE to ON in a pfGeoState and call
apply() (I don't attach the pfGeoState to my gset), my texture 
appears O.K. But if I don't pfGeoSet but instead call
pfEnable(PFSTATE_ENTEXTURE), the texture disappears. So what the
difference between

gstate->setMode(PFSTATE_ENTEXTURE,1);
gstate->apply();

and

pfEnable(PFSTATE_ENTEXTURE) ??

Hansong
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From: "Kowsik Guruswamy" <kowsik@buggy.coryphaeus.com>
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Date: Mon, 3 Jun 1996 09:17:00 -0700
In-Reply-To: ghock@gateway.grumman.com (Greg Hock)
        "Movies" (May 31,  8:28am)
References: <9605311228.AA08578@gateway.grumman.com>
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Subject: Re: Movies
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Status: O

On May 31,  8:28am, Greg Hock wrote:
> Subject: Movies
> 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.

If you have the source code to the Performer app, just put in a call to
pfuSaveImage () in your post draw, and save the frames in a series of .rgb or
.rgba files. Then use the movieconvert [check 'man -k movie'] and make a .mv
file from the .rgb files.

Hope that helps,

K.
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From: "Ran Yakir" <rany@bvr.co.il>
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Date: Tue, 4 Jun 1996 09:27:48 +0000
In-Reply-To: Hansong Zhang <zhangh@cs.unc.edu>
        "GeoState" (Jun  3,  6:58pm)
References: <199606032258.SAA16655@baldhead.cs.unc.edu>
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> So what the difference between
>
> gstate->setMode(PFSTATE_ENTEXTURE,1);
> gstate->apply();
>
> and
>
> pfEnable(PFSTATE_ENTEXTURE) ??
>

The difference is that you should call pfEnable with PFEN_TEXTURE as an
argument. The PFSTATE_* tokens are for GeoStates and pfStates.
pfEnable/pfDisable have a set of PFEN_* tokens.

Ran



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

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Date: Wed, 5 Jun 1996 12:01:11 -0700
From: Tran cong Tam <tran@sirssg1.epfl.ch>
Message-Id: <199606051901.MAA03220@sirssg1.epfl.ch>
To: info-performer@sgi.com
Status: O

Hello Peformer Users,

Last week Sharon Clay has announced a new version of pfb (Performer
fast binary ). Does anybody know where can I download it.

Thanks a lot for any help.

				BEST REGARDS
				 
				  TRAN
/-------------------------------------------------------/
|		TRAN C T				|
|		IDERALPE				|
|		LAUSANNE - SWITZERLAND			|
|		tel : 021/693.57.88			|
|		Email : tran@sirssg1.epfl.ch		|
/-------------------------------------------------------/
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	 id IAA14880; Tue, 4 Jun 1996 08:54:40 -0400
From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9606040854.ZM14878@eagle.cae.ca>
Date: Tue, 4 Jun 1996 08:54:35 -0400
In-Reply-To: Tran cong Tam <tran@sirssg1.epfl.ch>
        "" (Jun  5, 12:01pm)
References: <199606051901.MAA03220@sirssg1.epfl.ch>
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To: Tran cong Tam <tran@sirssg1.epfl.ch>, info-performer@sgi.com
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Status: O

On Jun 5, 12:01pm, Tran cong Tam wrote:

> Last week Sharon Clay has announced a new version of pfb (Performer
> fast binary ). Does anybody know where can I download it.

Tran,

Here is the message Sharon Clay posted last week...

> Subject: Updated libpfpfb for 2.0 on Web Site !!!
> Get the latest version of the libpfpfb Fast Loading Performer File Format!
>
> 	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.


--
Bernard Leclerc			CAE Electronics Ltd., 8585 Cote De Liesse
Technical Leader		Saint-Laurent, Quebec, Canada, H4L-4X4
3-D Graphics Applications	tel: +1 514 341 2000 extension 2275
bleclerc@cae.ca			fax: +1 514 340 5496
On May 30, 10:04pm, Sharon Clay wrote:
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From: nicolas@cae.ca (Nicolas Gauvin)
Message-Id: <199606041349.JAA06779@osprey.cae.ca>
To: info-performer@sgi.com
Subject: convolve on Infinite Reality?
Status: O


I would like to know if the OpenGL convolution extension is available
on current Infinite Reality machines with IRIX 6.2. If so, I would be
interested to know if anybody has tried it and made some benchmarks
to compare with the performance of RE2.  



I posted this question a while ago but I never got any answers.

Nicolas Gauvin			CAE Electronics Ltd., 8585 Cote De Liesse
Software Developer 		Saint-Laurent, Quebec, Canada, H4L-4X4
3-D Graphics Applications	tel: +1 514 341 2000 extension 2275
nicolas@cae.ca			fax: +1 514 340 5496
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From: "Ran Yakir" <rany@bvr.co.il>
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Date: Tue, 4 Jun 1996 17:15:31 +0000
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To: info-performer@sgi.com
Subject: Weird problem
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Status: O

Oops, I forgot to say that this happens on Performer 2.1 on IR.




Hi All,

In a database, loaded from MultiGen, and modified by my application, some
objects (which are using RGBA textures) are not seen. Many others RGBA textured
objects _are_ seen, however.  Those objects exist in Performer's database,
since I can collide with them, etc.
Only when I enable highlighting (through pfEnable(PFEN_HIGHLIGHTING)), do I get
to see those objects, and they look perfectly OK. I see them even if no
pfHighLight is applied !!!
Maybe someone can tell me what is done differently when highlighting (with no
pfHighLight) is on. This will help me determine if this is a bug of mine, and
fix it. In the meantime - I can use the highlight workaround. It seems that it
does not affect performance if no real pfHighLight is applied.


Ran

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

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From: "Ran Yakir" <rany@bvr.co.il>
Message-Id: <9606041711.ZM2349@genie.bvr.co.il>
Date: Tue, 4 Jun 1996 17:11:44 +0000
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To: info-performer@sgi.com
Subject: Weird problem
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi All,

In a database, loaded from MultiGen, and modified by my application, some
objects (which are using RGBA textures) are not seen. Many others RGBA textured
objects _are_ seen, however.  Those objects exist in Performer's database,
since I can collide with them, etc.
Only when I enable highlighting (through pfEnable(PFEN_HIGHLIGHTING)), do I get
to see those objects, and they look perfectly OK. I see them even if no
pfHighLight is applied !!!
Maybe someone can tell me what is done differently when highlighting (with no
pfHighLight) is on. This will help me determine if this is a bug of mine, and
fix it. In the meantime - I can use the highlight workaround. It seems that it
does not affect performance if no real pfHighLight is applied.


Ran

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

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Date: Tue, 04 Jun 1996 17:10:10 +0100
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: certainly already asked
X-Mailer: <PC Eudora Version 1.4>
Status: O

I need to display an identification bitmap flag  close to the displayed mobile.
First, I thought that a billboard could easilly do the job, but in fact, the 
flag is too small and the texture is too fuzzy. 
So I think I'll have to do some rectwrite in the post draw callback.
and here is my question:
Does anybody have, or does this exist in Performer, a function that computes 
from 3D coordinates to 2D screen coords ?
thanks in advance.
 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
<      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ >
<    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ >
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< _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/    >
<                                                              >
<        BILLARD Olivier  - Ingeneer R&D   @  C&I Software     >
<        1 avenue de la mer  - 44380  PORNICHET  -  FRANCE     >
<         Tel: +33 40 11 68 72      Fax: +33 140 61 68 14      >
<                  Email: ceti@worldnet.net                    >
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From: cstanek@smtpgate.sm.tsc.com
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To: info-performer@sgi.com
Subject: Coplanar polys w/ texture
Status: O

     
     Sometimes I need to snap screen images with perfly on our Indigo2 XZ 
     running 5.3 and pf2.0.  To do this, I position where I want to be and 
     then enable texturing.
     
     Coplanar polygons that are properly layered render with no flimmering 
     when I squeeze my clipping planes together, as expected.  However, 
     when I turn on texturing, I get a mess.  Is it possible for coplanar, 
     textured polygons to render properly on an Indigo2 XZ with texturing 
     enabled or is the poor guy too graphically challenged in this 
     scenario? (While "buy an impact board" is a fine response, I won't 
     find it a terribly helpful reply ;) )
     
     Thanks,
     
     Clay
     
     --
     Clay Stanek
     Technology Service Corp.   | voice:  (310) 450-9740 ext 348
     2950 31st Street           | fax:    (310) 452-3175
     Santa Monica, CA    90405  | e-mail: cstanek@tsc.com
     --



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From: "DreamTeam Ltd." <dreamt@netvision.net.il>
Organization: DreamTeam Ltd.
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To: info-performer@sgi.com
Subject: Performance in performer
Content-Type: text/plain; charset=us-ascii
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Status: O

We are developing a real-time rendrer application using Performer 2.0

At this time we are running it on an Impact Maximum and the performance
is good - not great (I was expecting better !). We have done all the
necessary optimization in the scene (Culling,etc.). 

My understanding is that Performer "performes" the best on an Onyx
RE2 machine. I also heard somewhere that there is work being done
to optimize the code especially for the Impact machines.

Anybody knows anything about that ???

Anybody knows anything about Inspector ?? 

Will performer be able to display NURBS ever ??

Too many question - ah ???


Tnx in advance
Roni Kass
V.P. Research & Development
Tel: +972-9-559855
Fax: +972-9-559615
email: dreamt@netvision.net.il
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From: chall@huntsville.sgi.com (Charles Hall)
Message-Id: <9606050729.ZM15404@huntsville.sgi.com>
Date: Wed, 5 Jun 1996 07:29:28 -0500
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To: info-performer@sgi.com
Subject: Inventor Compatibility
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Status: O

What is the compatibility between versions of Inventor and the Inventor loaders
in versions of Performer?  Specifically, the Inventor loader in Performer 1.2
will load Inventor files from what versions of Inventor?  Is it true that the
Inventor loader in Performer 1.2 will _not_ load Inventor 2.0.1 files?

Thanks.

-- 
Charles Hall                                Phone:   205.830.5400
Systems Engineer                            Fax:     205.830.5438
Silicon Graphics, Inc.                      E-mail:  chall@huntsville.sgi.com
Huntsville, Alabama                         V-mail:  1-800-326-1020 ext. 57336
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From: ceti@worldnet.net (ceti)
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Status: O

How can I fix this bug :
On my Impact, when I use snaphot, I got a black snap !!
 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
<      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ >
<    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ >
<   _/  _/  _/        _/    _/   _/    _/    _/_/_/   _/   _/  >
<  _/  _/  _/        _/    _/   _/    _/    _/       _/_/_/    >
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< _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/    >
<                                                              >
<        BILLARD Olivier  - Ingeneer R&D   @  C&I Software     >
<        1 avenue de la mer  - 44380  PORNICHET  -  FRANCE     >
<         Tel: +33 40 11 68 72      Fax: +33 140 61 68 14      >
<                  Email: ceti@worldnet.net                    >
 \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

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Date: 05 Jun 96 10:36:43 EDT
From: Jean BENOIT <101372.3460@CompuServe.COM>
To: Infos Performer <info-performer@sgi.com>
Subject: pfdStoreFile possibilities
Message-ID: <960605143642_101372.3460_JHP129-1@CompuServe.COM>
Status: O

I need to store a Performer structure to a file format like iv or flt to work on
the database created by builders, The pdfStoreFile function on 2.0 version, may
not support any format.
do I need another librairy or something like that ? 

Thank you to answer me !!

YO

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Sender: norbert@paris.sgi.com
Message-Id: <31B5948A.167E@paris.sgi.com>
Date: Wed, 05 Jun 1996 16:07:06 +0200
From: Norbert BIANCHIN <norbert@paris.sgi.com>
Organization: SILICON GRAPHICS SARL
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To: ceti <ceti@worldnet.net>
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Status: O

ceti wrote:
> 
> How can I fix this bug :
> On my Impact, when I use snaphot, I got a black snap !!


this problem is fix by patch 1105 (CDROM is provided with the box or
contact the hotline)

Pour vous le numero est le 16 1 34 88 80 88



Norbert
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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9606051608.ZM25300@barney.reading.sgi.com>
Date: Wed, 5 Jun 1996 16:08:41 +0100
In-Reply-To: ceti@worldnet.net (ceti)
        "" (Jun  5,  1:41pm)
References: <199606051230.OAA00426@storm.certix.fr>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: ceti@worldnet.net (ceti), info-performer@sgi.com
Subject: Impact Info
Mime-Version: 1.0
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Status: O

Any Impact machines should have this minimum SW config:

Irix For All Indigo2 Impact 5.3, you can check this by doing:

versions -n eoe1 to get the alpha number - it should be 1022585737

Impact patches: 1223, 1271, 1157 ( 1223 replaces 1098 and 1271 replaces 1105 )

Also probably the kernel rollup patch 1255

Please check the above before working on any Impact problem.

Cheers
Rob

PS it's obscure but I have had people that come up against it, any executable
that's coff format ( pre Irix 5.x ) that calls Iris GL will be *very* slow on
Impact as it runs via DGL - so make sure executables are ELF if you see
*really* slow applications on Impact

-- 
________________________________________________________________
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: "Ram (tk) Krishnamurthy" <tkr@ninja>
Message-Id: <9606050816.ZM25831@ninja.csd.sgi.com>
Date: Wed, 5 Jun 1996 08:16:40 -0700
In-Reply-To: ceti@worldnet.net (ceti)
        "" (Jun  5,  1:41pm)
References: <199606051230.OAA00426@storm.certix.fr>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: ceti@worldnet.net (ceti), info-performer@sgi.com
Subject: Impact snapshot problem
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Most of this kind of problems were fixed by
Patch 1105. Contact your support provider to
get 1105 (or the latest replacement). Ofcourse
I am assuming you are running 5.3.

Hope that helps.

tk
On Jun 5,  1:41pm, ceti wrote:
> Subject:
> How can I fix this bug :
> On my Impact, when I use snaphot, I got a black snap !!
>  /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
> <      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ >
> <    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ >
> <   _/  _/  _/        _/    _/   _/    _/    _/_/_/   _/   _/  >
> <  _/  _/  _/        _/    _/   _/    _/    _/       _/_/_/    >
> < _/  _/  _/        _/     _/ _/     _/    _/       _/   _/    >
> < _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/    >
> <                                                              >
> <        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                    >
>  \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
>
> =======================================================================
> 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 ceti



-- 
Ram (tk) Krishnamurthy                            Silicon Graphics Inc.                           
Regional Support Engineer                         Mountain View, CA.
tkr@sgi.com                               

Others see things as they are and ask "Why?", I dream about
     things that never were and ask "Why not?".
               - G.B. Shaw
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From: "Daniel Panic" <daniel@daniel.karlsruhe.sgi.com>
Message-Id: <9606051730.ZM8408@daniel.karlsruhe.sgi.com>
Date: Wed, 5 Jun 1996 17:30:57 -0600
In-Reply-To: ceti@worldnet.net (ceti)
        "" (Jun  5,  1:41pm)
References: <199606051230.OAA00426@storm.certix.fr>
Reply-To: panic@karlsruhe.sgi.com
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: ceti@worldnet.net (ceti), info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

install patch 966

regards

daniel
On Jun 5,  1:41pm, ceti wrote:
> Subject:
> How can I fix this bug :
> On my Impact, when I use snaphot, I got a black snap !!
>  /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
> <      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ >
> <    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ >
> <   _/  _/  _/        _/    _/   _/    _/    _/_/_/   _/   _/  >
> <  _/  _/  _/        _/    _/   _/    _/    _/       _/_/_/    >
> < _/  _/  _/        _/     _/ _/     _/    _/       _/   _/    >
> < _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/    >
> <                                                              >
> <        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                    >
>  \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
>
> =======================================================================
> 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 ceti



-- 
                                        +---------------------------------+
                                        |  Daniel Banek                   |
      __      ____    __          * __  |  Projectmanager High-End Graphic|
 /\  / / /| /  /     /_//\  /| / / /    |  SiliconGraphics Germany        |
/_/ /_/ / |/  /     /  /--\/ |/ / /_    |  email: panic@karlsruhe.sgi.com |
                                        |  Mailstop: IKA-317 VM #9207     |
                                        +---------------------------------+
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	 id KAA04355; Wed, 5 Jun 1996 10:24:28 -0700
From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9606051024.ZM4353@rose.asd.sgi.com>
Date: Wed, 5 Jun 1996 10:24:28 -0700
In-Reply-To: chall@huntsville.sgi.com (Charles Hall)
        "Inventor Compatibility" (Jun  5,  7:29am)
References: <9606050729.ZM15404@huntsville.sgi.com>
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Subject: Re: Inventor Compatibility
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+>---- On Jun 5,  7:29am, Charles Hall wrote:
> Subject: Inventor Compatibility
->
->What is the compatibility between versions of Inventor and the Inventor loaders
->in versions of Performer?  Specifically, the Inventor loader in Performer 1.2
->will load Inventor files from what versions of Inventor?  Is it true that the
->Inventor loader in Performer 1.2 will _not_ load Inventor 2.0.1 files?
->

The Inventor loader for 1.2 on our web sight will load Inventor 2.0 based files.

	http://www.sgi.com/Technology/Performer.html


src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@

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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9606051052.ZM4511@rose.asd.sgi.com>
Date: Wed, 5 Jun 1996 10:52:02 -0700
In-Reply-To: "DreamTeam Ltd." <dreamt@netvision.net.il>
        "Performance in performer" (Jun  5, 12:07pm)
References: <31B5DAD4.2C5B@netvision.net.il>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: "DreamTeam Ltd." <dreamt@netvision.net.il>, info-performer@sgi.com
Subject: Re: Performance in performer
Cc: guyr@cthulhu.engr.sgi.com, cabral@giraffe.asd.sgi.com
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+>---- On Jun 5, 12:07pm, DreamTeam Ltd. wrote:
> Subject: Performance in performer
->We are developing a real-time rendrer application using Performer 2.0
->
->At this time we are running it on an Impact Maximum and the performance
->is good - not great (I was expecting better !). We have done all the
->necessary optimization in the scene (Culling,etc.). 

The most common reason I've seen for less than expected performance
is unexpected texture swapping.  Have you verified with the Performer
graphics state stats that you are not swapping textures?
Performer 2.0 had a bug that aggravated this problem: our 1 and 2 component
textures used 12 bits for the 1st component which causes very inefficient 
memory usage on IMPACT.  The work around for this is to not rely on
the internal format default but to set it directly with the GL token to
pfTexFormat(tex, PFTEX_INTERNAL_FORMAT, GL_INTENSITY8_EXT).


Maybe one of our IMPACT experts will respond with more.

->
->My understanding is that Performer "performes" the best on an Onyx
->RE2 machine. I also heard somewhere that there is work being done
->to optimize the code especially for the Impact machines.

That might be only becuase RE2 has been out so long.
Performer2.0 has many IMPACT-specific tunes in it already and we are 
further improving the product for this platform with help from their team.
We are happy to hear about and help with your tuning process.

->Anybody knows anything about Inspector ?? 
->
->Will performer be able to display NURBS ever ??

Inspector will be initially built on top of Performer and will geared
for visualization of large CAD models in interactive applications.  
Inspector handles the issues of efficient and proper display of surfaces, 
including NURBs, with simplification for LOD, and much much more....

->
->Too many question - ah ???

We appreciate your interest!


src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
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From: cary@sim.irk.aetc.af.mil (Cary Black)
Message-Id: <199606051857.MAA01328@monarch.tssc>
To: info-performer@sgi.com
Subject: impact decal questions
X-Sun-Charset: US-ASCII
Status: O


I have been flying multigen flight files on a reality engine and have just

begun flying the same files on a maximum impact.  On the reality engine most

of the 2d culture features which are coplanar were made subfaces using 

multigen and everything looked good.  On the impact though most of these

coplanar faces still flash as if there is a z buffer priority problem.


Will performer decalling or stencilling fix this?

If so, how does performer know what features belong to a decal layer?

If I have to assign features to decal layers in multigen, how is that done?

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From: Hansong Zhang <zhangh@cs.unc.edu>
Message-Id: <199606051959.PAA19282@coons.cs.unc.edu>
Subject: PFTEX_SOURCE_FRAMEBUFFER
To: info-performer@sgi.com
Date: Wed, 5 Jun 1996 15:59:26 -0400 (EDT)
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Status: O

Hello,

I want to read part the framebuffer into a texture. So I set
PFTEX_LOAD_SOURCE to PFTEX_SOURCE_FRAMEBUFFER and set
PFTEX_SUBLOAD_FORMAT, PFTEX_FAST_DEFINE to PF_ON. But when compiled
with GL, the program lock up the screen; when using OpenGL
it dumps core in bcopy(). I'm using RE2, Irix5.3. Any suggestions 
on what could be wrong? Thanks much! 

below is the texture def and exec stack on core-dumps.

      texture = new pfTexture;
      texture->setImage((unsigned int*)map, 1, w, h, 1);
*     texture->setFormat(PFTEX_FAST_DEFINE, PF_ON);
*     texture->setFormat(PFTEX_SUBLOAD_FORMAT, PF_ON);
*     texture->setLoadMode(PFTEX_LOAD_SOURCE, PFTEX_SOURCE_FRAMEBUFFER);
      texture->setLoadOrigin(PFTEX_ORIGIN_SOURCE, 0, 0);
      texture->setLoadOrigin(PFTEX_ORIGIN_DEST, 0, 0);
      texture->setLoadSize(w, h);
      texture->format(); // dumps core here

If i remove the lines with "*" the texture works fine with its default
pattern in map (char array).

Stack:

   0 _bcopy(0x0, 0x100633a8, 0x40000, 0x100633a8) 
        ["bcopy.s":137, 0xfac0ae0]
   1 CreateLevel(0x10063130, 0x0, 0x8041, 0x100633a8) 
        ["../VENICE/ven_texture.c":3148, 0xdb341c0]
   2 __glvenlc_TexImage(0x2, 0xde1, 0x0, 0x8041) 
        ["../VENICE/ven_texture.c":4536, 0xdb36f94]
   3 __glvenlc_TexImage2D(0xde1, 0x0, 0x8041, 0x200) 
        ["../VENICE/ven_texture.c":4566, 0xdb371a0]
   4 pfTexture::pr_format(int,int)(0x10021c50, 0x100633a8, 0x7ffd, 
        0x92) ["../../../lib/libpr/pfTexture.C":2669, 0x5e8c44ec]
   5 pfTexture::format(void)(0x0, 0x403d20, 0x40000, 0x100633a8) 
        ["../../../lib/libpr/pfTexture.C":1897, 0x5e99054c]
   6 HOM::HOM(int,int,int,int)(this = 0x10021330, W = 512, H = 512, depth = 8, effDepth = 4) 
   7 main()

Hansong

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From: "Guest Account" <guest@martins.munich.sgi.com>
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Date: Wed, 5 Jun 1996 22:53:59 -0600
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Subject: .iv to Performer Problem
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Status: O

We are currently developing an application under Performer 2.0 / 5.3 for a
TV/Broadcast Project, where we use a large database built in Inventor.  The
database uses mostly texture mapping and the platform is an Indigo 2 High
Impact with 320 MB of ram.

The Memory usage under Inventor (ivview) is about 270 MB including system etc.
Under Performer (perfly) its almost doubled. This is far too much as the Indigo
can handle. Has anybody imported large databases (iv) into Performer and
experienced something like that ? Can someone help us ?

Is there a problem with the loader/conversion? I feel like Performer is NOT
freeing the space from loading into Inventor.

Please help, its very urgent.

Please mail replies to: Johannes.Klaer@munich.netsurf.de

Thanks very much.
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Date: Wed, 5 Jun 1996 15:23:04 -0700
From: spelk@bert.arc.nasa.gov (Steve Elkins)
Message-Id: <199606052223.PAA00632@bert.arc.nasa.gov>
To: info-performer@sgi.com
Subject: problem loading 3ds files.
Status: O


Greetings,

We are trying to load a 3ds model into perfly (Performer 2.0)
and are having problems.  We get the following message:
PF Warning:                    pfdFindConverterDSO() - Could not load DSO for extension "3ds"
PF Info:                       All 1 processors available on this machine.
PF Warning/Usage:              No hardware support for VSYNC, frame sync may vary.Assuming 60Hz.
PF Warning:                    pfdFindConverterDSO() - Could not load DSO for extension "3ds"
PF Warning:                    pfdLoadFile() - Unable to load file CSSNA140.3ds because of problem finding pfdLoadFile_3ds
PF Notice:                     WARNING: could not load "CSSNA140.3ds"
  

Anyone know what the problem is?  The libpfdb directory is at 
/usr/lib/libpfdb  and has the libpf3ds files.

Thanks

Steve
*****************************************************************************
Steve Elkins
Sterling Software
NASA Ames Research Center
spelk@bert.arc.nasa.gov
*****************************************************************************

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To: Hansong Zhang <zhangh@cs.unc.edu>
Cc: info-performer@sgi.com
Subject: Re: PFTEX_SOURCE_FRAMEBUFFER 
In-Reply-To: Your message of "Wed, 05 Jun 96 15:59:26 EDT."
             <199606051959.PAA19282@coons.cs.unc.edu> 
Date: Thu, 06 Jun 96 02:12:44 -0700
From: Simon Hui <shui@kid.asd.sgi.com>
Status: O


> From:    Hansong Zhang <zhangh@cs.unc.edu>
> Subject: PFTEX_SOURCE_FRAMEBUFFER
> 
> I want to read part the framebuffer into a texture.  
> I'm using RE2, Irix5.3.

Are you running just 5.3, or 5.3 with a patch?  RE2 did not
support framebuffer-to-texture under OpenGL until patch154
was released for 5.3.  IrisGL, however, did have it in 5.3.

You would also need Performer 2.0 to do it in OpenGL.

Simon
-----
simon w. hui                                              iris performer
shui@sgi.com                                        advanced systems div
415.933.3244                                        silicon graphics inc


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To: zhangh@cs.unc.edu
Cc: info-performer@sgi.com
Subject: Re: PFTEX_SOURCE_FRAMEBUFFER
Date: Thu, 06 Jun 96 03:30:27 -0700
From: Simon Hui <shui@kid.asd.sgi.com>
Status: O


I wrote:

> You would also need Performer 2.0 to do it in OpenGL.

I've been informed that you actually need 2.0.1.  Sorry for the
confusion.

simon

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Date: Thu, 6 Jun 1996 14:43:56 +0100 (BST)
From: Martin Reddy <mxr@dcs.ed.ac.uk>
To: ceti <ceti@worldnet.net>
Cc: info-performer@sgi.com
Subject: Re: certainly already asked
In-Reply-To: <199606041559.RAA16528@storm.certix.fr>
Message-Id: <Pine.SOL.3.93.960606141157.28115A-100000@flugga.dcs.ed.ac.uk>
Organisation: Department of Computer Science - University of Edinburgh
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Status: O


> Does anybody have, or does this exist in Performer, a function that
> computes from 3D coordinates to 2D screen coords ? 

This is something that I am interested in too. I have seen a few posts
asking this in the past, but never any answers. For myself I need to be
able to compute the size (e.g. projected bounding sphere diameter) and
position of objects in (2D) screen coordinates. 

I gather that this is not possible in Performer? (but I'd love to be
proved wrong). As a result I am considering re-inventing the wheel and
manually performing perspective projections on each of my objects. In
order to ensure that I'm doing the same calculations that Performer is
doing to display the object, can anyone on the Performer Team direct me
towards a source (or better yet, source code) which Performer uses to
implement its perspective projection (is it just your standard algorithm
ala Foley & van Dam?).

As a future feature suggestion, I would think that being able to access or
compute the 2D projected coords for objects would be a fairly useful API
feature?? Just my opinion :-)

Cheers,

Martin.


+============================================================================+
| Martin Reddy                                    Dept. of Computer Science  |
|                                                 University of Edinburgh    |
| e-mail : mxr@dcs.ed.ac.uk                       Mayfield Road, EH9 3JZ     |
| http://www.dcs.ed.ac.uk/home/mxr/               Tel : (0131) 650 5164      |
+============================================================================+

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Subject: Re: certainly already asked
To: mxr@dcs.ed.ac.uk (Martin Reddy)
Date: Thu, 6 Jun 1996 12:14:58 -0400 (EDT)
Cc: info-performer@sgi.com
In-Reply-To: <Pine.SOL.3.93.960606141157.28115A-100000@flugga.dcs.ed.ac.uk> from "Martin Reddy" at Jun 6, 96 02:43:56 pm
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> This is something that I am interested in too. I have seen a few posts
> asking this in the past, but never any answers. For myself I need to be
> able to compute the size (e.g. projected bounding sphere diameter) and
> position of objects in (2D) screen coordinates. 
> 
> I gather that this is not possible in Performer? (but I'd love to be
> proved wrong). As a result I am considering re-inventing the wheel and
> manually performing perspective projections on each of my objects. In
> order to ensure that I'm doing the same calculations that Performer is
> doing to display the object, can anyone on the Performer Team direct me
> towards a source (or better yet, source code) which Performer uses to
> implement its perspective projection (is it just your standard algorithm
> ala Foley & van Dam?).
> 
> As a future feature suggestion, I would think that being able to access or
> compute the 2D projected coords for objects would be a fairly useful API
> feature?? Just my opinion :-)

Never found an API feature for it.  I'll append source code to show what I do.
(This code is used for dynamically tesselating various curved objects based on
their screen size, but most of the interesting objects (trimmed Bezier surfaces)
are far from stable enough to release).  I've run a little post-draw loop that
verifies that the coordinates I project are identical to those that OpenGL
draws.  Originally derived from code by David Luebke of pfPortals, another
UNC student.

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



  // global matrix to hold the projection matrix, which we calculate once
  // per frame
  pfMatrix * gVPMat;

  static pfFrustum * baseFrust;
  static pfMatrix * rotMat;  // convert from Performer to GL coord systems

In the initialization routines...

  baseFrust = new (arena) pfFrustum;
  rotMat = new (arena) pfMatrix;
  rotMat->makeRot(-90.0f, 1.0f, 0.0f, 0.0f);

A callback called every frame...  If called as an APP traversal,
it lags one frame behind the actual viewpoint, but we do this because
of problems with multiprocessing.

  // cbUpdateDynamicTesselationState
  //
  // Sets up global variable gVPMat, which is the product of the
  // inverse viewing matrix and the projection matrix.  Does other
  // frame-by-frame maintenance.  Should be attached to a node in
  // the graph that is the parent of all dynamic tesselation objects
  // (or promoted from a callback to a regular function in the
  // application loop)

  int cbUpdateDynamicTesselationState (pfTraverser * trav, void *) {
    pfChannel * chan = trav->getChan();

    pfMatrix frustMat, projMat;
    chan->getBaseFrust(baseFrust);
    baseFrust->getGLProjMat(frustMat);
    projMat.mult(*rotMat, frustMat);

    pfMatrix invMat, viewMat;
    chan->getViewMat(invMat);

    viewMat.invertOrtho(invMat);

    gVPMat->mult(viewMat, projMat);

    return PFTRAV_CONT;
  }

Now we have our bounding box in item->corners[];  the following may produce
crazy numbers if your bounding box is being clipped by the hither plane,
but we clamp the output anyway so having large numbers doesn't bother us.
A safer approach would be to use two different matrices (a slower proecss),
as the comment notes.

  pfVec3 pbverts [8];   // vertices of bounding prism

  for (i = 0; i < 8; i++) {
    pbverts[i].fullXformPt(item->corners[i], *gVPMat);
    // probably ought to use viewMat, do a hither clip, and then
    // use projMat
  }


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Date: Thu, 6 Jun 1996 14:45:49 -0400
From: nicolas@cae.ca (Nicolas Gauvin)
Message-Id: <199606061845.OAA13999@osprey.cae.ca>
To: info-performer@sgi.com
Subject: Re: certainly already asked
Cc: mxr@dcs.ed.ac.uk, ceti@worldnet.net
Status: O


On Jun 6,  2:43pm, Martin Reddy wrote:
> Subject: Re: certainly already asked
> 
> > Does anybody have, or does this exist in Performer, a function that
> > computes from 3D coordinates to 2D screen coords ? 
> 
> This is something that I am interested in too. I have seen a few posts
> asking this in the past, but never any answers. For myself I need to be
> able to compute the size (e.g. projected bounding sphere diameter) and
> position of objects in (2D) screen coordinates. 
> 
> I gather that this is not possible in Performer? (but I'd love to be
> proved wrong). As a result I am considering re-inventing the wheel and

Basically you want to get the same transformation matrices that Performer 
sends to GL.

Here are two suggestions for doing this:

1) Using Performer only:

// get the viewing matrix from your channel
chan->getViewMat( viewMat );

// get the channel frustum
chan->getBaseFrust( frust );

// get the projected GL matrix from this frustum
frust->getGLProjMat( projMat );

// the final transformation matrix is the product of both
mat = viewMatrix * projMatrix;

you can now apply this matrix to your 3D vertices and get their 2D screen coords

Unless I'm wrong this should give you the same result as Performer. 

2) Using GL directly:

In the DRAW process you can get those two matrices from IRISGL:

mmode( MPROJECTION )
getmatrix( projMat );

mmode( MVIEWING )
getmatrix( viewMat );

With OpenGL you should use:
 
glGetFloatv( GL_PROJECTION_MATRIX, ...
and 
glGetFloatv( GL_MODELVIEW_MATRIX, ...

but you need to be carefull here since OpenGL has different axis orientations 
then IrisGL.

Nicolas Gauvin			CAE Electronics Ltd., 8585 Cote De Liesse
Software Developer 		Saint-Laurent, Quebec, Canada, H4L-4X4
3-D Graphics Applications	tel: +1 514 341 2000 extension 2275
nicolas@cae.ca			fax: +1 514 340 5496
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From: Martin Reddy <mxr@dcs.ed.ac.uk>
To: ceti <ceti@worldnet.net>
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Subject: Re: certainly already asked
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I will need to do the same thing soon (making a track box for an object in world
space).  My approach will probably be something like this:

        pfVec3 screen_pos, world_pos;
        (get world position)
        
        pfMatrix view_mat, temp_mat;
        pfCoord  chan_offsets;
        pfGetChanViewMat(chan, mat);
        pfGetChanViewOffsets(chan, chan_offsets.xyz, chan_offsets.hpr);
        pfMakeCoordMat(temp_mat, &chan_offsets);
        pfPreMultMat(view_mat, temp_mat);  // postmultiply instead? can't        
                                           // remember offhand
        
        pfXformVec3(screen_pos, world_pos, view_mat);

I think that the x,y values in screen_pos will then be the (normalized?) screen 
coordinates of the world point.  I may have missed a few steps, as I haven't 
actually tried this.  Anybody else have suggestions/comments?  It definitely 
would be nice to have a project_point function in Performer, perhaps as part of 
the pfChannel API.


Don Tidrow
Visual Simulation Developer
US Army TACOM

______________________________ Reply Separator _________________________________
Subject: Re: certainly already asked
Author:  Martin Reddy <mxr@dcs.ed.ac.uk> at TWLAN-SMTP
Date:    6/6/96 2:43 PM



> Does anybody have, or does this exist in Performer, a function that
> computes from 3D coordinates to 2D screen coords ? 

This is something that I am interested in too. I have seen a few posts
asking this in the past, but never any answers. For myself I need to be
able to compute the size (e.g. projected bounding sphere diameter) and
position of objects in (2D) screen coordinates. 

I gather that this is not possible in Performer? (but I'd love to be
proved wrong). As a result I am considering re-inventing the wheel and
manually performing perspective projections on each of my objects. In
order to ensure that I'm doing the same calculations that Performer is
doing to display the object, can anyone on the Performer Team direct me
towards a source (or better yet, source code) which Performer uses to
implement its perspective projection (is it just your standard algorithm
ala Foley & van Dam?).

As a future feature suggestion, I would think that being able to access or
compute the 2D projected coords for objects would be a fairly useful API
feature?? Just my opinion :-)

Cheers,

Martin.


+============================================================================+
| Martin Reddy                                    Dept. of Computer Science  |
|                                                 University of Edinburgh    |
| e-mail : mxr@dcs.ed.ac.uk                       Mayfield Road, EH9 3JZ     |
| http://www.dcs.ed.ac.uk/home/mxr/               Tel : (0131) 650 5164      |
+============================================================================+

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Date: 06 Jun 96 12:27:58 EDT
From: Jean BENOIT <101372.3460@CompuServe.COM>
To: Infos Performer <info-performer@sgi.com>
Subject: Pb loading flt file on OpenGL versions
Message-ID: <960606162758_101372.3460_JHP61-1@CompuServe.COM>
Status: O

I use MultiGen Bdd, when I use a oglddso version of perfly, the layers don't
work with this version ( flicking on subfaces), even if it's allwright on IrisGL
versions

Is there a bug of MultiGen Loader, or may be I have to use another option ?

Thank you to answer me, and to Luc for my last question

Yo

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Hello all,
	Could anyone give me an estimate on the increase in speed attained by
using the optimized performer library for intersections (isecting segset's)
instead of the debug libraries???  I am sure that the increase is dramatic,
but I was wondering if any one had an idea of the percentage increase in speed
I would recieve.

Thanks,
Allen

-- 
 Allen Bierbaum
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From: "Javier Castellar" <javier@sixty.asd.sgi.com>
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Date: Thu, 6 Jun 1996 13:47:52 -0700
In-Reply-To: Martin Reddy <mxr@dcs.ed.ac.uk>
        "Re: certainly already asked" (Jun  6,  2:43pm)
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To: Martin Reddy <mxr@dcs.ed.ac.uk>
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>As a future feature suggestion, I would think that being able to access or
>compute the 2D projected coords for objects would be a fairly useful API
>feature?? Just my opinion :-)

We already have this support on the OpenGL Utility lib.

FROM THE OPENGL REFERENCE MANUAL (it is online)
--------------------------------

Convert object coordinates to screen coordinates:

int gluProject (GLdouble objx, GLdouble objy, GLdouble objz, const GLdouble
modelMatrix[16], const GLdouble projMatrix[16], const GLint viewport[4],
GLdouble *winx, GLdouble *winy, GLdouble *winz);

int gluUnProject (GLdouble winx, GLdouble winy, GLdouble winz, const
GLdouble modelMatrix[16], const GLdouble projMatrix[16], const GLint
viewport[4], GLdouble *objx, GLdouble *objy, GLdouble *objz);

FROM THE MAN PAGES
------------------

gluProject(3G)                 OpenGL Reference                 gluProject(3G)

NAME
     gluProject - map object coordinates to window coordinates

C SPECIFICATION
     int gluProject( GLdouble objx,
                     GLdouble objy,
                     GLdouble objz,
                     const GLdouble modelMatrix[16],
                     const GLdouble projMatrix[16],
                     const GLint viewport[4],
                     GLdouble *winx,
                     GLdouble *winy,
                     GLdouble *winz )

PARAMETERS
     objx, objy, objz
                     Specify the object coordinates.

     modelMatrix     Specifies the current modelview matrix (as from a
                     glGetDoublev call).

     projMatrix      Specifies the current projection matrix (as from a
                     glGetDoublev call).

     viewport        Specifies the current viewport (as from a glGetIntegerv
                     call).

     winx, winy, winz
                     Return the computed window coordinates.

DESCRIPTION
     gluProject transforms the specified object coordinates into window
     coordinates using modelMatrix, projMatrix, and viewport.  The result is
     stored in winx, winy, and winz.  A return value of GL_TRUE indicates
     success, and GL_FALSE indicates failure.

SEE ALSO
     glGet, gluUnProject

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

gluUnProject(3G)               OpenGL Reference               gluUnProject(3G)

NAME
     gluUnProject - map window coordinates to object coordinates

C SPECIFICATION
     int gluUnProject( GLdouble winx,
                       GLdouble winy,
                       GLdouble winz,
                       const GLdouble modelMatrix[16],
                       const GLdouble projMatrix[16],
                       const GLint viewport[4],
                       GLdouble *objx,
                       GLdouble *objy,
                       GLdouble *objz )

PARAMETERS
     winx, winy, winz
                     Specify the window coordinates to be mapped.

     modelMatrix     Specifies the modelview matrix (as from a glGetDoublev
                     call).

     projMatrix      Specifies the projection matrix (as from a glGetDoublev
                     call).

     viewport        Specifies the viewport (as from a glGetIntegerv call).

     objx, objy, objz
                     Returns the computed object coordinates.

DESCRIPTION
     gluUnProject maps the specified window coordinates into object
     coordinates using modelMatrix, projMatrix, and viewport.  The result is
     stored in objx, objy, and objz.  A return value of GL_TRUE indicates
     success, and GL_FALSE indicates failure.

SEE ALSO
     glGet, gluProject



-- 
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In-Reply-To: "Gerald Hofer" <hofer@icg.tu-graz.ac.at>
        "Red - Green Stereo Modus" (Jun  3,  3:09pm)
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On Jun 3,  3:09pm, Gerald Hofer wrote:
> Subject: Red - Green Stereo Modus
> Is it possible to render a red-green Stereo Image in real time with
Performer?
> Write the left eye view only to the red buffer and the right eye view to the
> green buffer and half the intensity to the blue buffer. The problem is, to
> write the black/white intensity and not only use writemask to prevent the
> unused bitplanes.

I did something like this to render stereo images for the old Fakespace BOOM 1
which was ntsc and black and white, one eye ran off the red channel and one off
the green. I wrote a procedure to step through the entire scene database and
remove all color from the materials (not the textures yet though). Then I used
RGBwritemask set to different things in the PreDraw callback for each channel.

--

Nat Bletter
SRI International
nat@od.sri.com
http://os.sri.com/people/nat/
(415) 859-4358
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9606061448.ZM14595@royalflush.engr.multigen.com>
Date: Thu, 6 Jun 1996 14:48:28 -0700
In-Reply-To: Jean BENOIT <101372.3460@CompuServe.COM>
        "Pb loading flt file on OpenGL versions" (Jun  6, 12:27pm)
References: <960606162758_101372.3460_JHP61-1@CompuServe.COM>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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Subject: Re: Pb loading flt file on OpenGL versions
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On Jun 6, 12:27pm, Jean BENOIT wrote:
> Subject: Pb loading flt file on OpenGL versions
> I use MultiGen Bdd, when I use a oglddso version of perfly, the layers don't
> work with this version ( flicking on subfaces), even if it's allwright on
> IrisGL versions

Layering is broken in Performer 2.0 and is fixed in 2.0.1 and 2.1 .

Attached is some earlier email discussing the problem ... I'll be happy to send
the small test file mentioned in the attachements (zsubf.flt) to anyone who is
interested.

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@royalflush.engr.multigen.com>
Message-Id: <9605031325.ZM1826@royalflush.engr.multigen.com>
Date: Fri, 3 May 1996 13:25:28 -0700
In-Reply-To: "Sharon Clay" <src@rose.asd.sgi.com>
        "Re: Performer2.0 bug list" (May  1, 10:05am)
References: <199604270124.SAA05808@rose.asd.sgi.com> 
	<9604262302.ZM10362@rose.asd.sgi.com> 
	<9604301755.ZM27288@royalflush.engr.multigen.com> 
	<9605011005.ZM1906@rose.asd.sgi.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Sharon Clay" <src@rose.asd.sgi.com>
Subject: Re: Performer2.0 bug list
Cc: zhz@asd.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii

On May 1, 10:05am, Sharon Clay wrote:
> Subject: Re: Performer2.0 bug list
> +>---- On Apr 30,  5:55pm, Marcus Barnes wrote:
> > Subject: Re: Performer2.0 bug list
>
> ->No mention of the pfLayerMode/PFSTATE_DECAL bug(s)?
>
> Thanx!
> I'll be putting it out on the web page.

You're welcome :)  I'll check out the WEB page then!

> Hope you have recovered from ITEC!  Sounds like things
> whent great@

Yeah it was great fun and work ... afterwards I had some time off in Amsterdam
and London. :-)

Now it looks like Graham and Co. want to package these cool things into a demo
for the iR CDROM!  No rest for the wicked ;)

I told Jenny I'd be sending you all a loader update in a week or so ... some
refinements and bugs fixes.  Next, I begin developing some new feature support,
i.e. the OpenFlight V15.2 loader is coming (V15.[01] == V14.2) "soon".

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@royalflush.engr.multigen.com>
Message-Id: <9603071924.ZM21780@royalflush.engr.multigen.com>
Date: Thu, 7 Mar 1996 19:24:32 -0800
In-Reply-To: "Chris Tanner" <cct@faith.asd.sgi.com>
        "layer problem" (Mar  7,  6:19pm)
References: <9603071819.ZM5392@faith.asd.sgi.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Chris Tanner" <cct@faith.asd.sgi.com>
Subject: Re: layer problem
Cc: src@asd.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii

On Mar 7,  6:19pm, Chris Tanner wrote:
> Subject: layer problem
> Is fixed in both 2.0.1 and 2.1
>
> Two things.
>
> GeoState DECAL mode will override (read clobber/disregard) pfLayerMode.
> Thus it needs to be inheritted...
>
> Thus 2 one line fixes are necessary.
>
> ***1) in FLT loader... Inherit DECAL so that LayerMode is honored since flt
> uses pfLayers...
>
> ***2)  pfdMakeSharedScene, etc should not optimize DECAL mode - as all
> unspecified values
> go to OFF for performance considerations...
>
> This is accomplished by removing PFSTATE_DECAL and the corresponding
> "PFSTATE_DECAL" from this list of attributes to optimize at the beginning of
> pfdBuilder.c in libpfdu.
>
> This makes everything look normal again...
>
> These changes have gone into both 2.0.1 performer_eoe on 6.2 and 2.1 in
> development...
>
>-- End of excerpt from Chris Tanner

I've made these changes, but the layer behavior is not different using my test
case zsubf.flt .  I had already taken steps that effectively give the same
state.  I had called perfly -q0 -Q0 to disable your sharing stuff and had added
PFSTATE_DECAL inheritance to the loader.

The PFDECAL_BASE_FAST and PFDECAL_BASE_DISPLACE with[out] PFDECAL_LAYER_OFFSET
do not work using IRISGL as I said before.  I've read the pfLayer and pfDecal
man pages wrt NOTES and BUGS.  pfDecal gives a better indication that problems
are likely using _DISPLACE mode.  Both man pages imply that adding _OFFSET to
displace will correct any problems but this is not 100% true.  Could some
clearer language be added to these man pages?  I would say that support for
decals and transparency rate up with texturing in terms of "must be right".

BTW: PFSTATE_SHADEMODEL is not mentioned in the pf[Geo]State man pages.

Thanks again.
--
    __  ___      ____  _ ______          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: "Kamen Kanev" <kamen@vsl.co.jp>
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Date: Fri, 7 Jun 1996 15:48:01 +0900
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What is the suggested way to write messages on top of performer image.
Here is what I've found so far:

/* Draw a message justified wrt to x,y in font of size 'size'.
 * 'just' may be CENTER, LEFT, RIGHT. x, y should range from 0 to 1
 * and 'size' should be SMALL, MED, or BIG.
 * The colors of the message are fixed: purple text with black shadow.
 * This is ageneral and  expensive routine and is meant to be used for
 * fairly static messages that only need updating upon a REDRAW event.
 * For messages that need to be
 * updated frequently, a more streamlined routine should be used.
 */
void
pfuDrawMessage(pfChannel *chan, const char *msg,
		int rel, int just, float x, float y, int size, int cimode)

When I use it (messages change each frame) I get considerable flicking.
How can I avoid it or is there any other convenient way to write messages?

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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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9606071009.ZM13989@bitch.reading.sgi.com>
Date: Fri, 7 Jun 1996 10:09:35 +0100
In-Reply-To: cary@sim.irk.aetc.af.mil (Cary Black)
        "impact decal questions" (Jun  5, 12:57pm)
References: <199606051857.MAA01328@monarch.tssc>
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Try calling

pfdCombineLayers

on the nodes where your decals don't work.

Angus Henderson came up with this workaround & I've seen it repair decal
problems in loaded flt files.

Rgds,
Angus.

-- 
Angus Dorbie,
The Reality Centre,
Silicon Graphics Ltd, UK
dorbie@reading.sgi.com
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=0C     Dear performers,
     I already asked this question a few weeks ago, and i had no response=
, so i
     ask it once again.
     I will start with the background : 
        I am modelizing the Earth, as a sphere, that i have created using=

     pfdNewSphere. 
        When i get closer to the earth (the altitude of a satellite for e=
xample),
     i only see a part of the sphere (a spheric "calotte") - totally norm=
al up to
     here. 
        But the problem is than the non visible triangles of the sphere (=
outside
     the viewing frustum) are not CULLED by the pfCull process, because
     pfdNewSphere creates a unique geoset, and Performer can't cull deepe=
r than
     the pfGeoSet Level. 
        The result is that I have a very heavy DRAW process (many triangl=
es are
     sent to the graphics hard), and a very short CULL process, just for =
the Earth
     globe.
        I want to cull at the PRIM level, i.e. culling off the triangles =
that are
     outside the viewing frustum, and only for the sphere. I guess i will=
 have to
     do this in a post-cull callback. Thsi will make my CULL process long=
er, but
     my DRAW process shorter, thus being able to equilibrate by separatin=
g CULL
     and DRAW into two different CPUs. 
        But i don't know how to manipulate the pfDispList to eliminate th=
e bad
     triangles. And i wonder if it is possible....

       Sorry if I was not very concise.

      any help ????????

     Mike
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unsuscribe

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From: hilko@geo.unizh.ch (Hilko Hoffmann)
Message-Id: <9606081627.ZM4182@io>
Date: Sat, 8 Jun 1996 16:27:41 +0200
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Subject: shadows together with ESky?
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Status: O

I try to combine shadow functionality with EarthSky. It seems that it doesn't
work together. If I remove

	 pfClear(PFCL_COLOR|PFCL_DEPTH, &clr);

the result is useless and if I include it no EarthSky is drawn.

I tried it with a modified version of shadows.C

Any ideas or suggestions will be extremely helpful.

Thanks

Hilko

-- 
Hilko Hoffmann                        hilko@geo.unizh.ch

Phone: +41 - 1 / 257 51 63            Remote Sensing Laboratories
FAX:   +41 - 1 / 362 52 27            University of Zurich                    
                                      Winterthurerstrasse 190                 
                                      CH-8057 Zurich; Switzerland 
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From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9606071209.ZM25484@eagle.cae.ca>
Date: Fri, 7 Jun 1996 12:09:17 -0400
In-Reply-To: GRAUX Ludovic <LUDOVIC.GRAUX@siege.aerospatiale.fr>
        "CULLING at the PRIM level ?" (Jun  7,  1:13pm)
References: <00029CA7.MAI*/G=LUDOVIC/S=GRAUX/O=SIEGE/PRMD=AEROSPATIALE/ADMD=ATLAS/C=FR/@MHS>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: GRAUX Ludovic <LUDOVIC.GRAUX@siege.aerospatiale.fr>
Subject: Re: CULLING at the PRIM level ?
Cc: Performer Mailing List <info-performer@sgi.com>
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On Jun 7,  1:13pm, GRAUX Ludovic wrote:

> I am modelizing the Earth, as a sphere, that i have created using
> pfdNewSphere. When i get closer to the earth (the altitude of a satellite
> for example), i only see a part of the sphere (a spheric "calotte") -
> totally normal up to here.
> But the problem is than the non visible triangles of the sphere (outside
> the viewing frustum) are not CULLED by the pfCull process, because
> pfdNewSphere creates a unique geoset, and Performer can't cull deeper than
> the pfGeoSet Level.
> The result is that I have a very heavy DRAW process (many triangles are
> sent to the graphics hard), and a very short CULL process, just for the Earth
> globe.
> I want to cull at the PRIM level, i.e. culling off the triangles that are
> outside the viewing frustum, and only for the sphere. I guess i will have to
> do this in a post-cull callback. Thsi will make my CULL process longer, but
> my DRAW process shorter, thus being able to equilibrate by separating CULL
> and DRAW into two different CPUs.
> But i don't know how to manipulate the pfDispList to eliminate the bad
> triangles. And i wonder if it is possible....

Ludovic,

This is a perfect example for use of a pfLOD. The earth sphere should be broken
into smaller triangle mesh as you come closer. That would provide the CULL
process with more pfGeode and allow a smaller number of triangles to go in the
pfDisplayList drawn by the DRAW process.

--
Bernard Leclerc			CAE Electronics Ltd., 8585 Cote De Liesse
Technical Leader		Saint-Laurent, Quebec, Canada, H4L-4X4
3-D Graphics Applications	tel: +1 514 341 2000 extension 2275
bleclerc@cae.ca			fax: +1 514 340 5496
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9606071040.ZM16448@royalflush.engr.multigen.com>
Date: Fri, 7 Jun 1996 10:40:10 -0700
In-Reply-To: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
        "Re: impact decal questions" (Jun  7, 10:09am)
References: <199606051857.MAA01328@monarch.tssc> 
	<9606071009.ZM13989@bitch.reading.sgi.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
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To: info-performer@sgi.com
Subject: Re: impact decal questions
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Status: O

On Jun 7, 10:09am, Angus Dorbie wrote:
> Subject: Re: impact decal questions
> Try calling
>
> pfdCombineLayers
>
> on the nodes where your decals don't work.
>
> Angus Henderson came up with this workaround & I've seen it repair decal
> problems in loaded flt files.

pfdCombineLayers does a couple of good things.

With regard to decal problems, it changes pfLayerMode from
PFDECAL_BASE_DISPLACE or PFDECAL_BASE_FAST to PFDECAL_BASE_DISPLACE ... but
only if PFQFTR_DISPLACE_POLYGON reports PFQFTR_FAST.

You can tell the OpenFlight loader to use that same mode by calling:

    pfdConverterMode ( "flt", PFFLT_LAYER, PFDECAL_BASE_DISPLACE );

Obviously the 2.x loader's current default choice of PFDECAL_BASE_FAST isn't
the best choice in all conditions, hence the loader mode ... curtesy of John
Rohlf.

I've changed the loader's default several times ... from the old _DISPLACE to
_STENCIL to _HIGH_QUALITY (my favorite until I learned that it's just _STENCIL)
to the defunct [_DISPLACE + _OFFSET] (new _DISPLACE I believe) and finally to
_FAST because Performer's first priority is performance.  If the consensus
opinion is to go with another default, I'd be happy to make the change.

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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Date: Fri, 07 Jun 1996 19:30:53 +0100
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: far from performer, close to Irix...
X-Mailer: <PC Eudora Version 1.4>
Status: O

First thank you all  for your help.
Now a question prety far from performer but close to SGI system.
I need to get some data on serial port. Getting and writing are ok for me.
But to check if my "server" is still alive, I ve to check the CTS line status.
Here is the problem, at this time all that I ve tried has failled.
So, it will be great to tell me :
- if the irix 5.2 bug has been corrected on 5.3
- wich kind of tty I need to use ( I guess ttym family )
- what parameter I need to set with IOCL to get the CTS status.

thanks in advance.
 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
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Date: Fri, 07 Jun 1996 15:28:13 -0500
To: info-performer@sgi.com
From: ken sartor <sartor@lanl.gov>
Subject: Performer 2.x lod switching
Status: O


Hi -

I would like to get all the technical details of the new
LOD switching feature in Performer 2.x.  Specifically the
new support given where terrain can switch lod facet by
facet.  Are there any papers or detailed information on
this?  Also i would like to get the patch that upgrades
Performer 2.0 with this new capability when it is available
for a RE2 running IRIX 5.3.

Thanks!

ken

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From: Thomas Hudson <hudson@cs.unc.edu>
Message-Id: <199606072147.RAA04887@indigo1.cs.unc.edu>
Subject: Re: CULLING at the PRIM level ?
To: bleclerc@cae.ca (Bernard Leclerc)
Date: Fri, 7 Jun 1996 17:47:09 -0400 (EDT)
Cc: info-performer@sgi.com
In-Reply-To: <9606071209.ZM25484@eagle.cae.ca> from "Bernard Leclerc" at Jun 7, 96 12:09:17 pm
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Status: O

Bernard Leclerc writes:

> This is a perfect example for use of a pfLOD. The earth sphere should be
> broken into smaller triangle mesh as you come closer. That would provide
> the CULL process with more pfGeode and allow a smaller number of
> triangles to go in the pfDisplayList drawn by the DRAW process.

Is there a reason to go to multiple pfGeodes, and not just have one Geode
with each triangle or two in its own GeoSet?  A small loss of efficiency
at distances, but not knowing how much else is going on in the app I don't
know if that'll be crucial.  Meanwhile you can just use GeoSet level
culling without having to have multiple LODs of the same geometry in
your database...

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

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Date: Fri, 07 Jun 1996 16:09:11 -0700
From: "Scott A. Friedman" <friedman@ucla.edu>
Organization: UCLA Department of Architecture
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To: Info Performer <info-performer@sgi.com>
Subject: Accessing Performer Objects in Shared Memory
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Status: O

What are the rules for querying/updating Shared Memory pf Objects from a
process forked from the APP?  Specifically, forked AFTER pfConfig()?

Thanks,
Scott
-- 

    Scott A. Friedman		
				
    University of California at Los Angeles	o:310.206.4793
    Department of Architecture + Urban Design	f:310.825.7745
    Box 951467 / Perloff Hall			p:310.875.2666
    Los Angeles, CA 90095-1467			

    mailto:friedman@ucla.edu  |  http://www.aud.ucla.edu/~friedman
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Subject: Performer to Open Flight converter ?
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Status: O

Does anyone know where I can get a Performer to Open Flight writer/converter ?
Is there source code available for free ?
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From: maurel@BAROCO.matra-espace.fr (Herve Maurel)
Message-Id: <9606100720.AA03598@BAROCO.matra-espace.fr>
To: LUDOVIC.GRAUX@siege.aerospatiale.fr
Subject: Re: CULLING at the PRIM level ?
Cc: info-performer@sgi.com
Status: O


Ludovic,

I agree with you to try to implement a post-cull callback to cull the back faces 
of the sphere. Just dealing with the normal of the triangles and your line of sight, you can cull half of the triangles. You cull the hidden face of the Earth

May be you can improve the culling, testing the product between the normal
 of the face and the line of sight with a certain value.. (like a cosine) and you can get your "calotte"...


		Herve

____________________________________________________
Herve MAUREL - Europe Informatique Toulouse - FRANCE
under contract with MATRA MARCONI SPACE
phone: +33 62247521 - email: maurel@baroco.matra-espace.fr




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=0C     >May be you can improve the culling, testing the product between =
the >normal
      >of the face and the line of sight with a certain value.. (like a c=
osine)
     >and you can get your "calotte"...

     This is a good idea, but my real problem is elsewhere : I don't know=
 how to
     mnipulate pfDispLists in order to eliminate isolated triangles from =
the
     pfDistList, thus not sending them to the DRAW process. I want to mak=
e a
     postcull callback where i test which primitives of the pfGeoSet are =
inside or
     outside the viewing frustum, and then putting or removing those prim=
itives in
     or from the pfDispList. Moreover, what is the command that "sends" t=
he
     pfDispList from the CULL process to the DRAW process.
     so many questions....
     If you have any example code i will be greatly grateful.

     thanks;
     Mike
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From: "Gilles Reymond" <reymond@simbasg1.corys.fr>
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Date: Thu, 6 Jun 1996 22:29:08 +0000
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Subject: FBConfig on iR
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Status: O

I am working on an Infinite Reality system (one RE6 board), with Performer 2.0
in OpenGl mode. The release notes mention that one particular framebuffer
configuration (23b depth, 1b stencil, 10b RGB and 8 samples) is not supported.
Are they any such others?

What I would need is a list of all the actual possibilities of frame buffer
configurations adressed by the Performer function pfPWinFBConfigAttrs with such
an iR configuration.

So far, I have tried :
int FBAttrs[] =
{
  PFFB_RGBA,
  PFFB_DOUBLEBUFFER,
  PFFB_DEPTH_SIZE, 23,
  PFFB_RED_SIZE, 8,
  PFFB_GREEN_SIZE, 8,
  PFFB_BLUE_SIZE, 8,
  PFFB_ALPHA_SIZE, 8,
  PFFB_SAMPLES, 8,
  PFFB_STENCIL_SIZE, 1,
  None,
};

And the result is : "pfChooseFBConfig: failed to make configuration matching
specified attributes". What can be wrong?

Thank you all in advance for any help.

-- 
------------------------------------------------------------------------
Gilles Reymond			|	CORYS SA
Email: reymond@corys.fr		|	74 avenue des Martyrs,
tel: (33) 76 28 82 00		|	38027 GRENOBLE Cedex 01, FRANCE
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From: chall@huntsville.sgi.com (Charles Hall)
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Subject: IRIS GL Support
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Status: O

What are the future plans for IRIS GL support in Performer?  Performer 2.0
supported both IRIS GL and OpenGL, but 2.1 supports only OpenGL.  Will IRIS GL
support come back at some point, and if so, when?

-- 
Charles Hall                                Phone:   205.830.5400
Systems Engineer                            Fax:     205.830.5438
Silicon Graphics, Inc.                      E-mail:  chall@huntsville.sgi.com
Huntsville, Alabama                         V-mail:  1-800-326-1020 ext. 57336
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From: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>
Subject: Multiple glwidget draws
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                      Subject:                              Time:  8:09 AM
  OFFICE MEMO         Multiple glwidget draws               Date:  6/10/96

Hello:

I have 5 glwidgets in my Motif application that I need to draw different
graphics to each.  What is the best way to do this in Performer 2.0?  Do I
use multi-channel or multiple pipe windows or ??  H/W, S/W: Extreme, Impact;
IRIS 5.3.

Thanks for pointing me in the right direction. ;)

Scott O'

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Date: Mon, 10 Jun 1996 13:08:38 -0400
In-Reply-To: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>
        "Multiple glwidget draws" (Jun 10,  8:20am)
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On Jun 10,  8:20am, SCOTT OFRIEL wrote:

> I have 5 glwidgets in my Motif application that I need to draw different
> graphics to each.  What is the best way to do this in Performer 2.0?  Do I
> use multi-channel or multiple pipe windows or ??  H/W, S/W: Extreme, Impact;
> IRIS 5.3.

Use 5 pfPipeWindow's

--
Bernard Leclerc			CAE Electronics Ltd., 8585 Cote De Liesse
Technical Leader		Saint-Laurent, Quebec, Canada, H4L-4X4
3-D Graphics Applications	tel: +1 514 341 2000 extension 2275
bleclerc@cae.ca			fax: +1 514 340 5496
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From: "Sharon Clay" <src@rose.asd.sgi.com>
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Date: Mon, 10 Jun 1996 10:25:20 -0700
In-Reply-To: "Gilles Reymond" <reymond@simbasg1.corys.fr>
        "FBConfig on iR" (Jun  6, 10:29pm)
References: <9606062229.ZM29456@simbasg1>
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Subject: Re: FBConfig on iR
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+>---- On Jun 6, 10:29pm, Gilles Reymond wrote:

->
->What I would need is a list of all the actual possibilities of frame buffer
->configurations adressed by the Performer function pfPWinFBConfigAttrs with such
->an iR configuration.

Use the shell command glxinfo to get a listing of all visual types
on the machine.  
When you specify an attribute array as below, we send it directly to
glXChooseVisual().  Currently, if that fails, we just try our
normal default visual scheme described in the pfAntialias and pfWindow
reference pages.  In the future we'll try to do something a little more
helpful in this case but right now at least it is simple.

->
->So far, I have tried :
->int FBAttrs[] =
->{
->  PFFB_RGBA,
->  PFFB_DOUBLEBUFFER,
->  PFFB_DEPTH_SIZE, 23,
->  PFFB_RED_SIZE, 8,
->  PFFB_GREEN_SIZE, 8,
->  PFFB_BLUE_SIZE, 8,
->  PFFB_ALPHA_SIZE, 8,
->  PFFB_SAMPLES, 8,
->  PFFB_STENCIL_SIZE, 1,
->  None,
->};
->
->And the result is : "pfChooseFBConfig: failed to make configuration matching
->specified attributes". What can be wrong?

Check this request against the visuals listed by glxinfo.
You probably don't have a 23bit depth and 8 multisample doublebuffered
visual.  This will be fixed in future iR releases.

src.

-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@

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From: "Sharon Clay" <src@rose.asd.sgi.com>
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Date: Mon, 10 Jun 1996 10:51:50 -0700
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        "Re: Multiple glwidget draws" (Jun 10,  1:08pm)
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	<9606101308.ZM2810@eagle.cae.ca>
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To: "Bernard Leclerc" <bleclerc@cae.ca>,
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+>---- On Jun 10,  1:08pm, Bernard Leclerc wrote:
> Subject: Re: Multiple glwidget draws
->
->On Jun 10,  8:20am, SCOTT OFRIEL wrote:
->
->> I have 5 glwidgets in my Motif application that I need to draw different
->> graphics to each.  What is the best way to do this in Performer 2.0?  Do I
->> use multi-channel or multiple pipe windows or ??  H/W, S/W: Extreme, Impact;
->> IRIS 5.3.
->
->Use 5 pfPipeWindow's

Possibly.
Unfortunatly, the changing and swapping of multiple windows is not always as 
efficient as we would like.  This tends to be more of a problem on
the high-end machines where the complexity of the state in the
graphics pipeline complicates the multiple window/gfx context case.
So, you should try to use multiple channels whenever possible/appropriate.
If you are using multiple windows and are texturing, you'll want to
be sure to share the GL objects (textures and display lists) between the windows.
See the pfPWinShare reference page.

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: Mon, 10 Jun 1996 17:50:27 -0400
In-Reply-To: "SCOTT OFRIEL" <ofriels1@qmsmtpgw.mugu.navy.mil>
        "Re: Multiple glwidget draws" (Jun 10,  2:31pm)
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On Jun 10,  2:31pm, SCOTT OFRIEL wrote:

> What do you think about Sharon's comments?  Can I even implement a multi
> channel solution here?
>

First  -  Is your application real-time?  Or simply interactive?

For non-real-time interactive applications, I prefer to use multiple
pfPipewindow's instead of multiple channels one pfPipeWindow.

Do you intend to have multiple windows on screen at the same time? If so, are
these windows independant? Can they be moved, minimized, lower and raised
independantly? If yes then you need multiple pfPipeWindow's.

However, imagine a 3-D graphics editor with 4 views of the object being drawn.
This would be a perfect case for multiple pfChannel's since the application
should not allow the views to be moved at will be the user.

I suggest you carefully look at the two examples multiwin.c and multichan.c
located in /usr/share/Performer/src/pguide/libpf/C.

--
Bernard Leclerc			CAE Electronics Ltd., 8585 Cote De Liesse
Technical Leader		Saint-Laurent, Quebec, Canada, H4L-4X4
3-D Graphics Applications	tel: +1 514 341 2000 extension 2275
bleclerc@cae.ca			fax: +1 514 340 5496
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From: Nuno Godinho <mgo@minerva.inesc.pt>
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Subject: How to simulate night visibility?
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Status: O

When the "night" comes I would like to slowly darken my scene to lower
overall visibility.

I use:

    light->setColor(PFLT_AMBIENT, s, s, s);

and this pfLightSource is a child of scene.

My problem is that I get different results with the different objects in
the scene. When 's' gets to zero I still have plenty visibility.
Shouldn't I get a completely black window?

I believe this is related to the proprieties of each object's material.
Must I edit each object manually (.iv files)?

What proprieties can affect this behaviour?
Emissive color?
Diffuse color?
Specular color?
Ambient color?

I still didn't understand each one's behaviour.

thanks
	Nuno
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Subject: tablet type list support by SGI
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Status: O

Hello Performer:

is there a complete list of types of digitizing tablet
can be used on ONYX and supported by Multigen ?

Thanks.

flysiml@public.bta.net.cn

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From: Nuno Godinho <mgo@minerva.inesc.pt>
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Status: O

Would it be possible for someone show me a simple example on how to use
the mouse to select an object in the scene?

I know i should use libpfui functions but they are not documented and
are said to be unsupported.

thanks
	Nuno
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From: "Ran Yakir" <rany@bvr.co.il>
Message-Id: <9606111112.ZM703@garfield.bvr.co.il>
Date: Tue, 11 Jun 1996 11:12:19 +0000
In-Reply-To: "Gilles Reymond" <reymond@simbasg1.corys.fr>
        "FBConfig on iR" (Jun  6, 10:29pm)
References: <9606062229.ZM29456@simbasg1>
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>
> So far, I have tried :
> int FBAttrs[] =
> {
>   PFFB_RGBA,
>   PFFB_DOUBLEBUFFER,
>   PFFB_DEPTH_SIZE, 23,
>   PFFB_RED_SIZE, 8,
>   PFFB_GREEN_SIZE, 8,
>   PFFB_BLUE_SIZE, 8,
>   PFFB_ALPHA_SIZE, 8,
>   PFFB_SAMPLES, 8,
>   PFFB_STENCIL_SIZE, 1,
>   None,
> };
>
> And the result is : "pfChooseFBConfig: failed to make configuration matching
> specified attributes". What can be wrong?
>


As said - glxinfo will list all the possible configurations. Anyway, a
combination of alpha bitplanes and 8 subsamples is not supported on IR right
now. The possible configurations in terms of color bitplanes and multisampling
are :

either 12 12 12 12 bits for RGBA and 4 samples
or 10 10 10 bits for RGB and 8 samples.


Ran


-- 
 __                                  | Ran Yakir
 /_)  _  __   \  / _   / o __        | BVR Technologies Ltd.
/ )_ (_(_) )   \/ (_(_/<_(_)(        | 
              _/                     |   
-------------------------------------+--------------------------------
Phone :                              | E-mail : rany@bvr.co.il
  Work : 972-3-5715671               |
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Date: Wed, 12 Jun 1996 10:50:08 -0700
From: Tran cong Tam <tran@sirssg1.epfl.ch>
Message-Id: <199606121750.KAA09198@sirssg1.epfl.ch>
To: info-performer@sgi.com
Status: O

Hello Nuno,

About Pick an Object

For Performer1.2 You can look an example picking.c in directory

/usr/src/Performer/src/sample/pickfly

It work correctly, I used it in my application and OK.

For Performer2.0 I don't have time to translate to this new
version. But,It seem to be very different with the Performer1.2


				HOPE IT HELP

			   	    TRAN


/-------------------------------------------------------/
|		TRAN C T				|
|		IDERALPE				|
|		LAUSANNE - SWITZERLAND			|
|		tel : 021/693.57.88			|
|		Email : tran@sirssg1.epfl.ch		|
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
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Date: Tue, 11 Jun 1996 10:44:16 +0100
In-Reply-To: Nuno Godinho <mgo@minerva.inesc.pt>
        "How to simulate night visibility?" (Jun 11,  1:37am)
References: <31BCBFCF.41C67EA6@minerva.inesc.pt>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: Nuno Godinho <mgo@minerva.inesc.pt>
Subject: Re: How to simulate night visibility?
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

The light has more than just the ambient illumination term.

You should decrease the PFLT_DIFFUSE, PFLT_AMBIENT and PFLT_SPECULAR
value if it's set & youre compiling with OpenGL. You can vary these
to help simulate different environments, for example you
might increase the ambient and reduce the PFLT_DIFFUSE to make a
scene more overcast for a space simulation you'd want a really
harsh lighting model so you'd want to turn the AMBIENT to zero.

You also have a light model which can add ambient light to the scene.

Once all of these have been reduced any light in the scene will be
a result of the material EMMISSIVE property or lighting beind
disabled. This is often used to good effect for lights on buildings
and vehicles, and other special effects like afterburners, flames or
horizon glow.

Rgds,
Angus.

On Jun 11,  1:37am, Nuno Godinho wrote:
> Subject: How to simulate night visibility?
> When the "night" comes I would like to slowly darken my scene to lower
> overall visibility.
>
> I use:
>
>     light->setColor(PFLT_AMBIENT, s, s, s);
>
> and this pfLightSource is a child of scene.
>
> My problem is that I get different results with the different objects in
> the scene. When 's' gets to zero I still have plenty visibility.
> Shouldn't I get a completely black window?
>
> I believe this is related to the proprieties of each object's material.
> Must I edit each object manually (.iv files)?
>
> What proprieties can affect this behaviour?
> Emissive color?
> Diffuse color?
> Specular color?
> Ambient color?
>
> I still didn't understand each one's behaviour.
>
> thanks
> 	Nuno
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer.html
>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from Nuno Godinho


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From: "Pat Stevenson" <pstevens@sgw3rte01.hisd.harris.com>
Message-Id: <9606111010.ZM27753@alpine>
Date: Tue, 11 Jun 1996 10:10:02 -0400
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To: info-performer@sgi.com
Subject: Performer/X-Window forking process
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Status: O


Hello,
In the example Performer/X-Window program motif.c these calls are made:

XSync(dsp, FALSE);
Motif->xWin = XtWindow(frame);

in the function DoMotif with some short comments about releasing the
application process.

My question:  If I am taking out the forking ability, do I need these calls?
Thanks.


-- 
Pat Stevenson
Harris Corp, ISD
P.O. Box 98000
W-3 7759
Melbourne, FL 32902
e-mail:  gstevens@harris.com
407-984-6426
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From: "Bill Storma" <BILLS@p3.enzian.com>
Organization:  Enzian Technology, Inc.
To: info-performer@sgi.com
Date:          Tue, 11 Jun 1996 10:21:34 EST
Subject:       help on statistics interpretation
X-mailer: Pegasus Mail v3.31
Message-ID: <1B5EB51150@P3.ENZIAN.COM>
Status: O

I am having trouble interpreting some statistics information 
displayed by the Performer stats and would like to get some help in 
understanding the data.  I am currently using Performer 2.0, IRIX 5.3 
on a 3 pipe ONYX.

My questions are focused on the average frame time information and 
the missed frame information.  I am getting information of the form:

msec:  Frame 70.2   app=13.2  cull=2.7  draw=6.9
Frames 47  misses: total 13  app=0  cull=0  draw=0

The program is running at 30 Hz LIMIT or LOCK, APP_CULL_DRAW mode.

I have the following questions:

1.  I know that the frame information is averaged over a 2 sec 
period. However, why is the total frame time so large when the app, 
cull and draw are reasonable?  The timing graph does not show any 
jumps in any of the processes.  How is the frame time calculated ?  
None of this information is currently described in the performer 
manuals.

2.  The sum of the frames and total misses should equal the number of 
frames over 2 seconds (60 frames), which the data does do.  If the 
total misses is non-zero, but the app,cull,draw misses are zero, where 
are the frames being blown ?  Again, this information is not 
described in the performer manuals.

3.  If the program is running in LIMIT or LOCK and the average frame 
time is around 70 msec, why isn't the frame rate being reduced from 
30 Hz to a lower frame rate ?  


I need this information to try to establish a timing and load 
analysis of adding/removing effects to our scenerio.  I am trying to 
establish which effects we are using are cpu intensive.  Until i can 
get believable data out of the stats, it is hard to identify which 
code needs attention.

Thanks for any help.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - 
Bill Storma                     Phone:  407-282-1884
Enzian Technology               FAX:    407-282-3013
Orlando, Fl.  32817             e-mail: bills@p3.enzian.com
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From guest  Tue Jun 11 08:45:29 1996
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From: scott@ht.com (Scott McMillan)
Message-Id: <199606111515.LAA04690@er>
Subject: Is there a fix for pfExit?
To: info-performer@sgi.com
Date: Tue, 11 Jun 1996 11:15:31 -0400 (EDT)
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Status: O

Currently the pfExit man page says:

BUGS
     Currently pfExit returns directly to the operating system, terminating
     the simulation application as well.  However, it does turn off video
     retrace CPU interrupts while exiting (see pfVClock).

I need a fix for pfExit or an equivalent set of functions that shuts down
performer and returns control to the application.

Any help is appreciated,
scott


-- 
   Scott McMillan, Ph.D.   | Developers of virtual environment
       scott@ht.com        | medical and surgical simulations
HIGH TECHSPLANATIONS, INC. | and surgery simulation creation
     http://www.ht.com     | tools.

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From guest  Tue Jun 11 13:22:12 1996
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	id NAA08954; Tue, 11 Jun 1996 13:09:38 -0700
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Date: Tue, 11 Jun 1996 13:09:38 -0700
From: "Scott A. Friedman" <friedman@ucla.edu>
Organization: UCLA Department of Architecture + Urban Design
X-Mailer: Mozilla 3.0b4Gold (X11; I; IRIX 5.3 IP22)
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Status: O

Can anybody tell me what this is?

Warning: Unresolved :
glpObject

I get this whenever I compile with IRIS GL static debug libraries.

Thanks,
Scott
-- 

    Scott A. Friedman		
				
    University of California at Los Angeles	o:310.206.4793
    Department of Architecture + Urban Design	f:310.825.7745
    Box 951467 / Perloff Hall			p:310.875.2666
    Los Angeles, CA 90095-1467			

    mailto:friedman@ucla.edu  |  http://www.aud.ucla.edu/~friedman
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From: Jason Buksh <JASON@vrsolns.co.uk>
To: info-performer@sgi.com
Date: Tue, 11 Jun 1996 10:13:28 +0000
Subject: De-faceting
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Does anybody have a simple de-faceting algorithm for non-textured 
graphical objects. Typical size of objects is between 20,000 and 
80,000 tris.

       Thanks for any help.
         Jason
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Date: Tue, 11 Jun 96 15:29:26 PDT
From: Ken Lindsay <kl@ptolemy-ethernet.arc.nasa.gov>
Message-Id: <9606112229.AA17307@ptolemy.arc.nasa.gov>
To: info-performer@sgi.com
Subject: bad polygons, BAD!
Status: O

hey, i have a model that was working fine on an IMPACT a couple
weeks ago, but now i am running on EXTREME. there is an ugly
bug culling polygons in a semi-random way (typ looks like every
other one is being culled as backfacing).

i suspect that when performer tesselated the geometry, it did
it differently than was happening on the IMPACT.

i can get around it by turning culling off, but as you might
suspect, the frame rate gets cut in half.

any suggestions??

thanks

ken
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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9606111645.ZM25998@royalflush.engr.multigen.com>
Date: Tue, 11 Jun 1996 16:45:49 -0700
In-Reply-To: Ken Lindsay <kl@ptolemy-ethernet.arc.nasa.gov>
        "bad polygons, BAD!" (Jun 11,  3:29pm)
References: <9606112229.AA17307@ptolemy.arc.nasa.gov>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.com
Subject: Re: bad polygons, BAD!
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jun 11,  3:29pm, Ken Lindsay wrote:
> Subject: bad polygons, BAD!
> hey, i have a model that was working fine on an IMPACT a couple
> weeks ago, but now i am running on EXTREME. there is an ugly
> bug culling polygons in a semi-random way (typ looks like every
> other one is being culled as backfacing).
>
> i suspect that when performer tesselated the geometry, it did
> it differently than was happening on the IMPACT.

No.  Performer tesselation is ignorant of the machine in use.

> i can get around it by turning culling off, but as you might
> suspect, the frame rate gets cut in half.
>
> any suggestions??

Sounds like you are using geosets with prim type PFGS_POLYS .  They draw in the
order specified with OpenGL (Impact) but in tri-strip order with IRISGL
(Extreme).

from the man page:

"
pfGeoSet(3pf)     IRIS Performer 2.0 libpr C Reference Pages     pfGeoSet(3pf)

BUGS
     In IRIS GL, PFGS_POLYS are rendered as triangle strips for best perfor-
     mance so that in wireframe the edges internal to the polygon are visible.
     In OpenGL the internal edges will not be visible.
"

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: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9606120235.AA18217@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: Stubborn MCO configuration.
Status: O


  I'm using a single-pipe RE2/Perf 2.0/IRIX 5.3 machine
with 4xRM4's. I need to drive 3@1025x768_60 though an MCO,
and the MCO manual suggests that I can have 4 multisamples,
24 bit Z and 12+12+12 video in this mode.

  If I just let Performer pick default values for things - or
even if I try hard to override the defaults, can't get
multisampling to work with my Perf 2.0 application.

  I have a chunk of ancient Perf 1.2 code that succeeds in
doing just that - so I know that the MCO manual and my
hardware configuration is correct.

  This looks like a drop-off in Perf 2.0.

    pfQueryFeature ( PFQFTR_MULTISAMPLE, &ms_mode ) ;

(called from my open_win routine) says: PFQFTR_FALSE.

I have tried using pfPWinFBConfigAttrs to set up the RGB depths to
12 each, stencil size to zero and zbuffer depth to 24 - but the effect
is the same.

I also tried adding in GL code:-

    subpixel (TRUE);
    zbuffer  (TRUE);
    zbsize   (24);
    doublebuffer();
    overlay  (0);
    RGBmode  ();
    RGBsize  (12);
    acsize   (0);
    gconfig  ();


...still no luck.

pfQueryPWin says:-

    PFQWIN_RGB_BITS          = 8
    PFQWIN_ALPHA_BITS        = 0
    PFQWIN_CI_BITS           = 0
    PFQWIN_DEPTH_BITS        = -32
    PFQWIN_MIN_DEPTH_VAL     = -2147471360
    PFQWIN_MAX_DEPTH_VAL     = 2146959360
    PFQWIN_MS_SAMPLES        = 0
    PFQWIN_STENCIL_BITS      = 1
    PFQWIN_DOUBLEBUFFER      = 0
    PFQWIN_NUM_AUX_BUFFERS   = 0
    PFQWIN_ACCUM_RGB_BITS    = 0
    PFQWIN_ACCUM_ALPHA_BITS  = 0

I also see:-

DEBUG _pfMSConfig(#m,mZ,mS,Z,S,RGB) (4,32,1,0,0,12)->(0,0,0,0,0,0)
DEBUG pfInitGfx() - Window "RightView Logo Database." has -32 bits of depth buffer.
DEBUG pfInitGfx() - Window "RightView Logo Database." has 1 bits of stencil.
DEBUG _pfMSConfig(#m,mZ,mS,Z,S,RGB) (0,0,0,32,1,12)->(0,0,0,-32,1,0)


My code looks like this:-


  int attributes [ 100 ] ;
  int next_attr = 0 ;

#ifndef IRISGL
  attributes [ next_attr++ ] = PFFB_SAMPLE_BUFFER ;
  attributes [ next_attr++ ] = 1 ;
#endif
  attributes [ next_attr++ ] = PFFB_SAMPLES ;
  attributes [ next_attr++ ] = 4 ;
  attributes [ next_attr++ ] = PFFB_DEPTH_SIZE ;
  attributes [ next_attr++ ] = 24 ;      /* I tried 16 and 32 here - no change */
  attributes [ next_attr++ ] = PFFB_STENCIL_SIZE ;
  attributes [ next_attr++ ] = 1 ;
  attributes [ next_attr++ ] = PFFB_RED_SIZE ;
  attributes [ next_attr++ ] = 12 ;      /* I tried 8 and 10 here - no change */
  attributes [ next_attr++ ] = PFFB_GREEN_SIZE ;
  attributes [ next_attr++ ] = 12 ;      /* I tried 8 and 10 here - no change */
  attributes [ next_attr++ ] = PFFB_BLUE_SIZE ;
  attributes [ next_attr++ ] = 12 ;      /* I tried 8 and 10 here - no change */
  attributes [ next_attr++ ] = PFFB_ALPHA_SIZE ;
  attributes [ next_attr++ ] = 0 ;

  attributes [ next_attr++ ] = 0 ;   /* End of attribute list */

  pfPWinFBConfigAttrs ( pw, attributes ) ;

  pfOpenPWin ( pw ) ;

I also tried (in desperation):

  pfFeature ( PFFTR_MULTISAMPLE, 0 );
  pfFeature ( PFFTR_MULTISAMPLE_ROUND_POINTS, 0);

It didn't help any.

HELP!!!


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

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Date: Wed, 12 Jun 1996 11:57:00 +0100 (BST)
From: Martin Reddy <mxr@dcs.ed.ac.uk>
To: Jason Buksh <JASON@vrsolns.co.uk>
Cc: info-performer@sgi.com
Subject: Re: De-faceting
In-Reply-To: <834484852.648.0@vrsolns.demon.co.uk>
Message-Id: <Pine.SOL.3.93.960612114536.8133C-100000@flugga.dcs.ed.ac.uk>
Organisation: Department of Computer Science - University of Edinburgh
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> Does anybody have a simple de-faceting algorithm for non-textured 
> graphical objects. Typical size of objects is between 20,000 and 
> 80,000 tris.

If by "de-faceting" you mean polygon simplification (i.e. a process which
creates a simpler polygon model of an original object). Then I would
suggest that you take a look at Carl Erikson's UNC technical report which
presents a very good overview of such techniques:

@TECHREPORT{ERIKSON,
        AUTHOR = "Carl Erikson",
        TITLE = "{Polygonal Simplification: An Overview}",
        YEAR = "1996",
        TYPE = "{UNC Technical Report No. TR96-016}",
        ADDRESS = "Chapel Hill, NC",
        INSTITUTION = "Deptartment of Computer Science, University
                       of North Carolina"
}

This is available on-line from their ftp site: ftp.cs.unc.edu (sorry I
can't give you a full path right now, but I'm getting a "No Route to Host"
error from here). (If you can't find it, then I can e-mail a copy)

Perhaps the simplest technique is the one reported by Rossignac and Borrel
(1992), but there are a number of factors you may want to work out in
order to find the best algorithm for your application (e.g. do you want
topology preserving, is speed a factor etc.)

Martin.


+============================================================================+
| Martin Reddy                                    Dept. of Computer Science  |
|                                                 University of Edinburgh    |
| e-mail : mxr@dcs.ed.ac.uk                       Mayfield Road, EH9 3JZ     |
| http://www.dcs.ed.ac.uk/home/mxr/               Tel : (0131) 650 5164      |
+============================================================================+

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From: kanou@ddd.co.jp (Y.Kanou)
Subject: pfDelete problem
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Date: Wed, 12 Jun 1996 20:45:48 +0900
Message-ID: <19960612114547487.AAA172@[202.230.84.102]>
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Hello.
I am having some trouble with pfDelete. Please help me. It's urgent!!

I am developing a Performer based program which creates and deletes pfNodes many 
times. It seems successful because the program cannot access deleted pfNodes. 
But some time later, it cannot allocate CPU memory for new pfNodes any more...

Can anyone tell me why? And is there any workaround?
Thanks in advance.

	Yutaka Kanou(3D Inc)
	e-mail:kanou@ddd.co.jp
	tel:+81-45-314-8334 fax:-8335
	Mitsuishi-Yohohama-building 1-39-3 Hiranuma
	Nishi-ku Yokohama 220 Japan

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From: "Daniela Rainer" <zrgr0390@visin2.rus.uni-stuttgart.de>
Message-Id: <9606121409.ZM12033@visin2.rus.uni-stuttgart.de>
Date: Wed, 12 Jun 1996 14:09:30 +0000
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Hi,

I asked this question several times but never got a answer. My problem is
stereo in Performer in a X Window.

 - I use STR_BOT to switch to stereo mode

 - open a pfPipeWindow and set the type to
	pfPWinType(pw,  PFPWIN_TYPE_X);

 - choose a framebuffer configuration
	pfChoosePWinFBConfig(pw, FBAttr) with
   	FBAttr[] = {PFFB_RGBA, PFFB_DOUBLEBUFFER, PFFB_STEREO, NULL};

 - init the two channels

 - init the view with the view offsets

 - in the PreDraw-Callback I set alternating
	XSGISetStereoBuffer(xdisplay,  glWindow,  STEREO_BUFFER_LEFT);
	XSGISetStereoBuffer(xdisplay,  glWindow,  STEREO_BUFFER_RIGHT);

It seems that XSGISetStereoBuffer doesn't have any effect because I only see
the leftbuffer.

Is there anybody who has a working PERFORMER program with stereo in a X window?
(I only have examples in GL and OpenGL).

Any idea what I'm doing wrong or if there is a bug in the framebuffer
configuration for the pfPipeWindow of type X ?

Thanks for any help

Daniela

-- 
----------------------------------------------------------------------------
Daniela Rainer

rainer@rus.uni-stuttgart.de
Tel.: ++49-(0)711-685-5970
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Hello!

A simple question:
In the perfly demo-program's Makefile, there is an if defined for
PFSTATIC_CONVERTERS. To what does this refer, and to what should it be
defined, and when is it needed.
The reason for my question is, that I cannot get the <ogldbg> executable
to work on my systems.
1. IRIX5.3 on onyx RE2: (I have installed patch 918 as well as all
recommended core patches).  I see only a black window. Window system
stalls.
2. IRIX6.2 on high impact: perfly comes up but the DB is not loaded
because pfdLoadFile_flt() is not found at runtime.

Does one need the -DOPENGL in the Makefile?

Appreciate your helpful comments!

========================================================
________________________________________________________
|E. 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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From: "Tomas Moller" <tompa@clarus.se>
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Hello!
I get some nasty effects when changing the pfLightsource in motif.C.
I change into the following:

    // add infinite light source to scene
    sun = new pfLightSource();
    where.set(-10.0f, -10.0f, 20.0f);
    where.normalize();
    sun->setPos(where[0], where[1], where[2], 1.0f);
    sun->setSpotDir(-1,-1,-2);
    sun->setSpotCone(0,50);
    sun->setColor(PFLT_DIFFUSE, 1.0f, 1.0f, 1.0f);
    Shared->scene->addChild(sun);

That is, I have changed it to a local lightsource with a spotdir and spotcone.

It works fine under IrisGL (compiled with iglopt), but with OpenGL (compiled
with oglopt) I get (with for examples enterprise.flt) a lot of triangles red
instead of gray and the triangles flickers alot. I only get this strange result
on our Onyx (works fine on IMPACTs and Indys).

Does anybody know what the problem is? Is there a patch that I am not having?

Thanks!

/Tomas



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Date:     Wed, 12 Jun 96 13:03:50 EDT
From: "Mark A. Thomas" <markt@arl.mil>
To: info-performer@sgi.com
Subject:  pfDBase Problem
Message-ID:  <9606121303.aa18749@lurch.arl.mil>
Status: O

I have an application which gets a segmentation fault in the DBASE
process.  This only happens when there is a separate DBASE proc, either
by me using PFMP_DEFAULT or spawning if off using PFMP_DBASE_PROC flag
to pfMultiprocess.

In addition, of this separate DBASE process does not exist, my separate
ISECT process does not work properly.

Any clues ?  I did not see this behavior under Performer 1.2

Thanks,

-markt

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From: "Remi Arnaud" <remi@remi.asd.sgi.com>
Message-Id: <9606121018.ZM18375@remi.asd.sgi.com>
Date: Wed, 12 Jun 1996 10:18:37 -0700
In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "Stubborn MCO configuration." (Jun 11,  9:35pm)
References: <9606120235.AA18217@mred.bgm.link.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: steve@mred.bgm.link.com (Steve Baker)
Subject: Re: Stubborn MCO configuration.
Cc: info-performer@remi.asd.sgi.com
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Status: O

Hi Steve,

The code for _pfMSConfig is the same in 1.2 and 2.x

So, it must be the arguments ...


DEBUG _pfMSConfig(#m,mZ,mS,Z,S,RGB) (4,32,1,0,0,12)->(0,0,0,0,0,0)
DEBUG pfInitGfx() - Window "RightView Logo Database." has -32 bits of depth
buffer.
DEBUG pfInitGfx() - Window "RightView Logo Database." has 1 bits of stencil.
DEBUG _pfMSConfig(#m,mZ,mS,Z,S,RGB) (0,0,0,32,1,12)->(0,0,0,-32,1,0)

The last pfMSConfig turns off antialiasing because the first try did not work.

Now, I think that the first pfMSConfig arguments used in 1.2 would have been:
(4,24,1,0,0,12)

try to add the following in your 1.2 application:

    pfNotify(PFNFY_DEBUG, PFNFY_PRINT,
             "Config(#m,mZ,mS,Z,S,RGB) "
             "(%d,%d,%d,%d,%d,%d)\n",
             getgconfig(GC_MS_SAMPLES),
             getgconfig(GC_BITS_MS_ZBUFFER),
             getgconfig(GC_BITS_MS_STENCIL),
             getgconfig(GC_BITS_ZBUFFER),
             getgconfig(GC_BITS_STENCIL),
             getgconfig(GC_BITS_RED));

 to check that the z range is set to 24, not 32.

 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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From: "Remi Arnaud" <remi@remi.asd.sgi.com>
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Date: Wed, 12 Jun 1996 10:28:24 -0700
In-Reply-To: Martin Reddy <mxr@dcs.ed.ac.uk>
        "Re: De-faceting" (Jun 12, 11:57am)
References: <Pine.SOL.3.93.960612114536.8133C-100000@flugga.dcs.ed.ac.uk>
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To: info-performer@remi.asd.sgi.com
Subject: Re: De-faceting
Cc: msoucy@imetric.qc.ca
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Status: O

On Jun 12, 11:57am, Martin Reddy wrote:
> Subject: Re: De-faceting
>
> > Does anybody have a simple de-faceting algorithm for non-textured
> > graphical objects. Typical size of objects is between 20,000 and
> > 80,000 tris.

If you are looking for a commercial product, I think that one is available
from:

 InnovMETRIC software
 2065 Charest ouest, Suite 218
 Sainte-Foy, Quebec
 Canada, G1N 2G1
 tel: 418 688 2061
 Fax: 418 688 3001

 Try to contact Marc Soucy, President,  at msoucy@imetric.qc.ca

 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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From: "Remi Arnaud" <remi@remi.asd.sgi.com>
Message-Id: <9606121051.ZM18434@remi.asd.sgi.com>
Date: Wed, 12 Jun 1996 10:51:20 -0700
In-Reply-To: kanou@ddd.co.jp (Y.Kanou)
        "pfDelete problem" (Jun 12,  8:45pm)
References: <19960612114547487.AAA172@[202.230.84.102]>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: kanou@ddd.co.jp (Y.Kanou)
Subject: Re: pfDelete problem
Cc: info-performer@remi.asd.sgi.com
Mime-Version: 1.0
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On Jun 12,  8:45pm, Y.Kanou wrote:
> Subject: pfDelete problem
> Hello.
> I am having some trouble with pfDelete. Please help me. It's urgent!!
>
> I am developing a Performer based program which creates and deletes pfNodes
many
> times. It seems successful because the program cannot access deleted pfNodes.
> But some time later, it cannot allocate CPU memory for new pfNodes any
more...

 Using alloc and free too often, on various size but small object can subdivide
the memory in small blocks that cannot be any more connected. Progressively the
size of block you will be allowed to allocate will be smaller and smaller.

 If it's your problem, you should try to allocate fixed size blocks, so each
alloc and free matches.

 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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InnovMETRIC software has also a web:

http://www.innovmetric.com/

-- 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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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9606121144.ZM9424@rose.asd.sgi.com>
Date: Wed, 12 Jun 1996 11:44:46 -0700
In-Reply-To: "Remi Arnaud" <remi@remi>
        "Re: pfDelete problem" (Jun 12, 10:51am)
References: <19960612114547487.AAA172@[202.230.84.102]> 
	<9606121051.ZM18434@remi.asd.sgi.com>
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To: "Remi Arnaud" <remi@remi.asd.sgi.com>, kanou@ddd.co.jp (Y.Kanou)
Subject: Re: pfDelete problem
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+>---- On Jun 12, 10:51am, Remi Arnaud wrote:
> Subject: Re: pfDelete problem
->Cc: info-performer@remi
->
->On Jun 12,  8:45pm, Y.Kanou wrote:
->> Subject: pfDelete problem
->> Hello.
->> I am having some trouble with pfDelete. Please help me. It's urgent!!
->>
->> I am developing a Performer based program which creates and deletes pfNodes
->many
->> times. It seems successful because the program cannot access deleted pfNodes.
->> But some time later, it cannot allocate CPU memory for new pfNodes any
->more...
->
-> Using alloc and free too often, on various size but small object can subdivide
->the memory in small blocks that cannot be any more connected. Progressively the
->size of block you will be allowed to allocate will be smaller and smaller.
->
-> If it's your problem, you should try to allocate fixed size blocks, so each
->alloc and free matches.
->


You can also give a hint to the OS about how hard to search for a 
suitable free block.

	amallopt(M_MAXCHK, 1000000, pfGetSharedArena());

after pfInit should help a lot.

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: "Gerald Hofer" <hofer@icg.tu-graz.ac.at>
Message-Id: <9606122310.ZM17268@fcggsg22.icg.tu-graz.ac.at>
Date: Wed, 12 Jun 1996 23:10:48 -0600
In-Reply-To: "Daniela Rainer" <zrgr0390@visin2.rus.uni-stuttgart.de>
        "Stereo in a X Window" (Jun 12,  2:09pm)
References: <9606121409.ZM12033@visin2.rus.uni-stuttgart.de>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: rainer@rus.uni-stuttgart.de
Subject: Re: Stereo in a X Window
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On Jun 12,  2:09pm, Daniela Rainer wrote:
> Subject: Stereo in a X Window
> Hi,
>
> I asked this question several times but never got a answer. My problem is
> stereo in Performer in a X Window.

I have done that... with Performer 1.2


>
>  - I use STR_BOT to switch to stereo mode
>
>  - open a pfPipeWindow and set the type to
> 	pfPWinType(pw,  PFPWIN_TYPE_X);
>
>  - choose a framebuffer configuration
> 	pfChoosePWinFBConfig(pw, FBAttr) with
>    	FBAttr[] = {PFFB_RGBA, PFFB_DOUBLEBUFFER, PFFB_STEREO, NULL};
>
I use this:

pfInitPipe(NULL, OpenXPipeline);


void
OpenXPipeline(pfPipe * p)
{
    Display             *XDpy;
    pfuGLXWindow        *win;

    XDpy = (Display *)pfuOpenXDisplay(screen);

    pfuGLXWinopen((pfuXDisplay *)XDpy, p, WinName,xo, xmax, yo, ymax)))

    pfInitGLXGfx(p, (void*)XDpy, win->xWin, win->glWin, win->overWin,
                          PFGLX_AUTO_RESIZE);
}

I don't know if the API has changed, but I think so.


>  - init the two channels
>
>  - init the view with the view offsets
>
>  - in the PreDraw-Callback I set alternating
> 	XSGISetStereoBuffer(xdisplay,  glWindow,  STEREO_BUFFER_LEFT);
> 	XSGISetStereoBuffer(xdisplay,  glWindow,  STEREO_BUFFER_RIGHT);
>
I think I'm doing the same thing.

> It seems that XSGISetStereoBuffer doesn't have any effect because I only see
> the leftbuffer.
>
> Is there anybody who has a working PERFORMER program with stereo in a X
window?
> (I only have examples in GL and OpenGL).

I converted a version of sfly (Performer 1.2) to GLX.

>
> Any idea what I'm doing wrong or if there is a bug in the framebuffer
> configuration for the pfPipeWindow of type X ?
>
> Thanks for any help
>
> Daniela
>
Rgds, Gerald


-- 
=====================================================================
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=-------------------------------------------------------------------=
=            Muenzgrabenstrasse 11, A-8010 Graz, Austria            =
=      Tel.: (43) (316) 873 5015       Fax: (43) (316) 873 5050     =
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Date: Thu, 13 Jun 1996 08:52:20 +0100
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: statistics interpretation
X-Mailer: <PC Eudora Version 1.4>
Status: O

>I am having trouble interpreting some statistics information 
>displayed by the Performer stats and would like to get some help in 
>understanding the data.  I am currently using Performer 2.0, IRIX 5.3 
>on a 3 pipe ONYX.
>
>My questions are focused on the average frame time information and 
>the missed frame information.  I am getting information of the form:
>
>msec:  Frame 70.2   app=13.2  cull=2.7  draw=6.9
>Frames 47  misses: total 13  app=0  cull=0  draw=0
>
>The program is running at 30 Hz LIMIT or LOCK, APP_CULL_DRAW mode.
>
>I have the following questions:
>
>1.  I know that the frame information is averaged over a 2 sec 
>period. However, why is the total frame time so large when the app, 
>cull and draw are reasonable?  The timing graph does not show any 
>jumps in any of the processes.  How is the frame time calculated ?  
>None of this information is currently described in the performer 
>manuals.
>
>2.  The sum of the frames and total misses should equal the number of 
>frames over 2 seconds (60 frames), which the data does do.  If the 
>total misses is non-zero, but the app,cull,draw misses are zero, where 
>are the frames being blown ?  Again, this information is not 
>described in the performer manuals.
>
>3.  If the program is running in LIMIT or LOCK and the average frame 
>time is around 70 msec, why isn't the frame rate being reduced from 
>30 Hz to a lower frame rate ?  
>
>
>I need this information to try to establish a timing and load 
>analysis of adding/removing effects to our scenerio.  I am trying to 
>establish which effects we are using are cpu intensive.  Until i can 
>get believable data out of the stats, it is hard to identify which 
>code needs attention.
>
>Thanks for any help.



Reading my old 3 days  mail, I saw you asked help on a problem I've just 
noticed yesterday. 
By my side, I discovered this when going from single process to multi process.
I can't understand why frame time stays around 80ms even if app cull draw
goes lower with a sum less than 50.
What surprised me more is the fact that the update if 20 Hz so this mean a 
frame at 50 ms ( and not 80 ms as displayed )
So did you get direct answers ??
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<        1 avenue de la mer  - 44380  PORNICHET  -  FRANCE     >
<         Tel: +33 40 11 68 72      Fax: +33 140 61 68 14      >
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From: kanou@ddd.co.jp (Y.Kanou)
Subject: Re: pfDelete problem
To: info-performer@sgi.com
X-Mailer: SPRY Mail Version: 04.00.06.17
Date: Thu, 13 Jun 1996 20:08:38 +0900
Message-ID: <19960613110837238.AAA182@[202.230.84.102]>
Status: O

Thank you all(Steve Baker, Remi Arnaud, Sharon Clay, Angus Dorbie) very much for 
your response.

But I still wonder if something is wrong...

Let me explain more precisely.
I have hundreds of Inventor files. I wanted to know some characteristics of 
them, so I developed a program which loads one at a time, calculates some 
attributes, them deletes all of the scene graph from CPU memory. First, I used 
the Inventor toolkit. It works very fine. No problem. Then, for some reason, I 
developed a program having the same functionalities based on Performer. I was 
surprised that it could not work because of memory allocation error. I believe I 
never had any references to the nodes I was trying to delete as mentioned by 
Steve Baker and Angus Dorbie because I just loaded one file and simply tried to 
delete the root node. Don't you think it's funny?

The next thing is more serious for me.
I am also developing another program using DBASE for the same iv files. The 
problem is for the pair of pfBufferRemoveChild and pfAsyncDelete rather than 
pfDelete. The funtion of database paging works fine for a while, but at some 
time, swap occurs and the program becomes very very slow. There is no way but 
kill it.
If I cannot do anything about this problem, it means that I cannot use DBASE!

	Yutaka Kanou(3D Inc)
	e-mail:kanou@ddd.co.jp
	tel:+81-45-314-8334 fax:-8335
	Mitsuishi-Yohohama-building 1-39-3 Hiranuma
	Nishi-ku Yokohama 220 Japan

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To: info-performer@sgi.com
Subject: PointRot Billboard on iR
Reply-To: wry@dst.nk-exa.co.jp
Date: Thu, 13 Jun 1996 20:19:46 +0900
Message-Id: <3385.834664786@dimwit.dst.nk-exa.co.jp>
From: YAMANAKA MASAHIKO <wry@dimwit.dst.nk-exa.co.jp>
Status: O

Hello,

I have a problem on my customer's iR system w/ Perf2.1.

When eye-point is far from the Point-Rot Billboard model, model seems
rendered properly.
# In fact, I use billboard model to render Sun.
# It's modeled as 1 rectangler polygon with a texture.
# At the far place, it faces eye.

However, as I move eye-point to close to the model, model's face direction
reverses gradually, and It's faced to overthere at last.

Perf2.0 & Perf2.0.1 worked properly about this.

Does anyone have any workarounds ?
Any help will be greatly appreciated,

Thanx,
--
M.Y.

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From: "Daniela Rainer" <zrgr0390@visin2.rus.uni-stuttgart.de>
Message-Id: <9606131437.ZM24239@visin2.rus.uni-stuttgart.de>
Date: Thu, 13 Jun 1996 14:37:55 +0000
Reply-To: rainer@rus.uni-stuttgart.de
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Subject: Stereo in a X Window is working now !
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Status: O

Thanks to Larry Peruski and Gerald Hofer who answered to my question!

Now stereo in a X window is working in my Performer 2.0 programm.
For those people who are interested in stereo: I made two mistakes:

1.  I opened the window with pfOpenPWin. That doesn't configure the window for
	stereo. You have to open the window with pfuGLXWinopen. (I don't know
           the difference between pfOpenPwin and pfuGLXWinopen, perhaps the
Performer       people can tell me the difference). This method is working:

    pfPipe	*p;
    static int	FBAttr[] = { PFFB_RGBA, PFFB_DOUBLEBUFFER, PFFB_STEREO, NULL};

    p = pfGetPWinPipe(pw);

    if (!(glxWindow = pfuGLXWinopen(p, pw, "")))
        pfNotify(PFNFY_FATAL, PFNFY_RESOURCE, "Could not create GLX Window.");
    glWindow = glxWindow->glWin;
    xdisplay = pfGetCurWSConnection();

    pfChoosePWinFBConfig(pw, FBAttr );

2. In the PreDraw-Callback I cleared the channel before I set the buffer. The
right order is

    if (stereoFlag)
    {
	XSGISetStereoBuffer(xdisplay,  glWindow,  STEREO_BUFFER_LEFT);
	XSync(xdisplay,  False);
	pfClearChan(chan);
    }
    else
    {
	XSGISetStereoBuffer(xdisplay,  glWindow,  STEREO_BUFFER_RIGHT);
	XSync(xdisplay,  False);
	pfClearChan(chan);
    }
    stereoFlag = !stereoFlag;


Regards
Daniela

-- 
----------------------------------------------------------------------------
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rainer@rus.uni-stuttgart.de
Tel.: ++49-(0)711-685-5970
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Subject: Re: statistics interpretation
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To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: statistics interpretation
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        I believe that there was some discussion of this not too long ago, and I 
        seem to recall that there was some sort of bug in 2.0 that caused the 
        screwy stats.  Check the message archives...
        
        
        Don Tidrow
        Visual Simulation Developer
        US Army TACOM


______________________________ Reply Separator _________________________________
Subject: statistics interpretation
Author:  ceti@worldnet.net (ceti) at TWLAN-SMTP
Date:    6/13/96 8:52 AM


>I am having trouble interpreting some statistics information 
>displayed by the Performer stats and would like to get some help in 
>understanding the data.  I am currently using Performer 2.0, IRIX 5.3 
>on a 3 pipe ONYX.
>
>My questions are focused on the average frame time information and 
>the missed frame information.  I am getting information of the form:
>
>msec:  Frame 70.2   app=13.2  cull=2.7  draw=6.9
>Frames 47  misses: total 13  app=0  cull=0  draw=0
>
>The program is running at 30 Hz LIMIT or LOCK, APP_CULL_DRAW mode.
>
>I have the following questions:
>
>1.  I know that the frame information is averaged over a 2 sec 
>period. However, why is the total frame time so large when the app, 
>cull and draw are reasonable?  The timing graph does not show any 
>jumps in any of the processes.  How is the frame time calculated ?  
>None of this information is currently described in the performer 
>manuals.
>
>2.  The sum of the frames and total misses should equal the number of 
>frames over 2 seconds (60 frames), which the data does do.  If the 
>total misses is non-zero, but the app,cull,draw misses are zero, where 
>are the frames being blown ?  Again, this information is not 
>described in the performer manuals.
>
>3.  If the program is running in LIMIT or LOCK and the average frame 
>time is around 70 msec, why isn't the frame rate being reduced from 
>30 Hz to a lower frame rate ?  
>
>
>I need this information to try to establish a timing and load 
>analysis of adding/removing effects to our scenerio.  I am trying to 
>establish which effects we are using are cpu intensive.  Until i can 
>get believable data out of the stats, it is hard to identify which 
>code needs attention.
>
>Thanks for any help.



Reading my old 3 days  mail, I saw you asked help on a problem I've just 
noticed yesterday. 
By my side, I discovered this when going from single process to multi process.
I can't understand why frame time stays around 80ms even if app cull draw
goes lower with a sum less than 50.
What surprised me more is the fact that the update if 20 Hz so this mean a 
frame at 50 ms ( and not 80 ms as displayed )
So did you get direct answers ??
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<                                                              >
<        BILLARD Olivier  - Ingeneer R&D   @  C&I Software     >
<        1 avenue de la mer  - 44380  PORNICHET  -  FRANCE     >
<         Tel: +33 40 11 68 72      Fax: +33 140 61 68 14      >
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From: wasileskib@adadv1.mdc.com
Date: Thu, 13 Jun 1996 10:51:03 -0500
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To: INFO-PERFORMER@sgi.com
Subject: Perf.
X-VMS-To: INFO-PERFORMER@SGI.COM
Status: O


I am working on a project which requires a large number of
channels. Within each channel only one object is be drawn
in the normal draw buffer,  all other objects need to be drawn
to the stencil plane. Is there a way to change which objects
are draw to which bit plane base on the channel.

- Bryan Wasileski
  MDTS
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9606131832.ZM597@bitch.reading.sgi.com>
Date: Thu, 13 Jun 1996 18:32:36 +0100
In-Reply-To: wasileskib@adadv1.mdc.com
        "Perf." (Jun 13, 10:51am)
References: <96061310510351@adadv1.mdc.com>
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Status: O

Use the gl calls before and after the pfClear & pfDraw calls for each channel
in the draw callback.

Beware possible performer stencil operations for stuff like decals, use
overrides to avoid problems.

Rgds,
Angus.

On Jun 13, 10:51am, wasileskib@adadv1.mdc.com wrote:
> Subject: Perf.
>
> I am working on a project which requires a large number of
> channels. Within each channel only one object is be drawn
> in the normal draw buffer,  all other objects need to be drawn
> to the stencil plane. Is there a way to change which objects
> are draw to which bit plane base on the channel.
>
> - Bryan Wasileski
>   MDTS
> =======================================================================
> 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 wasileskib@adadv1.mdc.com



-- 
Angus Dorbie,
The Reality Centre,
Silicon Graphics Ltd, UK
dorbie@reading.sgi.com
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From: "Bernard Leclerc" <bleclerc@cae.ca>
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Date: Thu, 13 Jun 1996 14:28:20 -0400
In-Reply-To: "Bill Storma" <BILLS@p3.enzian.com>
        "help on statistics interpretation" (Jun 11, 10:21am)
References: <1B5EB51150@P3.ENZIAN.COM>
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On Jun 11, 10:21am, Bill Storma wrote:

> Subject: help on statistics interpretation
> I am having trouble interpreting some statistics information
> displayed by the Performer stats and would like to get some help in
> understanding the data.  I am currently using Performer 2.0, IRIX 5.3
> on a 3 pipe ONYX.
>
> My questions are focused on the average frame time information and
> the missed frame information.  I am getting information of the form:
>
> msec:  Frame 70.2   app=13.2  cull=2.7  draw=6.9
> Frames 47  misses: total 13  app=0  cull=0  draw=0
>
> The program is running at 30 Hz LIMIT or LOCK, APP_CULL_DRAW mode.

As pointed out by another reader of this mailing list, there's been a
discussion on this matter a few weeks ago. If I recall corectly, Sharon Clay
mentionned there was a slight error in the Frame figure but the rest of the
stats were OK.

If I read it correctly, your application is running at 30 Hz, you have 3
processes (APP, CULL and DRAW) and the latency of this application is around 70
ms as reported by the stats.

Here, the latency is measured from the APP process until the image is
displayed. It means that a frame prepared by the APP will be rendered 70 ms
later after CULL and DRAW will be done with it.

If the stats were OK, the frame time should be 33.3 ms for APP + 33.3 ms for
CULL + 6.9 ms for DRAW (where the swapbuffer occurs). This would give us a
frame time of 73.5 ms but Performer reports 70.2 ! Where are the missing 3.3
ms?

I'd would appreciate if the Performer team could confirm/clarify my
interpretation of the stats.

--
Bernard Leclerc			CAE Electronics Ltd., 8585 Cote De Liesse
Technical Leader		Saint-Laurent, Quebec, Canada, H4L-4X4
3-D Graphics Applications	tel: +1 514 341 2000 extension 2275
bleclerc@cae.ca			fax: +1 514 340 5496
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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9606131400.ZM14761@rose.asd.sgi.com>
Date: Thu, 13 Jun 1996 14:00:31 -0700
In-Reply-To: "Daniela Rainer" <zrgr0390@visin2.rus.uni-stuttgart.de>
        "Stereo in a X Window is working now !" (Jun 13,  2:37pm)
References: <9606131437.ZM24239@visin2.rus.uni-stuttgart.de>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: rainer@rus.uni-stuttgart.de, info-performer@sgi.com
Subject: Re: Stereo in a X Window is working now !
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

+>---- On Jun 13,  2:37pm, Daniela Rainer wrote:
> Subject: Stereo in a X Window is working now !

->
->Thanks to Larry Peruski and Gerald Hofer who answered to my question!

Thanx from us too :-)

->
->Now stereo in a X window is working in my Performer 2.0 programm.
->For those people who are interested in stereo: I made two mistakes:
->
->1.  I opened the window with pfOpenPWin. That doesn't configure the window for
->	stereo. You have to open the window with pfuGLXWinopen. (I don't know
->           the difference between pfOpenPwin and pfuGLXWinopen, perhaps the
->Performer       people can tell me the difference). This method is working:

Performer2.0 had a bug in pfChoosePWinFBConfig() configuring IRIS GL windows with 
stereo - it should have worked.

->
->    pfPipe	*p;
->    static int	FBAttr[] = { PFFB_RGBA, PFFB_DOUBLEBUFFER, PFFB_STEREO, NULL};
->
->    p = pfGetPWinPipe(pw);
->
->    if (!(glxWindow = pfuGLXWinopen(p, pw, "")))
->        pfNotify(PFNFY_FATAL, PFNFY_RESOURCE, "Could not create GLX Window.");
->    glWindow = glxWindow->glWin;
->    xdisplay = pfGetCurWSConnection();
->
->    pfChoosePWinFBConfig(pw, FBAttr );
->
->2. In the PreDraw-Callback I cleared the channel before I set the buffer. The
->right order is
->
->    if (stereoFlag)
->    {
->	XSGISetStereoBuffer(xdisplay,  glWindow,  STEREO_BUFFER_LEFT);
->	XSync(xdisplay,  False);
->	pfClearChan(chan);
->    }
->    else
->    {
->	XSGISetStereoBuffer(xdisplay,  glWindow,  STEREO_BUFFER_RIGHT);
->	XSync(xdisplay,  False);
->	pfClearChan(chan);
->    }
->    stereoFlag = !stereoFlag;
->

Communicating through X is terribly slow - FYI, you definitey don't want
to ever be doing an XSync() in your drawing!
You can just select left and right buffers directly through the GL.
For IRISGL it is leftbuffer() and rightbuffer() and for
OpenGL it is glDrawBuffer(GL_BACK_LEFT or GL_BACK_RIGHT).


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, 13 Jun 1996 17:09:26 -0700
From: chris@scotch.physics.ucla.edu (chris)
Message-Id: <199606140009.RAA04131@scotch.physics.ucla.edu>
To: info-performer@sgi.com
Subject: Scene Graph Traversal woes
Status: O


	Have 363 independent (no clones) geodes as leaf nodes of a large scene graph.  
	APP traversal reaches all leaves.  Problem:  only the last leaf to be
rendered is updated with the new user data in the callback.  I'm sure there is
just some simple function call that I am missing, although I have tried many.
	
	Ideas?

Thanks,
	Chris Mitchell
	UCLA Physics Dept.
	mitchell@physics.ucla.edu

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	 id LAA27468; Fri, 14 Jun 1996 11:30:33 +0200
From: "Daniela Rainer" <zrgr0390@visin2.rus.uni-stuttgart.de>
Message-Id: <9606141130.ZM27466@visin2.rus.uni-stuttgart.de>
Date: Fri, 14 Jun 1996 11:30:32 +0000
In-Reply-To: "Sharon Clay" <src@rose.asd.sgi.com>
        "Re: Stereo in a X Window is working now !" (Jun 13,  2:00pm)
References: <9606131437.ZM24239@visin2.rus.uni-stuttgart.de> 
	<9606131400.ZM14761@rose.asd.sgi.com>
Reply-To: rainer@rus.uni-stuttgart.de
X-Mailer: Z-Mail (3.2.1 6apr95 MediaMail)
To: "Sharon Clay" <src@rose.asd.sgi.com>
Subject: Re: Stereo in a X Window 
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jun 13,  2:00pm, Sharon Clay wrote:
>
> Communicating through X is terribly slow - FYI, you definitey don't want
> to ever be doing an XSync() in your drawing!
> You can just select left and right buffers directly through the GL.
> For IRISGL it is leftbuffer() and rightbuffer() and for
> OpenGL it is glDrawBuffer(GL_BACK_LEFT or GL_BACK_RIGHT).
>
>-- End of excerpt from Sharon Clay

I use IRISGL based Performer with a X Window and the STR_BOT stereo mode.
Can I really use leftbuffer() and rightbuffer() for setting the buffer in a
GLX-window opened with pfuGLXWinopen (it doesn't work in my program)?

Regards

Daniela

-- 
----------------------------------------------------------------------------
Daniela Rainer

rainer@rus.uni-stuttgart.de
Tel.: ++49-(0)711-685-5970
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From: "Kamen Kanev" <kamen@vsl.co.jp>
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Date: Sat, 15 Jun 1996 22:02:31 +0900
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: info-performer@sgi.com
Subject: sproc problem
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

I need to call many times sproc and then exec from a Performer application.
Children exit soon after sproc so there are only a few actually running
simultaneously.

Unfortunately after a while sproc returns with an error:

TRACE: Process 781 added as tid 31 sfd 19 arena /var/tmp/ioAAAa000Bh at
0x600000
ERROR:Process 749 no tids left in arena /var/tmp/ioAAAa000Bh @0x600000. Too
many users? (max = 32)

How can I make it work for significantly larger number of sproc calls.
I tried
   usconfig(CONF_INITUSERS, 9000);
before
    pfInit();
but nothing changes.

Any suggestions would be greatly appreciated!



-- 
__________________________________

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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From: jeannie@cambertx.com (Jeannie Burleson)
Date: Fri, 14 Jun 96 08:46:17 PDT
Subject: OpenGL in draw callback
To: info-performer@sgi.com
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Hello,

  I am very new to OpenGL -- but I think that my question
is a pretty *basic* one.  I am trying to do some pixel
manipulation (OpenGL) in my draw callback function (using
perfly).

  Since, I've been having problems all I would like to
do is read in the frame buffer & write it back out again.
No changes, nothing.  The code I've added in my callback
is:

  ...
  PreDraw() ;
  
  // my predraw stuff

  glReadPixels ( 0, 0, x_window_size, y_window_size,
                 GL_RGBA, GL_BYTE, buffer ) ;

  // this is where I'll add in my manipulation stuff

  glRasterPos2i ( 0, 0 ) ;
  glDrawPixels ( 0, 0, x_window_size, y_window_size,
                 GL_RGBA, GL_BYTE, buffer ) ;

  pfDraw() ;
  PostDraw() ;

Definitions:
  struct PixelType
  {
    unsigned char r, g, b, a ;
  } ;
  int x_window_size = 1280 ;
  int y_window_size = 1024 ;
  PixelType *buffer = new PixelType [ x_window_size * y_window_size ] ;


  I would have thought that these lines of code would do
essentially nothing.  BUT, I end up with 2 images on the screen.
The first starts at the lower left hand corner, and the second
image starts to the right & above the middle point in the screen.
Most (3/4) of the second image isn't displayed since it falls
off the screen.  I thought that the glRasterPos2i would force
the new image (glDrawPixels) to be drawn starting at the lower
left hand of the frame buffer.

  I figure I must be using these routines incorrectly, but I
can't figure it out from the man pages.  I would appreciate any
help!!  Thanks in advance.

                             Jeannie

********************************************************
Jeannie M. Burleson          email: jeannie@cambertx.com
Camber Corporation           voice: (214) 991-5322 x160
4885 Alpha Rd. Suite 110       fax: (214) 991-5352
Dallas, TX  75244
********************************************************

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Where can I find documentation on pfuPath?

I would like to use the pfuAddFile to load predefined paths from a text
file.

Does anyone know how to do it?

thanks
	Nuno
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From: peter@galaxy.cambridge.com (Peter Chou)
Message-Id: <199606141632.MAA16657@galaxy.cambridge.com>
To: info-performer@sgi.com
Subject: index arrays for pfMorph
Status: O


I am confused by the man page of pfMorph about using index arrays.
The man page said:

pfMorph(3pf)      IRIS Performer 2.0 libpf C Reference Pages      pfMorph(3pf)

     There are 2 distinct methods of accessing the source arrays of a pfMorph
                                     ^^^^^^^^^^^^^^^^^^^^^^^^^^^
     attribute: non-indexed and indexed. Indexing provides a means of
     efficiently applying sparse changes to the destination array. ...
                                 ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
     ...
     for (s=0; s<nsrcs; s++)
        {
            if (ilist == NULL || ilist[s] == NULL)
            {
                /* Source is non-indexed */
                for (i=0; i<nelts; i++)
                    for (e=0; e<floatsPerElt; e++)
                       dst[i][e] += weights[s] * alist[s][i][e];
            }
            else
            {
                /* Source is indexed */
                   ^^^^^^
                int     nindex;

                if (nlist == NULL)
                    nindex = nelts;
                else
                    nindex = nlist[s];

                                                                        Page 4

pfMorph(3pf)      IRIS Performer 2.0 libpf C Reference Pages      pfMorph(3pf)

                for (i=0; i<nindex; i++)
                    for (e=0; e<floatsPerElt; e++)
                       dst[ilist[s][i]][e] += weights[s] * alist[s][i][e];
                           ^^^^^^^^^^^                             ^^^
            }
        }
     ...

The descriptive part "seems" to imply that ilist[] should be prepared
for indexing the source arrays (and the destination array too?), but
the pseudocode says ilist[] is used only on destination array.

If I follow the descriptive part, it seems that the pseudocode for
computing the dst[] with indexed method should read

     dst[ilist[s][i]][e] += weights[s] * alist[s][ilist[s][i]][e];
                                                  ^^^^^^^^^^^
or something else.  But if the pseudocode in the man page really means
what it does, then it seems to me the index arrays are for "accessing
the DESTINATION array" rather than "accessing the SOURCE arrays".

Could someone tell me whether I should follow the descriptive part
or the pseudocode of the man page in order to prepare the index arrays
for pfMorph?  Many thanks in advance.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
  Peter T. C. Chou
  Cambridge Research Associates, Inc.     office: (703)790-0505 ext 7206
  1430 Spring Hill Road, Suite 200        FAX:    (703)790-0370
  McLean, VA 22102                        E-MAIL: peter@cambridge.com
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
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From: "John Rohlf" <jrohlf@tubes.asd.sgi.com>
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Date: Fri, 14 Jun 1996 10:29:57 -0700
In-Reply-To: peter@galaxy.cambridge.com (Peter Chou)
        "index arrays for pfMorph" (Jun 14, 12:32pm)
References: <199606141632.MAA16657@galaxy.cambridge.com>
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To: peter@galaxy.cambridge.com (Peter Chou), info-performer@sgi.com
Subject: Re: index arrays for pfMorph
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Status: O

On Jun 14, 12:32pm, Peter Chou wrote:
> Subject: index arrays for pfMorph
>
> I am confused by the man page of pfMorph about using index arrays.
> The man page said:
>
> pfMorph(3pf)      IRIS Performer 2.0 libpf C Reference Pages
     pfMorph(3pf)
>
>      There are 2 distinct methods of accessing the source arrays of a pfMorph
>                                      ^^^^^^^^^^^^^^^^^^^^^^^^^^^
>      attribute: non-indexed and indexed. Indexing provides a means of
>      efficiently applying sparse changes to the destination array. ...
>                                  ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
>      ...
>      for (s=0; s<nsrcs; s++)
>         {
>             if (ilist == NULL || ilist[s] == NULL)
>             {
>                 /* Source is non-indexed */
>                 for (i=0; i<nelts; i++)
>                     for (e=0; e<floatsPerElt; e++)
>                        dst[i][e] += weights[s] * alist[s][i][e];
>             }
>             else
>             {
>                 /* Source is indexed */
>                    ^^^^^^
>                 int     nindex;
>
>                 if (nlist == NULL)
>                     nindex = nelts;
>                 else
>                     nindex = nlist[s];
>
>                                                                         Page
4
>
> pfMorph(3pf)      IRIS Performer 2.0 libpf C Reference Pages
     pfMorph(3pf)
>
>                 for (i=0; i<nindex; i++)
>                     for (e=0; e<floatsPerElt; e++)
>                        dst[ilist[s][i]][e] += weights[s] * alist[s][i][e];
>                            ^^^^^^^^^^^                             ^^^
>             }
>         }
>      ...
>
> The descriptive part "seems" to imply that ilist[] should be prepared
> for indexing the source arrays (and the destination array too?), but
> the pseudocode says ilist[] is used only on destination array.
>
> If I follow the descriptive part, it seems that the pseudocode for
> computing the dst[] with indexed method should read
>
>      dst[ilist[s][i]][e] += weights[s] * alist[s][ilist[s][i]][e];
>                                                   ^^^^^^^^^^^
> or something else.  But if the pseudocode in the man page really means
> what it does, then it seems to me the index arrays are for "accessing
> the DESTINATION array" rather than "accessing the SOURCE arrays".
>
> Could someone tell me whether I should follow the descriptive part
> or the pseudocode of the man page in order to prepare the index arrays
> for pfMorph?  Many thanks in advance.


The pseudo-code is correct.


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From: nicolas@cae.ca (Nicolas Gauvin)
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To: info-performer@sgi.com
Subject: Performer snap shot 
Status: O


I remember someone mentionning a Performer function to snap shot a window
or a channel but I can't remember the name of this function!

Could somebody please refresh my memory?

Nicolas Gauvin			CAE Electronics Ltd., 8585 Cote De Liesse
Software Developer 		Saint-Laurent, Quebec, Canada, H4L-4X4
3-D Graphics Applications	tel: +1 514 341 2000 extension 2275
nicolas@cae.ca			fax: +1 514 340 5496
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From: kowsik@coryphaeus.com (Kowsik Guruswamy)
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In-Reply-To: nicolas@cae.ca (Nicolas Gauvin)
        "Performer snap shot" (Jun 14,  2:13pm)
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pfuSaveImage and pfuCalcNormalizedChanXY.

K.

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Date: Fri, 14 Jun 1996 14:16:06 -0500
In-Reply-To: Nuno Godinho <mgo@minerva.inesc.pt>
        "pfuPath input file format?" (Jun 14,  4:42pm)
References: <31C1887E.41C67EA6@minerva.inesc.pt>
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Subject: Re: pfuPath input file format?
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Nuno,

> Subject: pfuPath input file format?
> Where can I find documentation on pfuPath?
>
> I would like to use the pfuAddFile to load predefined paths from a text
> file.
>
> Does anyone know how to do it?
>
> thanks
> 	Nuno


I don't know if there is any formal documentation, but I am using the pfuPath
functions and I figured out the format by looking at the source code
(/usr/share/Performer/src/lib/libpfutil/path.c). It's pretty easy to determine
the format by looking at the function pfuAddFile(), particularly lines 566 to
640. Hope that helps.

Richard



-- 
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    /|-o _______|_______   \      PSI/NRL Code 7183
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From: spelk@bert.arc.nasa.gov (Steve Elkins)
Message-Id: <199606141957.MAA07836@bert.arc.nasa.gov>
To: format?@bert.arc.nasa.gov, file@bert.arc.nasa.gov, input@bert.arc.nasa.gov,
        pfuPath@bert.arc.nasa.gov, -sRe.@bert.arc.nasa.gov,
        info-performer@sgi.com
Status: O

Hi Nuno,

The man page for pfuPaths was posted to the list sometime ago.
Here it is again:




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

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

FUNCTION SPECIFICATION
     #include <Performer/pfutil.h>

     pfuPath *   pfuNewPath(void);

     pfuPath *   pfuClosePath(pfuPath *path);

     pfuPath *   pfuCopyPath(pfuPath *copy);

     pfuPath *   pfuSharePath(pfuPath *share);

     int         pfuPrintPath(pfuPath *path);

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

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

     int         pfuAddDelay(pfuPath *path, float delay);

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

     int         pfuAddFillet(pfuPath *path, float radius);

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

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

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

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

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

                                                                        Page 1

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

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

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

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

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

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

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

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

                                                                        Page 2

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

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

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

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

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

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

     For example, the request

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

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

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

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

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

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

                                                                        Page 3

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

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

SEE ALSO
     pfNotify

 

-- 
*****************************************************************************
Steve Elkins
Sterling Software
NASA Ames Research Center
spelk@bert.arc.nasa.gov
*****************************************************************************

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From: paul@ht.com (Paul Sherman)
Message-Id: <199606142200.SAA02369@te.ht.com>
Subject: Re: pfuPath input file format?
To: mgo@minerva.inesc.pt (Nuno Godinho)
Date: Fri, 14 Jun 1996 18:00:32 -0400 (EDT)
Cc: info-performer@sgi.com
In-Reply-To: <31C1887E.41C67EA6@minerva.inesc.pt> from "Nuno Godinho" at Jun 14, 96 04:42:54 pm
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Status: O

> Where can I find documentation on pfuPath?
> 
> I would like to use the pfuAddFile to load predefined paths from a text
> file.

Nuno,
Here is a sort of mini-specification which is reverse hacked from the
source in Performer/src/lib/libpfutil/path.c:

	1. each line must be less than 256 chars
	2. '#' is used as a comment character
	3. For a line segment, use the 'line' keyword. The format is:
			line startx starty startz finalx finaly finalz
		where the startx, starty, etc numbers are floats. The actual
		code is:
			  sscanf(buffer, "%*s %f %f %f %f %f %f",
					&start[PF_X], &start[PF_Y], &start[PF_Z],
					&final[PF_X], &final[PF_Y], &final[PF_Z]) != 6)
	4. For an arc segment, use the 'arc' keyword:
			arc centerx centery centerz radius angle1 angle2
		See the pfAddArc section of the man page on pfuPath for info.
	5. For a fillet, use:
			fillet radius
	6. For speed, use:
			speed desired rate
		Again, see the man page for how to use this.
	7. For delay, use:
			delay delay_amt
	8. To close the path, use
			close

A very simple example, consisting of just line segments is:
	# path file for a square
	line 0.0 0.0 0.0 0.0 0.0 5.0
	line 0.0 0.0 5.0 5.0 0.0 5.0
	line 5.0 0.0 5.0 5.0 0.0 0.0
	line 5.0 0.0 0.0 0.0 0.0 0.0
Or Alternately
	# path file for a square
	line 0.0 0.0 0.0 0.0 0.0 5.0
	line 0.0 0.0 5.0 5.0 0.0 5.0
	line 5.0 0.0 5.0 5.0 0.0 0.0
	close

Hope that this helps.
		Paul Sherman
		High Techsplanations
		paul@ht.com

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From: Hansong Zhang <zhangh@cs.unc.edu>
Message-Id: <199606151532.LAA05545@coons.cs.unc.edu>
Subject: pfTraverser xform depth
To: info-performer@sgi.com
Date: Sat, 15 Jun 1996 11:32:55 -0400 (EDT)
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Hello Performers,

pfTraverser seems to have no member function that return the
depth of the current matrix stack, or return the stack itself
(which has the depth info). Are there other ways to get the
xform depth? I want to check depth to see if xform is really
necessary (i.e. if there're dcs etc on the path).  Any 
suggestions are welcome. Thanks!

Hansong
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Date: Sat, 15 Jun 1996 13:53:12 -0700
From: kowsik@coryphaeus.com (Kowsik Guruswamy)
Message-Id: <9606151353.ZM2501@buggy.coryphaeus.com>
In-Reply-To: Hansong Zhang <zhangh@cs.unc.edu>
        "pfTraverser xform depth" (Jun 15, 11:32am)
References: <199606151532.LAA05545@coons.cs.unc.edu>
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On Jun 15, 11:32am, Hansong Zhang wrote:
> Subject: pfTraverser xform depth
> Hello Performers,
>
> pfTraverser seems to have no member function that return the
> depth of the current matrix stack, or return the stack itself
> (which has the depth info). Are there other ways to get the
> xform depth? I want to check depth to see if xform is really
> necessary (i.e. if there're dcs etc on the path).  Any
> suggestions are welcome. Thanks!

Quick hack...

const pfPath *path = trav->getPath();

for (register int i=0; i<path->getNum(); ++i)
{
  pfNode *node = (pfNode *) path->get(i);

  if (node->isOfType (pfDCS::getClassType()))
  {
    // Ha...found dcs...
  }
}

Hope that helps...I haven't tried it though...

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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Date: Sat, 15 Jun 1996 21:48:50 -0700
In-Reply-To: jeannie@cambertx.com (Jeannie Burleson)
        "OpenGL in draw callback" (Jun 14,  8:46am)
References: <Chameleon.960614085153.jeannie@holmes.cambertx.com>
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To: jeannie@cambertx.com (Jeannie Burleson), info-performer@sgi.com
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On Jun 14,  8:46am, Jeannie Burleson wrote:
> Subject: OpenGL in draw callback
>
> Hello,
>
>   I am very new to OpenGL -- but I think that my question
> is a pretty *basic* one.  I am trying to do some pixel
> manipulation (OpenGL) in my draw callback function (using
> perfly).
>
>   Since, I've been having problems all I would like to
> do is read in the frame buffer & write it back out again.
> No changes, nothing.  The code I've added in my callback
> is:
>
>   ...
>   PreDraw() ;
>
>   // my predraw stuff
>
>   glReadPixels ( 0, 0, x_window_size, y_window_size,
>                  GL_RGBA, GL_BYTE, buffer ) ;
>
>   // this is where I'll add in my manipulation stuff
>
>   glRasterPos2i ( 0, 0 ) ;
>   glDrawPixels ( 0, 0, x_window_size, y_window_size,
>                  GL_RGBA, GL_BYTE, buffer ) ;
>
>   pfDraw() ;
>   PostDraw() ;
>
> Definitions:
>   struct PixelType
>   {
>     unsigned char r, g, b, a ;
>   } ;
>   int x_window_size = 1280 ;
>   int y_window_size = 1024 ;
>   PixelType *buffer = new PixelType [ x_window_size * y_window_size ] ;
>
>
>   I would have thought that these lines of code would do
> essentially nothing.  BUT, I end up with 2 images on the screen.
> The first starts at the lower left hand corner, and the second
> image starts to the right & above the middle point in the screen.
> Most (3/4) of the second image isn't displayed since it falls
> off the screen.  I thought that the glRasterPos2i would force
> the new image (glDrawPixels) to be drawn starting at the lower
> left hand of the frame buffer.
>

I think your problem is that the current raster position is described in object
coordinates, not window coordinates. You'll need to figure out where your
lower left corner of the screen is defined in object space. I don't know
what's on the matrix stack at the start of the draw callback off hand, although
I suspect it's the identity matrix for MODELVIEW and PROJECTION. Even if it
isn't, you can push the matricies, set them as you want, then pop them
when your through.

It's sounds to me like the following is happening:

You're saving what was in the previous frame (no clear was done since you
set a draw callback; that's now up to you)

Now your redrawing the saved image (after your processing) using glDrawPixels
with the lower left corner of the image at the center of the screen (the
location of the origin in default NDC coordinates, which is what you get with
no transforms)

now you call pfDraw and draw over all or part of the image you rendered
with glDrawPixels

Try glRasterPos2i(-1, -1) and see if that fixes it.

			-Tom



>   I figure I must be using these routines incorrectly, but I
> can't figure it out from the man pages.  I would appreciate any
> help!!  Thanks in advance.
>
>                              Jeannie
>
> ********************************************************
> Jeannie M. Burleson          email: jeannie@cambertx.com
> Camber Corporation           voice: (214) 991-5322 x160
> 4885 Alpha Rd. Suite 110       fax: (214) 991-5352
> Dallas, TX  75244
> ********************************************************
>
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>-- End of excerpt from Jeannie Burleson



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	id KAA04452; Sun, 16 Jun 1996 10:19:27 -0400
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Subject: Re: pfTraverser xform depth
To: kowsik@coryphaeus.com (Kowsik Guruswamy)
Date: Sun, 16 Jun 1996 10:19:25 -0400 (EDT)
Cc: zhangh@cs.unc.edu, info-performer@sgi.com
In-Reply-To: <9606151353.ZM2501@buggy.coryphaeus.com> from "Kowsik Guruswamy" at Jun 15, 96 01:53:12 pm
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> 
> On Jun 15, 11:32am, Hansong Zhang wrote:
> > Subject: pfTraverser xform depth
> > Hello Performers,
> >
> > pfTraverser seems to have no member function that return the
> > depth of the current matrix stack, or return the stack itself
> > (which has the depth info). Are there other ways to get the
> > xform depth? I want to check depth to see if xform is really
> > necessary (i.e. if there're dcs etc on the path).  Any
> > suggestions are welcome. Thanks!
> 
> Quick hack...
> 
> const pfPath *path = trav->getPath();
> 
> for (register int i=0; i<path->getNum(); ++i)
> {
>   pfNode *node = (pfNode *) path->get(i);
> 
>   if (node->isOfType (pfDCS::getClassType()))
>   {
>     // Ha...found dcs...
>   }
> }
> 
> Hope that helps...I haven't tried it though...
> 
> 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 |
> 

Thanks Kowsik! The problem is that the search seems too expensive if
done at every node. Actually one can check wether the matrix returned 
by pfTraverser::getMat() is an identity matrix (16 or fewer 
comparisons). But sure life's better if depth is directly available...

cheers,
Hansong

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From: chien@systech.hinet.net (chien)
Message-Id: <9606172220.AA09574@systech.hinet.net>
To: info-performer@sgi.com
Status: O

To:performer expertise
Hi every body:
I am looking for tools to load Alias model to Performer.Is there any body know
where or which tool could do this job for me?Any response will be appreciate.
Best Regards
                                   Chien Lung Chen
                                   Director of engineer
                                   System and Technology Corp.
                                   email:chien@systech.hinet.net

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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9606171003.ZM14987@barney.reading.sgi.com>
Date: Mon, 17 Jun 1996 10:03:14 +0100
In-Reply-To: chien@systech.hinet.net (chien)
        "" (Jun 17,  3:20pm)
References: <9606172220.AA09574@systech.hinet.net>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
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On Jun 17,  3:20pm, chien wrote:
> Subject:
> To:performer expertise
> Hi every body:
> I am looking for tools to load Alias model to Performer.Is there any body
know
> where or which tool could do this job for me?Any response will be appreciate.
> Best Regards
>                                    Chien Lung Chen
>                                    Director of engineer
>                                    System and Technology Corp.
>                                    email:chien@systech.hinet.net
>
> =======================================================================
> 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 chien

You can convert it to Inventor with AliasToIv which is in the 3D File
Translators product on the Desktop Special Edition CD, Irix 6.3 CD. I expect
you can download off the web somewhere but I don't have a pointer.

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins, Software Support Group, Silicon Graphics UK Ltd.       
Forum 1, Station Road, Theale, Reading, UK, RG7 4SB. 
tel 01734 257736, fax 01734 257553, email robj@reading.sgi.com,

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Date: Mon, 17 Jun 1996 11:13:41 +0100 (BST)
From: Martin Reddy <mxr@dcs.ed.ac.uk>
To: Rob Jenkins <robj@barney.reading.sgi.com>
Cc: chien <chien@systech.hinet.net>, info-performer@sgi.com
Subject: Re: your mail
In-Reply-To: <9606171003.ZM14987@barney.reading.sgi.com>
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Organisation: Department of Computer Science - University of Edinburgh
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Status: O


> > I am looking for tools to load Alias model to Performer.
>
> You can convert it to Inventor with AliasToIv which is in the 3D File
> Translators product on the Desktop Special Edition CD, Irix 6.3 CD. I expect
> you can download off the web somewhere but I don't have a pointer.

Try:

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

(This also has translators for .dxf, .3ds, .iges, .hrc, .sla, and .obj
into .iv or .wrl)

Martin.


+============================================================================+
| Martin Reddy                                    Dept. of Computer Science  |
|                                                 University of Edinburgh    |
| e-mail : mxr@dcs.ed.ac.uk                       Mayfield Road, EH9 3JZ     |
| http://www.dcs.ed.ac.uk/home/mxr/               Tel : (0131) 650 5164      |
+============================================================================+

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From: rouand <rouand@tnt.oleane.com>
Date: Mon, 17 Jun 96 10:50:40 +0200
To: info-performer@sgi.com
Subject: Editing bitmaps with transparency
Status: O

Hi everybody,

We want to create textures (RGBA files) to use with performer. we  
need to use
transparency for the background of the texture. We did not find any  
tool in the
standard installation of our high impact machine. Tring to convert  
TIFF with alpha channel does not work. Is there some tools available  
to edit bitmaps ?

Thanks
Jean-Michel ROUAND
Terra Nova Technologies

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From guest  Mon Jun 17 07:52:48 1996
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From: suter@geo.unizh.ch (Martin Suter)
Message-Id: <9606171450.AA03501@antares.geo.unizh.ch>
Subject: Texture: internal and external format
To: info-performer@sgi.com
Date: Mon, 17 Jun 1996 16:50:08 +0200 (MET DST)
Reply-To: suter@geo.unizh.ch
X-Organization: Remote Sensing Laboratories, University of Zurich
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Status: O

Hi Performers,

I'm trying to control the number bits per texel using 'pfTexture::setFormat'. 
Using the code appended below my application doesn't crash, but it seems
to loop to infinity while loading the database. What's wrong with my code? 
Do 'PFTEX_INTERNAL_FORMAT' and 'PFTEX_EXTERNAL_FORMAT' have to use the same 
number of bits and/or components per texel?


  // read raster file using Image Vision Library
  ...
  ilConfig ilC(ilUChar,ilInterleaved,size.c,channelList,0,ilUpperLeftOrigin);
  int lineLen=((xSizeTexTile*size.c+3)/4)*4;      
  unsigned char *imgBuffer=(unsigned char *)pfMalloc(lineLen*ySizeTexTile,pfGetSharedArena());
  image->getTile(xOrigTex,yOrigTex,xSizeTexTile,ySizeTexTile,imgBuffer,&ilC);
  delete image;

  // Format the Texture
  texture->setImage((uint *)imgBuffer,size.c,xSizeTexTile,ySizeTexTile,size.z);
  texture->setFilter(PFTEX_MINFILTER, PFTEX_BILINEAR);
  texture->setFormat(PFTEX_INTERNAL_FORMAT, PFTEX_RGB_4);

  texture->format(); 
  //^^^^^^^^^^ that's where the program doesn't advance anymore
  ...
  
Ciao

-- 
Martin Suter                          suter@geo.unizh.ch
Phone: +41 - 1 / 257 51 63            Remote Sensing Laboratories
FAX:   +41 - 1 / 362 52 27            University of Zurich                    
                                      Winterthurerstrasse 190                 
                                      CH-8057 Zurich; Switzerland 
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From guest  Mon Jun 17 08:39:10 1996
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Date: Mon, 17 Jun 1996 16:33:33 +0200
To: chien@systech.hinet.net (chien)
From: Patrik Larking <patrik@clarus.se>
Subject: Re: 
Cc: info-performer@sgi.com
Status: O

What you really need is a tool to:

1) Do the conversion (the small problem).
2) Optimize the results for real-time use.

Check out http://www.prosolvia.se/frame/procl/Proclarus.html, or send an
email to marketing@clarus.se for more information.

At 15:20 1996-06-17 -0700, you wrote:
>To:performer expertise
>Hi every body:
>I am looking for tools to load Alias model to Performer.Is there any body know
>where or which tool could do this job for me?Any response will be appreciate.
>Best Regards
>                                   Chien Lung Chen
>                                   Director of engineer
>                                   System and Technology Corp.
>                                   email:chien@systech.hinet.net
>
>=======================================================================
>List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer.html
>            Submissions:  info-performer@sgi.com
>        Admin. requests:  info-performer-request@sgi.com
>
>
========================================================================
Patrik Larking 				PROSOLVIA CLARUS AB
Manager, Products			Phone:	+46 31 703 51 00(ext. 29)
Gardav 1				Fax:	+46 31 703 51 20
S-412 50 Gothenburg
SWEDEN
E-mail: patrik@clarus.se, http://www.clarus.se

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From guest  Mon Jun 17 08:51:26 1996
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Date: Mon, 17 Jun 1996 17:44:31 +0200
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To: chien@systech.hinet.net (chien)
From: stefan@clarus.se (Stefan Hallin)
Subject: Re: 
Cc: info-performer@sgi.com
Status: O

Try:=20

        http://www.prosolvia.se, see Clarus, see products

Note: The above tools are for professionals using Alias, Catia, Inventor,
VRML etc... or OF COURSE Performer... using OpenFligth loader.

Stefan

>To:performer expertise
>Hi every body:
>I am looking for tools to load Alias model to Performer.Is there any body=
 know
>where or which tool could do this job for me?Any response will be=
 appreciate.
>Best Regards
>                                   Chien Lung Chen
>                                   Director of engineer
>                                   System and Technology Corp.
>                                   email:chien@systech.hinet.net
>
>=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=3D=3D=3D=3D=3D=3D=3D=3D=3D
>List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer.html
>            Submissions:  info-performer@sgi.com
>        Admin. requests:  info-performer-request@sgi.com
>
>


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

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

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Date: Mon, 17 Jun 1996 09:39:14 -0700
From: watsen@coryphaeus.com (Kent Watsen)
Message-Id: <9606170939.ZM6819@smorgum.coryphaeus.com>
In-Reply-To: chien@systech.hinet.net (chien)
        "" (Jun 17,  3:20pm)
References: <9606172220.AA09574@systech.hinet.net>
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To: chien@systech.hinet.net (chien)
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Content-Type: text/plain; charset=us-ascii
Status: O



>I am looking for tools to load Alias model to Performer.Is there any body know
>where or which tool could do this job for me?Any response will be appreciate.


Coryphaeus Software offers a complete solution for the loading of
Alias/Wavefront kinemation files into Performer.  Our modeling
package import such files directly and enables the attribution of
behavior, exporting the information into the Drt (Dynamic Runtime)
format.  Our Performer-based player reads such files and animates
them as specified.  Furthermore, we have a character animation
module which facilitates the development of complex network of
motions for seemless movement in interactive characters.

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


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From: "Remi Arnaud" <remi@remi.asd.sgi.com>
Message-Id: <9606171022.ZM3422@remi.asd.sgi.com>
Date: Mon, 17 Jun 1996 10:22:34 -0700
X-Face: #u?+;>p{-Ci})Ft+l6j@MS8ff>3#392Sq^]=)^Y8lB#9eb~aI26hmrSMC(/4$76Y3H16cujkD,ajsB:J"Jm7~/Xg"{KutuwfAN.L5JlSnlRu9#{b?EhRYXM6=-wA[?4wr0$ix<Afi$-b=<Y:F6d`D0s*E`No@|8Q_\%(l!`3,~BiG;W:LzR"VgyEC9;v(;
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To: info-performer@remi.asd.sgi.com
Subject: Re: sproc problem
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Status: O


>
> I need to call many times sproc and then exec from a Performer application.
> Children exit soon after sproc so there are only a few actually running
> simultaneously.
>
> Unfortunately after a while sproc returns with an error:
>
> TRACE: Process 781 added as tid 31 sfd 19 arena /var/tmp/ioAAAa000Bh at
> 0x600000
> ERROR:Process 749 no tids left in arena /var/tmp/ioAAAa000Bh @0x600000. Too
> many users? (max = 32)
>

The max user (max process) is set at 65 in pfInitArenas(),
 but, there is also a usinit in the DataPool, and a datapool is used for the
clock.
 pfInitClock() is called in pfInit(), creates a DataPool, and fixes the max
users to 32 !

 There's nothing you can do, no more that 32 sprocs processes is the current
limit.

 "Thank you very much" to Sharon. She found the problem, and opened an internal
bug (390831).

 -- 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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From: "Bob Cowling" <cowling@torus.autometric.com>
Message-Id: <9606171403.ZM15082@torus.autometric.com>
Date: Mon, 17 Jun 1996 14:03:40 -0400
In-Reply-To: "Remi Arnaud" <remi@remi.asd.sgi.com>
        "Re: sproc problem" (Jun 17, 10:22am)
References: <9606171022.ZM3422@remi.asd.sgi.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Remi Arnaud" <remi@remi.asd.sgi.com>
Subject: Re: sproc problem
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O


While increasing the number of times someone can sproc may fix this particular
bug, iterative sproc calls are inherently expensive.

An alternate approach is to form a pool of reusable sproc()d processes that are
awakened to perform a task and then go back to sleep.

For me, with the advent of 5.x, sproc became too slow to use as a
launch-and-leave tasking system.

Bob.

On Jun 17, 10:22am, Remi Arnaud wrote:
> Subject: Re: sproc problem
>
> >
> > I need to call many times sproc and then exec from a Performer application.
> > Children exit soon after sproc so there are only a few actually running
> > simultaneously.
> >
> > Unfortunately after a while sproc returns with an error:
> >
> > TRACE: Process 781 added as tid 31 sfd 19 arena /var/tmp/ioAAAa000Bh at
> > 0x600000
> > ERROR:Process 749 no tids left in arena /var/tmp/ioAAAa000Bh @0x600000. Too
> > many users? (max = 32)
> >
>
> The max user (max process) is set at 65 in pfInitArenas(),
>  but, there is also a usinit in the DataPool, and a datapool is used for the
> clock.
>  pfInitClock() is called in pfInit(), creates a DataPool, and fixes the max
> users to 32 !
>
>  There's nothing you can do, no more that 32 sprocs processes is the current
> limit.
>
>  "Thank you very much" to Sharon. She found the problem, and opened an
internal
> bug (390831).
>
>
>-- End of excerpt from Remi Arnaud
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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9606171158.ZM550@rose.asd.sgi.com>
Date: Mon, 17 Jun 1996 11:58:47 -0700
In-Reply-To: suter@geo.unizh.ch (Martin Suter)
        "Texture: internal and external format" (Jun 17,  4:50pm)
References: <9606171450.AA03501@antares.geo.unizh.ch>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: suter@geo.unizh.ch, info-performer@sgi.com
Subject: Re: Texture: internal and external format
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

+>---- On Jun 17,  4:50pm, Martin Suter wrote:
> Subject: Texture: internal and external format
->From guest@holodeck.csd.sgi.com  Mon Jun 17 08:24:35 1996
->
->I'm trying to control the number bits per texel using 'pfTexture::setFormat'. 
->Using the code appended below my application doesn't crash, but it seems
->to loop to infinity while loading the database. What's wrong with my code? 
->Do 'PFTEX_INTERNAL_FORMAT' and 'PFTEX_EXTERNAL_FORMAT' have to use the same 
->number of bits and/or components per texel?

Not the same number of bits per txel, but note that
the formats you use do have to match the number of components that you have.
Note that there are separate formats for RGB_4 and RGBA_4, for use
with 3 and 4 component textures, respectively.  

However, that doesn't explain an infinite loop.
What kind of graphics hardware are you using?
Can you run the program single process under dbx and ctrl-c it when
it hangs and then do a 'where' to get the stack trace and send it to us?

Thanx!!
src.
 

->
->  // read raster file using Image Vision Library
->  ...
->  ilConfig ilC(ilUChar,ilInterleaved,size.c,channelList,0,ilUpperLeftOrigin);
->  int lineLen=((xSizeTexTile*size.c+3)/4)*4;      
->  unsigned char *imgBuffer=(unsigned char *)pfMalloc(lineLen*ySizeTexTile,pfGetSharedArena());
->  image->getTile(xOrigTex,yOrigTex,xSizeTexTile,ySizeTexTile,imgBuffer,&ilC);
->  delete image;
->
->  // Format the Texture
->  texture->setImage((uint *)imgBuffer,size.c,xSizeTexTile,ySizeTexTile,size.z);
->  texture->setFilter(PFTEX_MINFILTER, PFTEX_BILINEAR);
->  texture->setFormat(PFTEX_INTERNAL_FORMAT, PFTEX_RGB_4);
->
->  texture->format(); 
->  //^^^^^^^^^^ that's where the program doesn't advance anymore
->  ...
->  
->Ciao
->
->-- 
->Martin Suter                          suter@geo.unizh.ch
->Phone: +41 - 1 / 257 51 63            Remote Sensing Laboratories
->FAX:   +41 - 1 / 362 52 27            University of Zurich                    
->                                      Winterthurerstrasse 190                 
->                                      CH-8057 Zurich; Switzerland 
->=======================================================================
->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 Martin Suter



-- 
-----{-----{---@   -----{----{---@   -----{----{---@   -----{----{---@
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src@sgi.com  (415) 933 - 1002  FAX: (415) 965 - 2658  MS 8U-590
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Date: Tue, 18 Jun 1996 16:20:11 +1000 (AEST)
From: Keith Babarovich <keithb@wormald.com.au>
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To: info-performer@sgi.com
Subject: pfMemory - does it combine?
Message-Id: <Pine.OSF.3.91.960618161614.32472A-100000@murad>
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If I pfMalloc a number of blocks of memory and latter
I free up these blocks, do they get combined back together?

or in other words,

Does pfMemory combine adjacent free blocks into larger 
free blocks or does it continually fragment into small and small blocks?

I am having a problem with our performer application continually using 
mroe and more memory until the machine crashes. While we can't seem to 
find any place where we are loosing allocated memory I am worried that 
our database paging is fragmenting the memory into small chunks that can 
not be used and then having to allocate more.

------------------------------------------------------------------------------
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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Date: Tue, 18 Jun 1996 08:57:27 +0100
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: Re: Editing bitmaps with transparency
X-Mailer: <PC Eudora Version 1.4>
Status: O

>Hi everybody,
>
>We want to create textures (RGBA files) to use with performer. we  
>need to use
>transparency for the background of the texture. We did not find any  
>tool in the
>standard installation of our high impact machine. Tring to convert  
>TIFF with alpha channel does not work. Is there some tools available  
>to edit bitmaps ?

Here is a tool I ve done to mix a rgb file containning image and an other 
(black and white saved in rgb ) containning the alpha mask to create a rgba 
file that you can check using the import image option of showcase.


/*
*
*      To compile:  cc addalpha.c -o addalpha -limage
*       BILLARD Olivier  ceti@worldnet.net
*      Thanks to Paul Haerbli for readimage.c
*/
#include <gl/image.h>

main(argc,argv)
int argc;
char **argv;
{
IMAGE *imagergb;
IMAGE *imagea;
IMAGE *imagergba;
int x, y, z;
short *rbuf, *gbuf, *bbuf,*abuf;



/* print usage message */
if( argc<4 ) 
	{
	fprintf(stderr,"usage: readimage rgbinfile alphainfile outfile\n");
	exit(1);
	}

/* open the image file */
if( (imagergb=iopen(argv[1],"r")) == NULL ) 
	{
	fprintf(stderr,"readimage: can't open input file %s\n",argv[1]);
	exit(1);
	}
if( (imagea=iopen(argv[2],"r")) == NULL ) 
	{
	fprintf(stderr,"readimage: can't open input file %s\n",argv[2]);
	exit(1);
	}
if( 
(imagergba=iopen(argv[3],"w",RLE(1),3,imagergb->xsize,imagergb->ysize,4)) == 
NULL ) 
	{
	fprintf(stderr,"readimage: can't open input file %s\n",argv[3]);
	exit(1);
	}

/* print a little info about the image */
printf("Image x and y size in pixels: %d %d\n",imagergb->xsize,imagergb->ysize);
printf("Image zsize in channels: %d\n",imagergb->zsize);
printf("Image pixel min and max: %d %d\n",imagergb->min,imagergb->max);


/* allocate buffers for image data */
rbuf = (short *)malloc(imagergb->xsize*sizeof(short));
gbuf = (short *)malloc(imagergb->xsize*sizeof(short));
bbuf = (short *)malloc(imagergb->xsize*sizeof(short));
abuf = (short *)malloc(imagergb->xsize*sizeof(short));

imagergba->zsize >= 4;
for(y=0; y<imagergb->ysize; y++) 
	{
	printf("row %d: \n",y);
	getrow(imagergb,rbuf,y,0);
	getrow(imagergb,gbuf,y,1);
	getrow(imagergb,bbuf,y,2);
	getrow(imagea,abuf,y,0);
	putrow(imagergba,rbuf,y,0);
	putrow(imagergba,gbuf,y,1);
	putrow(imagergba,bbuf,y,2);
	putrow(imagergba,abuf,y,3);

	}
	iclose(imagergb);
	iclose(imagea);
	iclose(imagergba);
}

 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
<      _/_/   _/      _/_/_/  _/   _/  _/_/_/  _/_/_/   _/_/_/ >
<    _/  _/  _/        _/    _/   _/    _/    _/       _/   _/ >
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<                                                              >
<        BILLARD Olivier  - Ingeneer R&D   @  C&I Software     >
<        1 avenue de la mer  - 44380  PORNICHET  -  FRANCE     >
<         Tel: +33 40 11 68 72      Fax: +33 140 61 68 14      >
<                  Email: ceti@worldnet.net                    >
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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9606180222.ZM3538@rose.asd.sgi.com>
Date: Tue, 18 Jun 1996 02:22:35 -0700
In-Reply-To: Keith Babarovich <keithb@wormald.com.au>
        "pfMemory - does it combine?" (Jun 18,  4:20pm)
References: <Pine.OSF.3.91.960618161614.32472A-100000@murad>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: Keith Babarovich <keithb@wormald.com.au>, info-performer@sgi.com
Subject: Re: pfMemory - does it combine?
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+>---- On Jun 18,  4:20pm, Keith Babarovich wrote:
> Subject: pfMemory - does it combine?
->
->If I pfMalloc a number of blocks of memory and latter
->I free up these blocks, do they get combined back together?
->
->or in other words,
->
->Does pfMemory combine adjacent free blocks into larger 
->free blocks or does it continually fragment into small and small blocks?
->
->I am having a problem with our performer application continually using 
->mroe and more memory until the machine crashes. While we can't seem to 
->find any place where we are loosing allocated memory I am worried that 
->our database paging is fragmenting the memory into small chunks that can 
->not be used and then having to allocate more.

We give the memory back to the arena, created with acreate.
As such, you can use amallopt to improve the behavior of the
allocator for your application.
To reduce fragmentation, try more a aggressive check limit so
that amalloc will try harder to find a suitable block:

	amallopt(M_MAXCHK, 1000000, pfGetSharedArena());

src.

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

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To: info-performer@sgi.com
Subject: Loading Texture from SIRIUS
Date: Tue, 18 Jun 1996 18:08:15 +0900
Message-Id: <906.835088895@dimwit.dst.nk-exa.co.jp>
From: YAMANAKA MASAHIKO <wryml@dimwit.dst.nk-exa.co.jp>
Status: O


Hello!

I think to use SIRIUS with iR (I don't have it now), and have a question.

The question is...
Should pfLoadTex() (from Video source) be done in the draw process
at multi-process mode? or can it be done in the app process ?

I found /usr/share/Performer/src/pguide/libpr/C/movietex.c which is
C/libpr-program, however, I have to get C++/libpf-program so I ported it
to C++/libpf-program. In my program, updating texture is done in the app-process
because I made a class such like a following,
class TexMovie {
  ...
  build();  // build&setup Texture, Screen Geometry, etc.
  update(); // tex->setFrame() or tex->load()
  ...
};

If tex->load() should be done in the draw-process, texmovie->update() should be
done in the draw-process, and I think TexMovie objects should be created in the shared arena.
(Now, it isn't created in the arena)

tex->setFrame() seems to work fine in the app-process, however, I worry about tex->load().

Does someone have some ideas ?

Thanks,
--
M.Y.


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	 id JAA01747; Tue, 18 Jun 1996 09:08:17 -0400
From: paul@ht.com (Paul Sherman)
Message-Id: <199606181308.JAA01747@te.ht.com>
Subject: Re: Editing bitmaps with transparency
To: ceti@worldnet.net (ceti)
Date: Tue, 18 Jun 1996 09:08:17 -0400 (EDT)
Cc: info-performer@sgi.com
In-Reply-To: <199606180744.JAA07021@storm.certix.fr> from "ceti" at Jun 18, 96 08:57:27 am
X-Mailer: ELM [version 2.4 PL22]
Content-Type: text
Content-Length: 445       
Status: O

> Here is a tool I ve done to mix a rgb file containning image and an other 
> (black and white saved in rgb ) containning the alpha mask to create a rgba 
> file that you can check using the import image option of showcase.
> 
> *      Thanks to Paul Haerbli for readimage.c

There are a zillion other tools in the developer's toolbox haeberli
section for doing this sort of thing. Explore them, they are cool.

			Paul Sherman
			paul@ht.com

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Date: Tue, 18 Jun 96 09:55:01 CDT
From: tpravata@m2.rts.dseg.ti.com (Todd R Pravata)
Message-Id: <9606181455.AA08458@m2.rts.dseg.ti.com>
To: info-performer@sgi.com
Subject: Sample code for FB to texture memory copy
Reply-To: <todd.pravata@ti.com>
Status: O

I know this question comes up alot, but I've never had to
do this before:

	Can someone point me to sample code that loads
	texture memory with the contents of the frame buffer?

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

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

** Views expressed are not necessarily those of Texas Instruments **
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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9606180939.ZM3762@lee.electrogig.com>
Date: Tue, 18 Jun 1996 09:39:07 -0700
In-Reply-To: tpravata@m2.rts.dseg.ti.com (Todd R Pravata)
        "Sample code for FB to texture memory copy" (Jun 18,  9:55am)
References: <9606181455.AA08458@m2.rts.dseg.ti.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
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Subject: Re: Sample code for FB to texture memory copy
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Status: O

On Jun 18,  9:55am, Todd R Pravata wrote:
> Subject: Sample code for FB to texture memory copy
> I know this question comes up alot, but I've never had to
> do this before:
>
> 	Can someone point me to sample code that loads
> 	texture memory with the contents of the frame buffer?
>


I do it in the following way:

	1. read framebuffer with lrectread to get an image array.
	2. set this image array to a pftexture type variable.
	3. make sure that this pftexture is properly configured to
	   receive the above image array.
	4. call pfLoadTex in the DRAW process to load this pfTexture
	   into the texture memory.

Hope this helps.

-anita

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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9606181830.ZM4812@bitch.reading.sgi.com>
Date: Tue, 18 Jun 1996 18:30:10 +0100
In-Reply-To: "AnitaKishore" <kishore@electrogig.com>
        "Re: Sample code for FB to texture memory copy" (Jun 18,  9:39am)
References: <9606181455.AA08458@m2.rts.dseg.ti.com> 
	<9606180939.ZM3762@lee.electrogig.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "AnitaKishore" <kishore@electrogig.com>, <todd.pravata@ti.com>,
        info-performer@sgi.com
Subject: Re: Sample code for FB to texture memory copy
Mime-Version: 1.0
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Status: O

While Anitas method will work I expect it won't be the fast option on
most platforms.

You can use a single call from the draw process like:
pfSubloadTex(Shared->tex1, PFTEX_SOURCE_FRAMEBUFFER, NULL,
                      X_POS, Y_POS, 0, 0, TEX_XSIZE, TEX_YSIZE);

I've used this on an iR after a call to pfDraw for a channel.

To make this work on RE2 or IMPACT you'll probably need performer 2.0.1
(also patch 918 on RE2 if OpenGL) but I haven't tried this.

The above isn't the only method of doing this. You should be able to specify
the framebuffer as the image source for a texture and autoload on the apply
using the improved Performer API.

Rgds,
Angus.

On Jun 18,  9:39am, AnitaKishore wrote:
> Subject: Re: Sample code for FB to texture memory copy
> On Jun 18,  9:55am, Todd R Pravata wrote:
> > Subject: Sample code for FB to texture memory copy
> > I know this question comes up alot, but I've never had to
> > do this before:
> >
> > 	Can someone point me to sample code that loads
> > 	texture memory with the contents of the frame buffer?
> >
>
>
> I do it in the following way:
>
> 	1. read framebuffer with lrectread to get an image array.
> 	2. set this image array to a pftexture type variable.
> 	3. make sure that this pftexture is properly configured to
> 	   receive the above image array.
> 	4. call pfLoadTex in the DRAW process to load this pfTexture
> 	   into the texture memory.
>
> Hope this helps.
>
> -anita
>
> =======================================================================
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>             Submissions:  info-performer@sgi.com
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>-- End of excerpt from AnitaKishore



-- 
Angus Dorbie,
Software Development Manager,
The Reality Centre,
Silicon Graphics Ltd, UK
dorbie@reading.sgi.com
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From guest  Tue Jun 18 12:02:53 1996
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From: "Thomas M. Miller" <miller@acusoft.com>
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Status: O


In the man pages it appears that a pfChannel can only be attached to one
channel group at a time. 

So what is the chan1 parameter in the pfChannel::detach(pfChannel* chan1)
function call used for.

How can I get a pointer to the channel another channel is attached to? 

--TMIV

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From guest  Tue Jun 18 14:10:41 1996
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From: aschaffe (Allan Schaffer)
Message-Id: <9606181407.ZM18102@holodeck.csd.sgi.com>
Date: Tue, 18 Jun 1996 14:07:41 -0700
In-Reply-To: nicolas@cae.ca (Nicolas Gauvin)
        "Re: certainly already asked" (Jun  6,  2:45pm)
References: <199606061845.OAA13999@osprey.cae.ca>
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Status: O

I'm a bit behind on my info-performer reading but...

> > > Does anybody have, or does this exist in Performer, a function that
> > > computes from 3D coordinates to 2D screen coords ? 

In addition to what's been said already, here's a superlightweight
IRIS GL method:

[within the draw callback; also note that Performer coords
 have been rotated so that Z is up]

   cmov(x,y,z);
   getcpos(&sx, &sy);

Allan

-- 
Allan Schaffer                                             aschaffe@sgi.com
Silicon Graphics                            http://reality.sgi.com/aschaffe
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From: cjw@stargazer.mak.com (Chris Winters)
Message-Id: <9606182128.AA09915@stargazer.mak.com>
To: info-performer@sgi.com
Subject: subfaced polygons and decal mode
Status: O


Why is it necessary to call pfdMakeSharedScene() for .flt subfaced
polygons to properly use decal mode?

If pfdMakeSharedScene() is not called, flimmering will result.  To
test, try "perfly -q0" using a model with subfaced polygons, such as
MultiGen's own smart_hog.flt.

The problem occurs with Performer 2.0 and 2.0.1, Flight loader 14.2 and
14.2a, Onyx RE2 and High Impact, IrisGL and OpenGL.

Note: even when calling pfdMakeSharedScene(), there will be a second
problem when using Performer2.0 on a High Impact: decal mode will be
enabled, but polygons will not be properly ordered in some cases.
This problem was fixed in Performer2.0.1, and does not appear on our
Onyx.

Chris Winters		
Gil Irizarry

MaK Technologies
185 Alewife Brook Pkwy
Cambridge, MA 02138
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From aschaffe  Tue Jun 18 15:58:05 1996
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From: aschaffe@holodeck.csd.sgi.com (Allan Schaffer)
Message-Id: <9606181555.ZM18978@holodeck.csd.sgi.com>
Date: Tue, 18 Jun 1996 15:55:01 -0700
In-Reply-To: chien@systech.hinet.net (chien)
        "" (Jun 17,  3:20pm)
References: <9606172220.AA09574@systech.hinet.net>
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On Jun 17,  3:20pm, chien wrote:
> 
> I am looking for tools to load Alias model to Performer.Is there any
> body know where or which tool could do this job for me?Any response
> will be appreciate.

Performer doesn't have facilities to directly load an Alias model,
but you can first translate the file to Inventor format and then
load.

An Alias-To-Inventor translator is shipped with IRIX 6.2:

   xlators_3d.sw.AliasToIv   usr/sbin/AliasToIv

For IRIX 5.3, http://www.sgi.com/Works/translators.html has links to
the various translators, but it appears to be having problems at the
moment.  They are also on the "Desktop Special Edition" CD.

Allan

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

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From: Jan Barglowski <jan@archimedes.vislab.navy.mil>
Posted-Date: Tue, 18 Jun 1996 16:32:40 -0700 (PDT)
Message-Id: <199606182332.QAA02428@archimedes.vislab.navy.mil>
Subject: OpenGL overwrite example?
To: info-performer@sgi.com
Date: Tue, 18 Jun 1996 16:32:40 -0700 (PDT)
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Status: O

I'm trying to simulate a HUD by using OpenGL commands in a post_draw
function.  Problem is, I've found a few GL ways of doing this, but it doesn't
seem to work with OpenGL at all.  Here's my code:

---
/* Open GL commands. */
gluOrtho2D(-640.0, 640.0, -512.0, 512.0);
glMatrixMode(GL_MODELVIEW);
pfPushIdentMatrix();
pfPushState();
pfBasicState();
pfDisable(PFEN_TEXTURE);
pfDisable(PFEN_LIGHTING);
pfDisable(PFEN_FOG);

/* This works. */
/*
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
*/

/* Draw a red box in the middle of the screen. */
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_POLYGON);
  glVertex2f(-10.0, 10.0);
  glVertex2f(10.0, 10.0);
  glVertex2f(10.0, -10.0);
  glVertex2f(-10.0, -10.0);
glEnd();
glFlush();

/* Return original state. */
pfPopState();
pfPopMatrix();
---

Any pointers or (correct) code examples would be appreciated!  Also, any way
to display text in OpenGL?  My OpenGL book has no examples of this :-(

Thank you,

jan

-- 
Jan Anthony Barglowski	              jan@vislab.navy.mil
Animation & Computer Graphics         http://www1.ridgecrest.ca.us/~jan
Naval Air Warfare Center, China Lake  (619) 927-1057
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From: kanou@ddd.co.jp (Y.Kanou)
Subject: Performer Memory Problem
To: info-performer@sgi.com
Cc: dio@ddd.co.jp
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Date: Wed, 19 Jun 1996 10:16:49 +0900
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Hi,

is there something wrong with the pfLoadFile and the
subsequent builder structure in Performer 2.0?
I modified the simple.c program in following way:

pfdInitConverter("bin");
	:
for(i=0;i<5000; i++)
{
	root = pfLoadFile("x29.bin");
	myDCS = pfNewDCS();
	pfAddChild(myDCS,root);
	pfAddChild(scene,myDCS);
	pfRemoveChild(scene,myDCS);
	pfDeleteChild(myDCS);
} 

and it crashed on a standard Indy, running out of memory.

Thanks for your help.

	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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From guest  Wed Jun 19 04:03:34 1996
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Hello everybody,

we work in the Virtual Environment team of the Heinz-Nixdorf-Institute,
in Paderborn, Germany.
One of the Virtual Reality software packages we mainly use, is dVS from
DIVISION Ltd., UK.
Unfortunately the support for dVS is very, very slow and often not
appropriate for our needs. The fact is, that we have to solve our
problems without the help of DIVISION (i. e. programming a more stable
audio-actor).

Having in mind that other people must have gathered the same
experiences with DIVISION we want to create a mailing list to get
together dVS-users for discussions, problem solving, perhaps creating a
FAQ, etc.

         Who is interested in such a mailing list?

dVS-users of the world, unite!

Please reply to this email address: vu-team@hni.uni-paderborn.de with
the tag "DIVISION" in the subject line.

We hope that there will be enough interest among the dVS users community
to set up a frequently used mailing list. As soon as it comes to
existence we will spread the good news.

 Thanks in advance,

        Stephan Braun, Holger Krumm 
		(members of the team Virtual Environments)
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From: "chien" <chien@systech.hinet.net>
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Date: Wed, 19 Jun 1996 19:05:20 -0700
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To: info-performer@sgi.com
Subject: indigo2 impact problem
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Status: O

Hi:Dear performer expertises
I have run Vega from Paraqdigm in Indigo2 high impact and maximun impact and
faced unpredictable system hanging.Sometimes system is pretty good,sometime it
will be dying without any warning.My O/S is IRIS5.3.
Is there anyone have same experience?Please give me advice.
Did any one run IRIS 6.2 in Indigo2 impact series?Please tell me your succesful
O/S and software configuration.

Thanks for your response!

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From guest  Wed Jun 19 04:59:40 1996
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From: acjank@aia.af.mil (Andrew C Jank)
Message-Id: <9606191126.AA01349@aia00>
Subject: Performer MPEG recording
To: info-performer@sgi.com
Date: Wed, 19 Jun 96 6:26:01 CDT
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Hi, 
    As part of my application, I need the capability to convert a 
Performer application playback into an MPEG movie.  Has anyone found an 
inexpensive way to perform the MPEG encoding?  (Mostly interested in 
free/share software options, or other low cost solutions that I could 
evaluate prior to committing substantial funds). Thanks.

Andy

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From guest  Wed Jun 19 06:02:24 1996
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From: jcollier@alexandra.mtl.com (John Collier)
Message-Id: <9606200849.ZM29084@max.mtl.com>
In-Reply-To: acjank@aia.af.mil (Andrew C Jank)
        "Performer MPEG recording" (Jun 19,  6:26am)
References: <9606191126.AA01349@aia00>
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To: acjank@aia.af.mil (Andrew C Jank)
Subject: Re: Performer MPEG recording
Cc: info-performer@sgi.com
Mime-Version: 1.0
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Status: O

There is a program in the Developer's Toolbook (in Club Dev) called cineswipe
that can grab GL and Open GL windows.  I have not had any luck getting it to
run in 6.2 (I don't have IL to recompile it) but it seems to work in 5.3

John

-- 
John A. Collier					e-mail:	jcollier@mtl.com
MTL Systems, Inc.				voice:	(513) 426-3111
3481 Dayton-Xenia Rd.				fax:	(513) 426-8301
Dayton, OH 45432-2796
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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9606191407.ZM22680@barney.reading.sgi.com>
Date: Wed, 19 Jun 1996 14:07:56 +0100
In-Reply-To: "chien" <chien@systech.hinet.net>
        "indigo2 impact problem" (Jun 19,  7:05pm)
References: <9606191905.ZM3299@systech.hinet.net>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "chien" <chien@systech.hinet.net>, info-performer@sgi.com
Subject: Re: indigo2 impact problem
Mime-Version: 1.0
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Status: O

On Jun 19,  7:05pm, chien wrote:
> Subject: indigo2 impact problem
> Hi:Dear performer expertises
> I have run Vega from Paraqdigm in Indigo2 high impact and maximun impact and
> faced unpredictable system hanging.Sometimes system is pretty good,sometime
it
> will be dying without any warning.My O/S is IRIS5.3.
> Is there anyone have same experience?Please give me advice.
> Did any one run IRIS 6.2 in Indigo2 impact series?Please tell me your
succesful
> O/S and software configuration.
>
> Thanks for your response!
>
> =======================================================================
> 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 chien

Hi

I've been recommending to customers that **All Indigo2 Impact machines should
have this minimum software configuration**

Operating System: IRIX 5.3 for All Indigo2 All IMPACT
( to check this, versions -n eoe1.sw.unix should show 1022585737 )

Software patches: 1223, 1271, 1157 plus kernel rollup patch 1268

Get these patches from your local SGI support office or
 ftp-europe.sgi.com:/private/reading/

As far as I know the fixes in the above patches are in Irix 6.2, I know people
are run 6.2 on Impacts successfully although I don't which veriosns of Vega is
for 6.2. Also rendering with OpenGL will be better on Impact.

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 guest  Wed Jun 19 06:35:13 1996
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Date: Wed, 19 Jun 1996 14:22:04 +0100
In-Reply-To: acjank@aia.af.mil (Andrew C Jank)
        "Performer MPEG recording" (Jun 19,  6:26am)
References: <9606191126.AA01349@aia00>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: acjank@aia.af.mil (Andrew C Jank), info-performer@sgi.com
Subject: Re: Performer MPEG recording
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jun 19,  6:26am, Andrew C Jank wrote:
> Subject: Performer MPEG recording
> Hi,
>     As part of my application, I need the capability to convert a
> Performer application playback into an MPEG movie.  Has anyone found an
> inexpensive way to perform the MPEG encoding?  (Mostly interested in
> free/share software options, or other low cost solutions that I could
> evaluate prior to committing substantial funds). Thanks.
>
> Andy
>
> =======================================================================
> 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 Andrew C Jank

check out the SGI dmedia tools. mediaconvert will output an MPEG-1 movie, see
the man page for details.

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 guest  Wed Jun 19 06:42:51 1996
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Subject: Re: OpenGL overwrite example?
To: jan@archimedes.vislab.navy.mil (Jan Barglowski)
Date: Wed, 19 Jun 1996 09:30:52 -0400 (EDT)
Cc: info-performer@sgi.com
In-Reply-To: <199606182332.QAA02428@archimedes.vislab.navy.mil> from "Jan Barglowski" at Jun 18, 96 04:32:40 pm
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> 
> I'm trying to simulate a HUD by using OpenGL commands in a post_draw
> function.  Problem is, I've found a few GL ways of doing this, but it doesn't
> seem to work with OpenGL at all.  Here's my code:
> 
> ---
> /* Open GL commands. */
> gluOrtho2D(-640.0, 640.0, -512.0, 512.0);

Note that glOrtho (and thus gluOrtho2D) multiplies the current
matrix instead of replacing it as with ortho2 etc in GL. Also
different from ortho2, it operates on the current matrix but not
automatically on the projection matrix. So try adding

glMatrixMode(GL_PROJECTION);
glLoadIdentity();

before calling gluOrtho2D()...

Hansong

> glMatrixMode(GL_MODELVIEW);
> pfPushIdentMatrix();
> pfPushState();
> pfBasicState();
> pfDisable(PFEN_TEXTURE);
> pfDisable(PFEN_LIGHTING);
> pfDisable(PFEN_FOG);
> 
> /* This works. */
> /*
> glClearColor(0.0, 0.0, 0.0, 0.0);
> glClear(GL_COLOR_BUFFER_BIT);
> */
> 
> /* Draw a red box in the middle of the screen. */
> glColor3f(1.0, 0.0, 0.0);
> glBegin(GL_POLYGON);
>   glVertex2f(-10.0, 10.0);
>   glVertex2f(10.0, 10.0);
>   glVertex2f(10.0, -10.0);
>   glVertex2f(-10.0, -10.0);
> glEnd();
> glFlush();
> 
> /* Return original state. */
> pfPopState();
> pfPopMatrix();
> ---
> 
> Any pointers or (correct) code examples would be appreciated!  Also, any way
> to display text in OpenGL?  My OpenGL book has no examples of this :-(
> 
> Thank you,
> 
> jan


- -- - -- - -- - -- - -- - -- - -- - -- - -- - -- - -- - -- -
Hansong Zhang                               zhangh@cs.unc.edu
Walkthrough Group               http://www.cs.unc.edu/~zhangh
Department of Computer Science              (919)962-1835 (O)
UNC-Chapel Hill                             (919)914-3973 (H)

"I create abstract systems from pure information, Albert. I'm
a *programmer*... Quantum nonlocality is a bug." -- God
= == = == = == = == = == = == = == = == = == = == = == = == =  

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Date: Thu, 20 Jun 1996 02:19:24 +0100
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: certainly the trickest way
X-Mailer: <PC Eudora Version 1.4>
Status: O

>>Subject: Re: certainly already asked
>>I'm a bit behind on my info-performer reading but...
>>In addition to what's been said already, here's a superlightweight
IRIS GL method:
>>   cmov(x,y,z);
>>   getcpos(&sx, &sy);
>>Allan
>> 
>>Allan Schaffer                                             aschaffe@sgi.com
>>Silicon Graphics                            http://reality.sgi.com/aschaffe


Winner of the trick of the week !!
Thanks for this, it is the easiest way I found or received !!!
Just one limitation, when the mobile is out of the frustrum, cmov is 
undefined and you got the coordinates as before so be carefull and add a test.
Sincerlly.
 /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\
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< _/_/   _/_/_/  _/_/_/    _/     _/_/_/  _/_/_/   _/    _/    >
<                                                              >
<        BILLARD Olivier  - Ingeneer R&D   @  C&I Software     >
<        1 avenue de la mer  - 44380  PORNICHET  -  FRANCE     >
<         Tel: +33 40 11 68 72      Fax: +33 140 61 68 14      >
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From: "brainval" <brainval@onyx.montesa.es>
Message-Id: <9606201815.ZM4737@onyx.montesa.es>
Date: Thu, 20 Jun 1996 18:15:08 -0700
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.com
Subject: movietex.c in OpenGL.
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O


Hello,

I'm trying to compile the program:

/usr/share/Performer/src/pguide/libpr/C/movietex.c

in OPENGL, and with the HAVE_VL defined as 1.

But, this section of code:

#ifndef IRISGL /* OPENGL */
    {
    GLXVideoSourceSGIX videosource;
    videosource = glXCreateGLXVideoSourceSGIX(Dsp, 0 /* screen */,
        vlServer, vlPath, VL_TEXTURE, vlDrn)) == None);
    glXMakeCurrentReadSGI(Dsp,
        pfGetWinWSDrawable(Win), pfGetWinWSDrawable(Win), /* ??? */
        pfGetWinGLCxt(Win));
    }
#endif

is impossible to compile.

Why?
Why this functions aren't defined anywhere ?


Is there another way to use Video Texturing in Performer with OpenGL?
May be there is some other demo about that, isn't it?


Thank You, and
Looking forward to hearing from you soon.

Hector Viguer
Brainstorm Multimedia.
Software Development.

-- 
brainval@ehome.encis.es

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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9606191752.ZM23227@barney.reading.sgi.com>
Date: Wed, 19 Jun 1996 17:52:49 +0100
In-Reply-To: "brainval" <brainval@onyx.montesa.es>
        "movietex.c in OpenGL." (Jun 20,  6:15pm)
References: <9606201815.ZM4737@onyx.montesa.es>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "brainval" <brainval@onyx.montesa.es>, info-performer@sgi.com
Subject: Re: movietex.c in OpenGL.
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jun 20,  6:15pm, brainval wrote:
> Subject: movietex.c in OpenGL.
>
> Hello,
>
> I'm trying to compile the program:
>
> /usr/share/Performer/src/pguide/libpr/C/movietex.c
>
> in OPENGL, and with the HAVE_VL defined as 1.
>
> But, this section of code:
>
> #ifndef IRISGL /* OPENGL */
>     {
>     GLXVideoSourceSGIX videosource;
>     videosource = glXCreateGLXVideoSourceSGIX(Dsp, 0 /* screen */,
>         vlServer, vlPath, VL_TEXTURE, vlDrn)) == None);
>     glXMakeCurrentReadSGI(Dsp,
>         pfGetWinWSDrawable(Win), pfGetWinWSDrawable(Win), /* ??? */
>         pfGetWinGLCxt(Win));
>     }
> #endif
>
> is impossible to compile.
>
> Why?
> Why this functions aren't defined anywhere ?
>
>
> Is there another way to use Video Texturing in Performer with OpenGL?
> May be there is some other demo about that, isn't it?
>
>
> Thank You, and
> Looking forward to hearing from you soon.
>
> Hector Viguer
> Brainstorm Multimedia.
> Software Development.
>
> --
> brainval@ehome.encis.es
>
> =======================================================================
> 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 brainval


I think you need the SGIX_video_source OpenGL extension which is in patch 918.

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: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9606190952.ZM4614@lee.electrogig.com>
Date: Wed, 19 Jun 1996 09:52:50 -0700
In-Reply-To: "brainval" <brainval@onyx.montesa.es>
        "movietex.c in OpenGL." (Jun 20,  6:15pm)
References: <9606201815.ZM4737@onyx.montesa.es>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "brainval" <brainval@onyx.montesa.es>, info-performer@sgi.com
Subject: Re: movietex.c in OpenGL.
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jun 20,  6:15pm, brainval wrote:
> Subject: movietex.c in OpenGL.
>
> Hello,
>
> I'm trying to compile the program:
>
> /usr/share/Performer/src/pguide/libpr/C/movietex.c
>
> in OPENGL, and with the HAVE_VL defined as 1.
>
> But, this section of code:
>
> #ifndef IRISGL /* OPENGL */
>     {
>     GLXVideoSourceSGIX videosource;
>     videosource = glXCreateGLXVideoSourceSGIX(Dsp, 0 /* screen */,
>         vlServer, vlPath, VL_TEXTURE, vlDrn)) == None);
>     glXMakeCurrentReadSGI(Dsp,
>         pfGetWinWSDrawable(Win), pfGetWinWSDrawable(Win), /* ??? */
>         pfGetWinGLCxt(Win));
>     }
> #endif
>
> is impossible to compile.
>
> Why?
> Why this functions aren't defined anywhere ?
>
>
> Is there another way to use Video Texturing in Performer with OpenGL?
> May be there is some other demo about that, isn't it?
>
>
> Thank You, and
> Looking forward to hearing from you soon.
>
> Hector Viguer
> Brainstorm Multimedia.
> Software Development.
>
> --
> brainval@ehome.encis.es
>
> =======================================================================
> 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 brainval


On Jun 20,  6:15pm, brainval wrote:
> Subject: movietex.c in OpenGL.
>
> Hello,
>
> I'm trying to compile the program:
>
> /usr/share/Performer/src/pguide/libpr/C/movietex.c
>
> in OPENGL, and with the HAVE_VL defined as 1.
>
> But, this section of code:
>
> #ifndef IRISGL /* OPENGL */
>     {
>     GLXVideoSourceSGIX videosource;
>     videosource = glXCreateGLXVideoSourceSGIX(Dsp, 0 /* screen */,
>         vlServer, vlPath, VL_TEXTURE, vlDrn)) == None);
>     glXMakeCurrentReadSGI(Dsp,
>         pfGetWinWSDrawable(Win), pfGetWinWSDrawable(Win), /* ??? */
>         pfGetWinGLCxt(Win));
>     }
> #endif
>
> is impossible to compile.
>
> Why?
> Why this functions aren't defined anywhere ?
>
>

You need to install path 154 for openGL if you are on RE2.

-anita
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From: "Chris Cederwall" <ceder@pbi.net>
Message-Id: <9606191013.ZM15574@poser.pbi.net>
Date: Wed, 19 Jun 1996 10:13:48 -0700
In-Reply-To: "Rob Jenkins" <robj@barney.reading.sgi.com>
        "Re: indigo2 impact problem" (Jun 19,  2:07pm)
References: <9606191905.ZM3299@systech.hinet.net> 
	<9606191407.ZM22680@barney.reading.sgi.com>
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Subject: Re: indigo2 impact problem
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Status: O


With respect to Indigo2 Impact machines out in the field.


I have a High Impact running with AllImpact Irix 5.3 and
	Software patches: 1223, 1271, 1157  but NOT
	kernel rollup patch 1268

and I am experiencing some consistent "mgras failures" It is my current
belief that the crashes happen even in scenes with no textures. I am enclosing
the Errors captured in the SYSLOG. My apologies to those less interested.

Almost all the addresses in SYSLOG file are the same every time I get a
machine failure. Anybody with the same trouble?

----------------------------------
Jun  8 16:41:33 6B:violet Xsession: ceder: login
Jun  8 16:41:33 6B:violet Xsession: ceder: access control disabled, clients can
connect from any host
Jun  8 19:42:49 4A:violet unix: WARNING: mgras: CFIFO timeout
Jun  8 19:42:49 2A:violet unix:
Jun  8 19:42:49 4A:violet unix: WARNING: Graphics error
Jun  8 19:42:49 2A:violet unix: irnode=883c2b5c
Jun  8 19:42:49 2A:violet unix: gfxp=89c03ed4, pid=705, boundrn=881ef3c8,
rnodep=88c300fc
Jun  8 19:42:49 2A:violet unix: gfxp=8add2e8c, pid=5480, boundrn=881ef440,
rnodep=8aea7288
Jun  8 19:42:49 2A:violet unix: gfxp=896542e0, pid=5881, boundrn=881ef530,
rnodep=8d8ccae4
Jun  8 19:42:49 2A:violet unix: active_rnode=8d8ccae4
Jun  8 19:42:49 2A:violet unix: busy_dma:       bf070104/cc
Jun  8 19:42:49 2A:violet unix: status:         bf070000/148
Jun  8 19:42:49 2A:violet unix: fifo_status:    bf070004/7801422
Jun  8 19:42:49 2A:violet unix: gio_status:     bf070100/0
Jun  8 19:42:49 2A:violet unix: rebus_sync:     bf05021c/2
Jun  8 19:42:49 2A:violet unix: window:         bf045000/9e0
Jun  8 19:42:49 2A:violet unix: hqpc:           bf046000/1133
Jun  8 19:42:49 2A:violet unix: flag_set:       bf070008/10100
Jun  8 19:42:49 2A:violet unix: hq_config:      bf050000/7e85
Jun  8 19:42:49 2A:violet unix: gio_config:     bf050114/765b900f
Jun  8 19:42:49 2A:violet unix: re_status:      bf07c578/600
Jun  8 19:42:50 3B:violet Xsession: ceder: fatal IO error 32 (Broken pipe)
Jun  8 19:42:50 3B:violet xdm[702]: Server for display :0 terminated
unexpectedly: 2304
Jun  8 19:43:03 6B:violet Xsession: ceder: login

-- 
				Chris Cederwall
				 ceder@pbi.net 
				 (415)442-4952                              

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	id PAA06770; Wed, 19 Jun 1996 15:54:50 -0400
From: Hansong Zhang <zhangh@cs.unc.edu>
Message-Id: <199606191954.PAA06770@coons.cs.unc.edu>
Subject: Re: Texture: Infinite Loop
To: info-performer@sgi.com
Date: Wed, 19 Jun 1996 15:54:50 -0400 (EDT)
X-Mailer: ELM [version 2.4 PL24]
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Status: O

Hello,

> However, that doesn't explain an infinite loop.
> What kind of graphics hardware are you using?
> Can you run the program single process under dbx and ctrl-c it when
> it hangs and then do a 'where' to get the stack trace and send it to us?

I also had an infinite loop when dealing with textures. The program works
fine when there's no multiprocessing (i.e. ProcSplit = 0), but loops
infinitely inside of pfTexture::format() (actually deeper into 
"_pfDirtCheck()") when I have multiple processes. Below is the exec stack
when I interrupted the loop. This is for RE2, Irix 6.1. When on an
RE2, Irix 5.3, I had more functions on the stack, with realloc()
at the top. My call to Texture::format() is immediately before the simulation
loop. Anybody figure out what's wrong? thanks! (Jenny: is that your code? :-)

Hansong

>  0 _pfDirtCheck(int,int)(id = 2058, dirt = 5) ["/perf7/zhz/perftot0/perf/lib/libpr/DBG.O32.IRISGL/../../../lib/libpr/pfState.C":1161, 0x5e23429c]

   1 pfTexture::pr_format(int,int)(this = 0x181f8ec0, _isDirty = -1, __P271905952 = 32765) ["/perf7/zhz/perftot0/perf/lib/libpr/DBG.O32.IRISGL/../../../lib/libpr/pfTexture.C":2251, 0x5e2552b4]

   2 pfTexture::format(void)(this = 0x181f8ec0) ["/perf7/zhz/perftot0/perf/lib/libpr/DBG.O32.IRISGL/../../../lib/libpr/pfTexture.C":1897, 0x5e253484]

Texture attributes:

      textures = new(arena) pfTexture;
      textures->setFilter(PFTEX_MINFILTER, PFTEX_BILINEAR);
      textures->setFilter(PFTEX_MAGFILTER, PFTEX_POINT);
      textures->setImage(NULL, 1, texWidths, texHeights, 1);
      textures->setFormat(PFTEX_FAST_DEFINE, PF_ON);

and then, textures->format();

=============================================================
Hansong Zhang                \              zhangh@cs.unc.edu
Walkthrough Group             \ http://www.cs.unc.edu/~zhangh
Department of Computer Science \            (919)962-1835 (O)
UNC-Chapel Hill                 \           (919)929-4851 (H)
=============================================================

"I create abstract systems from pure information, Albert. I'm
a *programmer*... Quantum nonlocality is a bug." -- God
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To: Jan Barglowski <jan@archimedes.vislab.navy.mil>
Cc: info-performer@sgi.com, shui@kid.asd.sgi.com
Subject: Re: OpenGL overwrite example? 
In-Reply-To: Your message of "Tue, 18 Jun 96 16:32:40 PDT."
             <199606182332.QAA02428@archimedes.vislab.navy.mil> 
Date: Wed, 19 Jun 96 14:44:46 -0700
From: Simon Hui <shui@kid.asd.sgi.com>
Status: O


> From:    Jan Barglowski <jan@archimedes.vislab.navy.mil>
> Subject: OpenGL overwrite example?
>
> Problem is, I've found a few GL ways of doing this, but it
> doesn't seem to work with OpenGL at all.  Here's my code:
> 
> /* Open GL commands. */
> gluOrtho2D(-640.0, 640.0, -512.0, 512.0);
> glMatrixMode(GL_MODELVIEW);
> pfPushIdentMatrix();

Unlike ortho2() in IrisGL, gluOrtho2D() does not assume that the matrix
you want to change is the projection matrix.  (For that matter, none of the 
OpenGL matrix calls assume a particular matrix).  It computes a matrix P,
and replaces the current matrix M with M*P.

So before calling gluOrtho2D(), you need to:

  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  gluOrtho2D();

> Any pointers or (correct) code examples would be appreciated! Also, any
> way to display text in OpenGL?  My OpenGL book has no examples of this :-(

Here's one.

Simon

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

/*
 * Copyright (c) 1994, 1995, 1996 Silicon Graphics, Inc.
 * 
 * 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.
 */
/*
 * font.c
 *
 * Drawing fonts using OpenGL/GLX.
 *
 * Simon Hui, Silicon Graphics Inc., 1993
 *
 * compile: cc font.c  -lGL -lXext -lX11 -lm -o font
 *
 * $Revision: 1.4 $
 */
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <GL/gl.h>
#include <GL/glx.h>
#include <GL/glu.h>
#include <X11/keysym.h>

/* run xlsfonts to see other fonts supported by your X server */
#define FANCYFONT \
"-adobe-itc avant garde gothic-demi-o-normal--25-180-100-100-p-139-iso8859-1"
#define BASICFONT "10x20"

/* the base index for display list of entire font */
#define FONTBASE 0x1000
/* The base index for display list of just the alphabet */
#define ALPHABETBASE 0x8000

#define WHOLEFONT 1
#define ALPHABET 2
#define RAINBOW 3
  
long width = 600, height = 600;
Display *dpy;
XFontStruct *fontstruct;
  
char *string = "OpenGL";
char *fontname;

int mode = RAINBOW;
int glyphs, rows, cols, first, last;
int firstrow, lastrow;

init(void) {
    fontstruct = XLoadQueryFont(dpy, FANCYFONT); 
    if (!fontstruct) {
        /* if the avant-garde font is not avail, try the simpler 10x20 font */
        fontstruct = XLoadQueryFont(dpy, BASICFONT); 
        if (!fontstruct) {
            fprintf(stderr, "font %s not found\n", BASICFONT);
            exit(1);
        }
    }
    firstrow = fontstruct->min_byte1;
    lastrow = fontstruct->max_byte1;
    rows = lastrow - firstrow + 1;
    if (rows > 5) {
        printf ("only using first 5 rows of this multi-row font\n");
        rows = 5;
        lastrow = firstrow + rows - 1;
    }
    first = fontstruct->min_char_or_byte2;
    last = fontstruct->max_char_or_byte2;
    cols = last - first + 1;
    glyphs = cols;
    
    /*
    ** Define bitmaps for entire font.
    */
    glXUseXFont(fontstruct->fid, firstrow << 8, rows*256, FONTBASE);

    /*
    ** Define bitmaps for just the alphabet.
    */
    glXUseXFont(fontstruct->fid, 'A', 26, ALPHABETBASE);

    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(-0.1, 1.1, -0.1, 1.1, 0, 1);
    glMatrixMode(GL_MODELVIEW);
    glClearColor(1.0, 0.0, 1.0, 0.0);
}

drawAll(void) {
    int r;
    int i, j, c;
    int nrow, ncol=16;
    char buf[20];

    glColor3f(0.0, 0.0, 1.0);
    for (r=0; r < rows; r++) {
        glClear( GL_COLOR_BUFFER_BIT );
        c = FONTBASE + (r<<8);
        for (j=15; j > -1; j--) {
            for (i=0; i < 16; i++) {
                glRasterPos2f((float)i/16.0, (float)j/16.0);
                glCallList(c);
                c++;
            }
        }
        glFlush();
        if (rows > 1) {
            printf( "hit return to see next row of font>" );
            gets(buf);
        }
    }
}

drawAlphabet(void) {
    int i, j, c;
    int nrow=16, ncol=16;

    glColor3f(1.0, 0.0, 0.0);
    for (j=0; j < nrow; j++) {
        for (i=0; i < ncol; i++) {
            glRasterPos2f((float)i/ncol, (float)j/nrow);
            c = (j*ncol + i) % 26;
            glCallList(ALPHABETBASE + c);
        }
    }
}

static float colors[][3] = {
    {1, 0, 0},
    {1, 1, 0},
    {0, 1, 1},
    {1, 0, 1},
    {0, 0, 1},
};

drawRainbow(void) {
    int i, ncolors, nrows, h;
    float *this, *next;
    float r, g, b;
    float x, y, dx, dy;

    h = fontstruct->max_bounds.ascent + fontstruct->max_bounds.descent;
    ncolors = sizeof(colors) / sizeof(colors[0]);
    nrows = 10;
    dx = 1.0 / ncolors;
    dy = 1.0 / nrows;

    glListBase(FONTBASE);
    x = 0;
    for (i=0; i < ncolors; i++) {
        for (y=0; y < 1; y+=dy) {
            this = colors[i];
            next = colors[(i+1)%ncolors];
            r = (y*next[0]) + (1-y)*this[0];
            g = (y*next[1]) + (1-y)*this[1];
            b = (y*next[2]) + (1-y)*this[2];
            glColor3f(r, g, b);
            glRasterPos2f(x, y);
            glCallLists(strlen(string), GL_BYTE, (GLubyte *)string);
        }
        x += dx;
    }
}

void draw(void) {
    glClearColor(.5, .5, .5, 1);
    glClear(GL_COLOR_BUFFER_BIT);
    
    switch(mode) {
      case WHOLEFONT:
        drawAll();
        break;
      case ALPHABET:
        drawAlphabet();
        break;
      case RAINBOW:
        drawRainbow();
        break;
    }
    glFlush();
}

static void usage(void)
{
    printf("Usage: tfont [-f fontname] [-s string] [-e]\n");
    exit(-1);
}

int main(int argc, char **argv)
{
    XEvent event;
    int i;

    for (i = 1; i < argc; i++) {
        if (argv[i][0] == '-') {
            switch(argv[i][1]) {
              case 'f':
                fontname = argv[++i];
                break;
              case 's':
                string = argv[++i];
                break;
              default:
                usage();
                break;
            }
        } else {
            usage();
        }
    }
    makeWindow();
    init();
    for (;;) {
        do {
            XNextEvent(dpy, &event);
            switch (event.type) {
              case Expose:
                draw();
                break;
              case KeyPress:
                {
                    char buf[100];
                    int rv;
                    KeySym ks;

                    rv = XLookupString(&event.xkey, buf, sizeof(buf), &ks, 0);
                    switch (ks) {
                      case XK_a:
                        mode = WHOLEFONT;
                        draw();
                        break;
                      case XK_b:
                        mode = ALPHABET;
                        draw();
                        break;
                      case XK_r:
                        mode = RAINBOW;
                        draw();
                        break;
                      case XK_Escape:
                        exit(0);
                        break;
                    }
                }
                break;
            }
        } while (XPending(dpy) != 0);
    }
}

int attributeList[] = { GLX_RGBA, GLX_RED_SIZE, 1, None };

waitForMap(Display *d, XEvent *e, char *arg) {
    return (e->type == MapNotify) && (e->xmap.window == (Window)arg);
}

fatal(const char *msg) {
    fprintf(stderr, "%s\n", msg);
    exit(EXIT_FAILURE);
}

makeWindow() {
    XEvent event;
    XSetWindowAttributes swa;
    XVisualInfo *vi;
    Window win;
    GLXContext cx;

    dpy = XOpenDisplay(0);
    if (!dpy) fatal("can't open display");
    vi = glXChooseVisual(dpy, DefaultScreen(dpy), attributeList);
    if (!vi) fatal("no suitable visual");
    cx = glXCreateContext(dpy, vi, 0, GL_TRUE);
    swa.colormap = XCreateColormap(dpy, RootWindow(dpy, vi->screen),
                                   vi->visual, AllocNone);
    swa.border_pixel = 0;
    swa.event_mask = ExposureMask | StructureNotifyMask | KeyPressMask;
    win = XCreateWindow(dpy, RootWindow(dpy, vi->screen), 0, 0, width, height,
                        0, vi->depth, InputOutput, vi->visual,
                        CWBorderPixel|CWColormap|CWEventMask, &swa);
    XStoreName(dpy, win, "videotex");
    XMapWindow(dpy, win);
    XIfEvent(dpy, &event, waitForMap, (char*)win);
    glXMakeCurrent(dpy, win, cx);
}


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Message-Id: <199606192157.OAA20845@kid.asd.sgi.com>
To: brainval@onyx.montesa.es
Cc: robj@barney.reading.sgi.com, info-performer@sgi.com, shui@kid.asd.sgi.com,
        kishore@electrogig.com
Subject: Re: movietex.c in OpenGL. 
In-Reply-To: Your message of "Wed, 19 Jun 96 17:52:49 BST."
             <9606191752.ZM23227@barney.reading.sgi.com> 
Date: Wed, 19 Jun 96 14:57:32 -0700
From: Simon Hui <shui@kid.asd.sgi.com>
Status: O


> From:    "Rob Jenkins" <robj@barney.reading.sgi.com>
> Subject: Re: movietex.c in OpenGL.
>
> On Jun 20,  6:15pm, brainval wrote:
> > Subject: movietex.c in OpenGL.
> >
> > Is there another way to use Video Texturing in Performer with OpenGL?
> > May be there is some other demo about that, isn't it?

There are other demos of using video texturing with OpenGL, but movietex.c
is the only one for Performer and OpenGL.

> I think you need the SGIX_video_source OpenGL extension which is in patch
> 918.

> From:    "AnitaKishore" <kishore@electrogig.com>
> Subject: Re: movietex.c in OpenGL.
>
> You need to install path 154 for openGL if you are on RE2.

You are both right; to clarify: both patch 154 and 918 have the 
SGIX_video_source extension needed to do video texturing, but 918 replaces
154; so if you are going load a patch, we recommend 918.

simon

simon w. hui                                              iris performer
shui@sgi.com                                        advanced systems div
415.933.3244                                        silicon graphics inc

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To: shui@kid.asd.sgi.com
Cc: brainval@onyx.montesa.es, robj@barney.reading.sgi.com,
        info-performer@sgi.com, kishore@electrogig.com
Subject: Re: movietex.c in OpenGL. 
In-Reply-To: Your message of "Wed, 19 Jun 96 14:57:32 PDT."
             <199606192157.OAA20845@kid.asd.sgi.com> 
Date: Wed, 19 Jun 96 15:10:18 -0700
From: Simon Hui <shui@kid.asd.sgi.com>
Status: O


> From:    Simon Hui <shui>
> Subject: Re: movietex.c in OpenGL. 
>
> You are both right; to clarify: both patch 154 and 918 have the 
> SGIX_video_source extension needed to do video texturing, but 918 replaces
> 154; so if you are going load a patch, we recommend 918.

I forgot to mention: you need the patch only for RE and RE2; InfiniteReality
needs no patch to do video texturing.

simon

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From: "Javier Castellar" <javier@sixty.asd.sgi.com>
Message-Id: <9606191537.ZM8949@sixty.asd.sgi.com>
Date: Wed, 19 Jun 1996 15:37:37 -0700
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: gh@munich.sgi.com
Subject: Texture paging in iR with pf and ogl
Cc: info-performer@sgi.com, javier@sixty.asd.sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi,

	Following please find how to page textures in iR using performer.


Performer initialization for texture paging :
---------------------------------------------

    share->tex  = pfNewTex ( arena );

	/* PFTEX_SOURCE_IMAGE = source is in main memory        */
	/* PFTEX_SOURCE_FRAMEBUFFER = source is the framebuffer */
	/* PFTEX_SOURCE_VIDEO = source is Sirius live video     */
    pfTexLoadMode ( share->tex, PFTEX_LOAD_SOURCE, PFTEX_SOURCE_IMAGE);

	/* you should match the internal format with the external format */
	/* you could use GL_RGB10_EXT but since you need a fast paging 	 *
	/*  I recomend PFTEX_RGB_5 (five bits per component)		 */
    pfTexFormat   ( share->tex, PFTEX_INTERNAL_FORMAT	, PFTEX_RGB5 );
    pfTexFormat   ( share->tex, PFTEX_SUBLOAD_FORMAT	, PF_ON);
    pfTexFilter   ( share->tex, PFTEX_MINFILTER		, PFTEX_BILINEAR );
    pfTexFilter   ( share->tex, PFTEX_MAGFILTER	, PFTEX_BILINEAR );

    	/* Texture size warnning: padding to powers of two */
    pfTexImage    (share->tex , NULL, 3, textureSizeS, textureSizeT, 1);


Performer/OpenGL initialization draw callback (at initialization on FIRST
frame)
--------------------------------------------------------------------------------
[ You should make in on the Pre draw callback with other initializations ]

    if( share->first )
    {
	/* texture initialization (just in case) */
	/* this is the place in which the texture definition is being MADE */
	pfApplyTex(dist->tex);
    }

Performer/OpenGL POST draw callback (real time ... )
----------------------------------------------------
[It is in the POST draw callback in order to perform parallel paging while
the Raster Manager 6 is busy]

	pfSubloadTex( share->tex, PFTEX_IMAGE, (uint *) image
                    , 0, 0, 0, 0
                    , textureSizeS, textureSizeT);

If you change the image pointer per frame: you have a movie.


As far as I know the performer API works nicely (pfTexture::subload,
pfTexture::subloadLevel). pfSubloadTex is using internally glBindTextureEXT and
glTexSubImage2DEXT, glCopyTexSubImage2DEXT ... etc.

You have to convert the images to 5551 format (the main memory format) to match
the internal format and then save a lot of paging bandwidth. It is very easy.

Remember: all powers of two !!!!!!!!! My advice is to work in fields (60hz) of
512x256. Use izoom to perform the scan down. If they work in frames (30hz) I
may suggest 512x512. If they need more, you can use a 1kx1k texture and then
Subtexload only the video image. For subtexload in pieces you need to follow
paddings of 8 pixels in S and T.

Regards.

-Javier






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

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Subject: Re: Split screen X11 server
To: terence@systech.hinet.net (Terence Ker)
Date: Thu, 20 Jun 1996 14:29:03 +1000 (EST)
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In-Reply-To: <9605292141.AA12765@systech.hinet.net> from "Terence Ker" at May 29, 96 02:41:52 pm
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Content-Type: text
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.

This could be a little off beam, but you might want to look at virtual
window managers like fvwm which can cope with spreading a single window
across multiple (virtual) root windows - I don't know how or if it deals
with multiple physical displays.  It's available at:

	ftp://ftp.hpc.uh.edu/pub/fvwm

Some related URL's which might lead you to that which you seek are:

        http://www.cs.hmc.edu/~tkelly/docs/proj/fvwm.html
        http://www.ssc.com/~roland/fvwm/fvwm.html
        http://xenon.chem.uidaho.edu/~fvwm/
        http://namu19.gwdg.de/fvwm/fvwm.html
        http://mars.superlink.net/user/ekahler/fvwm.html

I believe that there is also commercial product that allows windows to
span across physical X11 DISPLAY's - much like the Mac but I can't
recall the details just now...

Hope this helps...

+----------------------------------------------------------------------------+
  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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Sender: norbert@paris.sgi.com
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Date: Thu, 20 Jun 1996 08:45:29 +0200
From: Norbert BIANCHIN <norbert@paris.sgi.com>
Organization: SILICON GRAPHICS SARL
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To: Chris Cederwall <ceder@pbi.net>
Cc: info-performer@sgi.com
Subject: Re: indigo2 impact problem
References: <9606191905.ZM3299@systech.hinet.net> 
		<9606191407.ZM22680@barney.reading.sgi.com> <9606191013.ZM15574@poser.pbi.net>
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Chris Cederwall wrote:
> 
> With respect to Indigo2 Impact machines out in the field.
> 
> I have a High Impact running with AllImpact Irix 5.3 and
>         Software patches: 1223, 1271, 1157  but NOT
>         kernel rollup patch 1268
> 
> and I am experiencing some consistent "mgras failures" It is my current
> belief that the crashes happen even in scenes with no textures. I am enclosing
> the Errors captured in the SYSLOG. My apologies to those less interested.
> 
> Almost all the addresses in SYSLOG file are the same every time I get a
> machine failure. Anybody with the same trouble?

Chris,


be carefull, you can have such message in SYSLOG if you have installed
performer_eoe 1.2.

Performer 1.2 doesn't understand MGRAS graphic hardware. If you are in
such a case you will find an error message in console saying that
performer use VGXT gfx board ....

For all MGRAS machine you have to install performer_eoe 2.0 with
compatibility dso module 

versions performer_eoe
I = Installed, R = Removed

   Name                 Date      Description

I  performer_eoe        12/18/95  Performer2.0 Execution Environment
I  performer_eoe.sw     12/18/95  Performer2.0 Execution Software
I  performer_eoe.sw.common_performer  12/18/95  Performer2.0
GL-independent
                                  DSOs
I  performer_eoe.sw.data  12/18/95  Performer2.0 Sample Data and Fonts
I  performer_eoe.sw.demo  12/18/95  Performer2.0 Demos
I  performer_eoe.sw.igl_performer  12/18/95  Performer2.0 IrisGL DSOs
I  performer_eoe.sw.ogl_performer  12/18/95  Performer2.0 OpenGL DSOs
I  performer_eoe.sw.performer1_2  12/18/95  Performer 1.2 Compatibility
DSOs


Good luck
Norbert
-- 
+--------------------------------------------------------------------+
| NN   NN BBBBBB            Name : Norbert BIANCHIN                  |
| NNN  NN BB   BB           Country ID : IFR-3400                    |
| NNNN NN BBBBBB            SGI Office Location : PARIS              |
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Date: Thu, 20 Jun 1996 10:23:14 -0600
From: Luz Marina Tinjaca <luz@aguirre.ing.unifi.it>
Subject: Inventor - libtk
To: info-performer@sgi.com
Cc: luz@aguirre.ing.unifi.it
Message-id: <9606201023.ZM13784@virtual>
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Status: O

Hi,

This isn't question of Performer , but I hop someone can help me.

I am using the function tkIdleFunc(void (*)(void)) of library libtk from
Open_GL in one program of  Open_Inventor , but i can compile it , because the
result of compilation says :

Unresolved:
tkIdleFunc


In the program I include :

 extern "C" {
   #include "/usr/share/src/OpenGL/libtk/tk.h"
 }



and in the  Makefile  I add the line :
LIBTK =/usr/share/src/OpenGL/libtk/libtk.aC

I test with : LIBTK =/usr/share/src/OpenGL/libtk/libtk.a with the same results.


Thanks in advance  ,



Luz


P.S. Please  can anyone say me  the e-mail from a list of Inventor ?

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

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

*********************************
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From: "brainval" <brainval@onyx.montesa.es>
Message-Id: <9606211343.ZM9533@onyx.montesa.es>
Date: Fri, 21 Jun 1996 13:43:19 -0700
Reply-To: brainval@ehome.encis.es
Organization: Brainstorm Multimedia
Department: Software Development
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To: info-performer@sgi.com
Subject: VideoTexture in Movietex.c.
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Status: O


Hi,

Thank You very much:
	Rob Jenkins,
	Anita Kishore
	Simon Hui.

Now i can compile the movietex.c program with the OpenGL, GLX extensions for
video.

BUT, it still not working !

We are working with an ONYX RE2, with a Sirius Board.
We have some programs texturing video:
	in IrisGL (like vidtotex.c),
	in Performer 1.2  with gl callbacks,
	in Performer 2.0 with his own functions but IRISGL define.

Now we are porting to OpenGL our main software and almost all works but not the
video texturing.

We were trying to compile the movietex.c program in OpenGL, but we didn't know
about PATCH 154 or PATCH 918. Now whith this patches installed, we can compile,
but nothing happens, the movietex window outputs a white poligon rotating, but
if we compile with IRISGL define the poligon has the video texture.

Investigating throught www.sgi.com we have found the "videotex.c v1.7" program.
We have compiled it and it works OK. It uses the GLX Video extensions and
OpenGL. This is why we think that our software configuration is OK.

Then we have two questions in mind.

What is wrong in the movietex.c program ?

If the Performer has some problems texturing video in OpenGL, should we use our
own OpenGL Callbacks, like we were doing in Performer 1.2 ?

Hector Viguer.
Brainstorm Multimedia.
Software Development.

-- 
brainval@ehome.encis.es

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From: "Daniela Rainer" <zrgr0390@visin1.rus.uni-stuttgart.de>
Message-Id: <9606201550.ZM7793@visin1.rus.uni-stuttgart.de>
Date: Thu, 20 Jun 1996 15:50:09 +0000
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Subject: Performer 2.01 eoe
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Status: O

Hi,

with the installation of IRIX 6.2 we got the Performer 2.01 eoe. Do I need a
new performer_dev or should they work together.

I asked because the pfuGLXWinopen call isn't working in IRIX 6.2 with the
Performer2.0 Development Software and the Performer2.0.1 Execution Environment.
I get the following error:

Core from signal SIGSEGV: Segmentation violation
gl_n_viewport(<stripped>) ["_viewport.c":71, 0x0f04b4f0]

Regards
Daniela

-- 
----------------------------------------------------------------------------
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rainer@rus.uni-stuttgart.de
Tel.: ++49-(0)711-685-5970
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From: Charles Grimsdale <chg@division.co.uk>
To: "'info-performer@sgi.com'" <info-performer@sgi.com>
Subject: DIVISION Support
Date: Thu, 20 Jun 1996 13:17:32 +-100
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Status: O

There has been a recent message from the Heinz Nixdorf Institute which =
raises the concern that that they have encountered problems getting a =
prompt response to technical questions about dVS from DIVISION's Bristol =
(UK) office. We are looking into this issue with all urgency.

I have received many letters from extremely satisfied customers, who =
quote DIVISION's level of support as a key strength, and so I am =
confident that this is an isolated incident.

It has been suggested that a user mailing list would be a good forum for =
many dVS and dVISE users to exchange ideas and to post questions. I =
think that this is an excellent idea, and DIVISION will shortly put such =
a mailing list in place.


Charles Grimsdale
(CEO)  DIVISION Group plc
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Date: Thu, 20 Jun 1996 10:47:17 -0400
From: seguin@vr2.engin.umich.edu (Ralph Seguin)
Message-Id: <199606201447.KAA09791@vr2.engin.umich.edu>
To: info-performer@sgi.com
Subject: Makefile VPATH problems/questions
Cc: seguin@vr2.engin.umich.edu
Status: O

Hi.  I'm sorry that this subject matter is totally unrelated to Performer
stuff (well, ok very slightly related, as it is a Performer based app :),
but I have posted to comp.sys.sgi.misc, comp.unix.questions and I've read
the man pages several times to no avail.

   I'm sure that I'm going to receive a sound thrashing for posting
unrelated material to this list :)
Apologies in advance.


Ok.  Here's the situation.  I have a directory structure as follows:


SomeProject/
   src/
      RCS/
      obj1.c++
      obj1.o
      obj2.c++
      obj2.o
      obj3.c++
      obj3.o

   seguin/
      RCS  -->  ../src/RCS
      obj2.c++   (I'm working on it, so it's newer than ../src/obj2.c++)


Ie, work directories parallel to the src dir.  Everything is RCSed
in src/RCS.  Work dirs should only contain those sources/headers that
are being currently modified.



I have my Makefile set up something like:

# Set up the VPATH so that we don't need much in our work dir.
# Just what we are working on.
VPATH=.:../src


OBJS=obj1.o obj2.o obj3.o

# Implicit productions
.c++.o:
	$(CCXX) $(CCXXOPTS) -c $<

.c.o:
	$(CC) $(CCOPTS) -c $<

# Build a library.
mylib.a: $(OBJS)
	$(AR) $(AROPTS) -cr $@ $(OBJS)


# Dependencies
obj1.o: obj1.c++

obj2.o: obj2.c++

obj3.o: obj3.c++






Soooooo... when I do a make, I want the following to happen:

   ac -cr mylib.a ../src/obj1.o obj2.o ../src/obj3.o

Ie, I want it to take stuff from ../src if it isn't in my work directory.
I used to use a version of make from UC Berkeley which did the trick fine
with the above VPATH statement.


If I use IRIX 5.3 make, I get:
   ac -cr mylib.a obj1.o obj2.o obj3.o



If I use GNU make, I get:
   ac -cr ../src/mylib.a obj1.o obj2.o obj3.o


If I use GNU make, and I put the following into the Makefile, in place of
the single VPATH macro assignment:
vpath %.c++ .:../src
vpath %.o .:../src
vpath %.h .:../src
vpath %.a

I get the same results as in the IRIX make.  Ie, 
   ac -cr mylib.a obj1.o obj2.o obj3.o




What am I doing wrong here?

Anybody know of or can give me a URL for the Berkeley make I'm talking about?

I've looked at the make man page a couple of times; I guess I'm just
not reading carefully enough or something...


Thanks.
-Ralph

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From: nancy@huntsville.sgi.com (Nancy Richardson)
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Date: Thu, 20 Jun 1996 10:15:14 -0500
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To: info-performer@sgi.com
Subject: Importing Inventor files into Performer
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Status: O

Hi,

I have a customer with a Hi Impact system running 5.3.  They want to
import Inventor files into Performer.  They are using Performer 1.2 and
Inventor 2.0.1 and are finding incompatibilities.

What advice can I share with them?

Thanks,
Nancy

-- 

===========================================================================
  Nancy Richardson                  | 
  Sales Representative              |    e-mail: nancy@huntsville.sgi.com
  Silicon Graphics, Inc.            |	 v-mail:           8454
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From: "Michael T. Jones" <mtj@babar.asd.sgi.com>
Message-Id: <9606200902.ZM26772@babar.asd.sgi.com>
Date: Thu, 20 Jun 1996 09:02:09 -0700
In-Reply-To: nancy@huntsville.sgi.com (Nancy Richardson)
        "Importing Inventor files into Performer" (Jun 20, 10:15am)
References: <9606201015.ZM22881@huntsville.sgi.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: nancy@sgihsv.huntsville.sgi.com, info-performer@sgi.com
Subject: Re: Importing Inventor files into Performer
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jun 20, 10:15am, Nancy Richardson wrote:
> Subject: Importing Inventor files into Performer
> Hi,
>
> I have a customer with a Hi Impact system running 5.3.  They want to
> import Inventor files into Performer.  They are using Performer 1.2 and
> Inventor 2.0.1 and are finding incompatibilities.
>
> What advice can I share with them?

convert the files to a different format, or
get a more recent Performer Inventor-file loader from sgi.com, or
upgrade to Performer 2.0 (november '95), or
upgrade to IRIX 6.2 (contains Performer "2.0.1" EOE), or
upgrade to InfiniteReality & Performer 2.1 (April '96), or
wait for the next Performer release this fall.

Michael

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To: INFO-PERFORMER@sgi.com
Subject: X11 keyboard events
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Status: O

Does anyone know where to find the ascii key definitions
used for intercepting the X11 key events using pfuGetEvents() ?
All the examples I have found that use this utility
are using a case statement with discrete integer values.
i.e. "27" is tested instead of ESCKEY.
- Brya 
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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9606200940.ZM5739@lee.electrogig.com>
Date: Thu, 20 Jun 1996 09:40:32 -0700
In-Reply-To: "brainval" <brainval@onyx.montesa.es>
        "VideoTexture in Movietex.c." (Jun 21,  1:43pm)
References: <9606211343.ZM9533@onyx.montesa.es>
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Subject: Re: VideoTexture in Movietex.c.
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Status: O


> If the Performer has some problems texturing video in OpenGL, should we use
our
> own OpenGL Callbacks, like we were doing in Performer 1.2 ?
>

We too experienced some problems at the begining, trying to get it to
work. But thanks to Simon Hui, we were able to make it work with his help.

Here is a sample code of doing video texturing in OpenGL using Performer
libpf library. Hope this helps.

-anita

-------------------------------------------------------------------------------
/*  File Name : lv.c */
/*********************/

#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include <getopt.h>

/* X Window includes */
#include <X11/X.h>
#include <X11/Xlib.h>

/* VL includes */
#include <vl/vl.h>
#include <vl/dev_sirius.h>


#define PF_CPLUSPLUS_API 0

#include <Performer/pf.h>

typedef struct lvStruct {
 Display       * Dsp;
 pfPipeWindow  * pw;
 pfGeoState    * gst;
 VLServer      vlServer;
 VLPath        vlPath;
} lvType, * lvHandle;


static int
VideoInit( lvHandle lvData, VLControlValue * vlSize,
                            VLControlValue * vlTiming,
                            VLControlValue * vlTexPack );
static void VideoExit(lvHandle lvData);
static void
setVideoTextureParameters( lvHandle lvData,
                           VLControlValue * vlSize,
                           VLControlValue * vlTiming,
                           VLControlValue * vlTexPack );
static int loadTextureMatrixCB(pfGeoState *gs, void *userData);
static int loadIDMatrixCB(pfGeoState *gs, void *userData);

pfGroup *MkScene();
pfGeoSet *MakeTexCube(void);
void channelDraw(pfChannel *chan, void *data);


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


/* setup parameters */
static int TexSource   = PFTEX_SOURCE_VIDEO;
static int glTexFormat = PFTEX_RGB_5; /* PFTEX_RGB_4, PFTEX_RGBA_8 */
static int TexComp     = 3;
static int interlace = 0;
static int dofields = 0;
static int isrealityengine = 1;

pfTexture **tex;

lvHandle lvData;
GLXVideoSourceSGIX videosource;

void
OpenPipeWin(pfPipeWindow *pw)
{
 VLControlValue vlSize, vlTiming, vlTexPack;
 pfOpenPWin(pw);
 VideoInit ( lvData, &vlSize, &vlTiming, &vlTexPack );
 setVideoTextureParameters( lvData, &vlSize, &vlTiming, &vlTexPack );
}

int
main(long argc, char *argv[])
{

    pfPipe          *p;
    pfChannel       *chan;
    pfScene         *scene;
    pfGroup         *root;
    pfCoord         view;

    void            *arena=NULL;

    pfInit();
    arena = pfGetSharedArena();
    tex = (pfTexture **) pfMalloc(sizeof(pfTexture *), arena);

    lvData = ( lvHandle )pfMalloc( sizeof ( lvType ), arena);

    pfMultiprocess ( PFMP_APPCULLDRAW );
    pfConfig();

    scene = pfNewScene();
    root = MkScene();
    pfAddChild(scene, root);

    p = pfGetPipe(0);
    lvData -> pw = pfNewPWin(p);

    pfPWinType( lvData -> pw, PFWIN_TYPE_X);
    pfPWinName( lvData -> pw, "Live Video");
    pfPWinOriginSize( lvData -> pw, 100, 100, 720, 486);

    lvData -> Dsp = pfGetCurWSConnection();

    pfPWinConfigFunc ( lvData -> pw, OpenPipeWin);
    pfConfigPWin     ( lvData -> pw);


    chan = pfNewChan(p);
    pfChanScene(chan, scene);
    pfChanNearFar(chan, 1.0f, 10000.0f);
    pfChanFOV(chan, 10.0f, -1.0f);
    pfSetVec3(view.hpr, 0, 0, 0);
    pfSetVec3(view.xyz, 0, -50, 0);
    pfChanView(chan, view.xyz, view.hpr);

    pfChanTravFunc(chan, PFTRAV_DRAW, channelDraw );

    /* set some basic formats for doing dynamic textures */
    //pfTexFormat(*tex, PFTEX_SUBLOAD_FORMAT, 1);

    while(TRUE)
    {
        pfSync();
        pfFrame();
    }

    VideoExit( lvData );
    pfExit();
    return 0;
}


void channelDraw(pfChannel *chan, void *data)
{
        int f;

        f = glXMakeCurrentReadSGI(lvData -> Dsp,
                                  pfGetPWinWSDrawable(lvData -> pw),
                                  videosource,
                                  pfGetPWinGLCxt(lvData -> pw));
        if (!f) printf("MakeCurrenRead failed in channelDraw()\n");
        pfClearChan(chan);
        pfLoadTex(*tex);
        pfDraw();
}

pfGroup *MkScene()
{

        pfGroup         *group;
        pfGeode         *cube;
        pfGeoSet        *coloredCube;

        group   = pfNewGroup();
        cube = pfNewGeode();
        coloredCube = MakeTexCube();
        pfAddGSet(cube, coloredCube);

        pfAddChild(group,cube);
        return group;

}

#define CUBE_SIZE               1.0f

pfGeoSet *MakeTexCube(void)
{

    pfGeoSet *gset;
    pfTexEnv *tenv;

    static pfVec3         verts[] ={{-CUBE_SIZE, 0, -CUBE_SIZE},
                                    { CUBE_SIZE, 0, -CUBE_SIZE},
                                    { CUBE_SIZE, 0,  CUBE_SIZE},
                                    {-CUBE_SIZE, 0,  CUBE_SIZE}};

    static ushort         vindex[] ={0, 1, 2, 3};      /* front */


    static pfVec3         norms[] ={{ 0.0f, -1.0f, 0.0f}};



    static ushort         nindex[] ={0};

    static pfVec2         tcoords[] ={{0.0f, 0.0f},
                                      {1.0f, 0.0f},
                                      {1.0f, 1.0f},
                                      {0.0f, 1.0f}};

    static ushort         tindex[] ={0, 1, 2, 3};


    gset = pfNewGSet(pfGetSharedArena());

    pfGSetAttr(gset, PFGS_COORD3, PFGS_PER_VERTEX, verts, vindex);
    pfGSetAttr(gset, PFGS_NORMAL3, PFGS_PER_PRIM, norms, nindex);
    pfGSetAttr(gset, PFGS_TEXCOORD2, PFGS_PER_VERTEX, tcoords, tindex);
    pfGSetPrimType(gset, PFGS_QUADS);
    pfGSetNumPrims(gset, 1);

    lvData -> gst = pfNewGState(pfGetSharedArena());
    pfGStateMode( lvData -> gst, PFSTATE_ENTEXTURE, 1);
    pfGSetGState(gset, lvData -> gst);

    *tex = pfNewTex(pfGetSharedArena());
    //pfLoadTexFile(*tex,
"/disk4/people/kishore/performer/data/smallGlobeDesat.rgb");
    /* set some basic formats for doing dynamic textures */
    pfTexFormat(*tex, PFTEX_SUBLOAD_FORMAT, 1);
    pfTexFilter(*tex, PFTEX_MINFILTER, PFTEX_BILINEAR);

    tenv = pfNewTEnv(pfGetSharedArena());
    //pfTEnvMode(tenv, PFTE_DECAL);
    pfGStateAttr(lvData -> gst, PFSTATE_TEXENV, tenv);
    pfGStateAttr(lvData -> gst, PFSTATE_TEXTURE, *tex);

    return gset;

}



static int
VideoInit( lvHandle lvData, VLControlValue * vlSize,
                            VLControlValue * vlTiming,
                            VLControlValue * vlTexPack )
{
 VLControlValue vlCaptureType;
 VLNode  vlSrc, vlDrn;
 int vlInSrc = VL_ANY, vlDevice = VL_ANY;
 fprintf ( stderr, "video init\n");
    /* open the server */
    if (!(lvData -> vlServer = vlOpenVideo(""))) {
        vlPerror("vlOpenVideo");
        fprintf(stderr, "couldn't open video server!\n");
        return 1;
    }

    /* Get the Video source */
    vlSrc = vlGetNode(lvData -> vlServer, VL_SRC, VL_VIDEO, vlInSrc);
    /* Get the Texture drain */
    vlDrn = vlGetNode(lvData -> vlServer, VL_DRN, VL_TEXTURE, 0);
    /* Create path   */
    lvData -> vlPath = vlCreatePath(lvData -> vlServer, vlDevice, vlSrc,
vlDrn);
    if (lvData -> vlPath < 0)
    {
        vlPerror("vlCreatePath");
        return -1;
    }

    /* setup path */
    if (vlSetupPaths(lvData -> vlServer, (VLPathList)&lvData ->
vlPath,1,VL_SHARE, VL_SHARE) < 0) {
        vlPerror("vlSetupPaths");
        return -1;
    }

    /* select the appropriate events */
    if (vlSelectEvents(lvData -> vlServer, lvData -> vlPath,
VLStreamPreemptedMask |
                            VLControlChangedMask ) < 0)
    {
        vlPerror("Select Events");
        return -1;
    }

#ifdef XXX
    if (isrealityengine) {
        if (dofields) {
            vlCaptureType.intVal = VL_CAPTURE_NONINTERLEAVED;
        } else {
            vlCaptureType.intVal = VL_CAPTURE_INTERLEAVED;
        }
        vlSetControl(lvData -> vlServer, lvData -> vlPath, vlDrn, VL_CAP_TYPE,
&vlCaptureType);
    }
#endif
 vlCaptureType.intVal = VL_CAPTURE_INTERLEAVED;
 vlSetControl(lvData -> vlServer, lvData -> vlPath, vlDrn, VL_CAP_TYPE,
&vlCaptureType);
 switch( glTexFormat )
  {
   case PFTEX_RGBA_4:
    vlTexPack -> intVal = SIR_TEX_PACK_RGBA_4;
    break;
   case PFTEX_RGB_5:
    vlTexPack -> intVal = SIR_TEX_PACK_RGB_5;
    break;
   case PFTEX_RGBA_8:
    vlTexPack -> intVal = SIR_TEX_PACK_RGBA_8;
    break;
   default:
    vlTexPack -> intVal = SIR_TEX_PACK_RGB_5;
    glTexFormat = PFTEX_RGB_5;
    break;
  }
/* Set the Texture packing mode */

 vlSetControl(lvData -> vlServer, lvData -> vlPath, vlDrn, VL_PACKING,
vlTexPack);

/* Get the timing from input source */
 vlGetControl(lvData -> vlServer, lvData -> vlPath, vlSrc, VL_TIMING,
vlTiming);
/* Set texture drain's timing to input source */
 vlSetControl(lvData -> vlServer, lvData -> vlPath, vlDrn, VL_TIMING,
vlTiming);

/* Get corresponding size */
 vlGetControl(lvData -> vlServer, lvData -> vlPath, vlSrc, VL_SIZE, vlSize);

 fprintf ( stderr, "vl stuff done, now doing OpenGL\n");
#ifndef IRISGL /* OPENGL */
    {
        int f;
        pfWSDrawable drawable;
        pfGLContext  context;

        const char *gl_extensions;
        int has_interlace;

        videosource = glXCreateGLXVideoSourceSGIX(lvData -> Dsp, 0 /* screen
*/,
                                                  lvData -> vlServer, lvData ->
vlPath, VL_TEXTURE,
                                                  vlDrn);
        if (videosource == None) {
            fprintf(stderr, "can't create video source\n");
            exit(EXIT_FAILURE);
        }
        else
         fprintf ( stderr, "video source ok\n");
        drawable = pfGetPWinWSDrawable( lvData -> pw);
        context  = pfGetPWinGLCxt( lvData -> pw) ;
        fprintf ( stderr, "drawable %x context %x\n", drawable, context );
        f = glXMakeCurrentReadSGI( lvData -> Dsp, pfGetPWinWSDrawable(lvData ->
pw), videosource,
                              pfGetPWinGLCxt(lvData -> pw));
        fprintf ( stderr, "f = %d\n", f );
#ifdef XXX
        if (interlace) {
            gl_extensions = glGetString(GL_EXTENSIONS);
            if (!gl_extensions) {
                fprintf(stderr, "can't get GL_EXTENSIONS\n");
            }
            has_interlace = strstr((const char *) gl_extensions,
                                   "GL_SGIX_interlace") != NULL;
            glEnable(GL_INTERLACE_SGIX);
            if (!has_interlace || !glIsEnabled(GL_INTERLACE_SGIX)) {
                fprintf(stderr, "can't enable interlace extension\n");
                exit(EXIT_FAILURE);
            }
        }
#endif
    }
#endif
 fprintf ( stderr, "video init done\n" );
    return 0;
}


static void
setVideoTextureParameters( lvHandle lvData,
                           VLControlValue * vlSize,
                           VLControlValue * vlTiming,
                           VLControlValue * vlTexPack )

{
 pfMatrix *tmat;
 float s_scale, t_scale;
 int vlTexWidth, vlTexHeight;


 fprintf ( stderr, "video init %d %d %x %d\n", isrealityengine, TexComp,
glTexFormat, interlace );
    if ((vlTiming -> intVal == VL_TIMING_525_SQ_PIX)
     || (vlTiming -> intVal == VL_TIMING_525_CCIR601)) {
        vlTexWidth = 1024;
        vlTexHeight = 512;
    } else {
        vlTexWidth = 1024;
        vlTexHeight = 1024;
    }
    /* create texture matrix for scaling texcoords to valid part of texture */
    tmat = (pfMatrix*) pfCalloc(sizeof(pfMatrix), 1, pfGetSharedArena() );
    pfMakeIdentMat(*tmat);
    s_scale = vlSize -> xyVal.x / (float) vlTexWidth;
    t_scale = vlSize -> xyVal.y / (float) vlTexHeight;
    (*tmat)[0][0] =  s_scale;
    (*tmat)[1][1] = -t_scale;   /* invert in y because of video origin */
    (*tmat)[3][1] =  t_scale;   /* this is really a translate */
    /* gset callbacks to manage texture matrix - put matrix in userData */
    pfGStateFuncs( lvData -> gst, loadTextureMatrixCB, loadIDMatrixCB, tmat);

    if (dofields) {
        pfTexImage(*tex, NULL, TexComp, vlTexWidth, vlTexHeight/2, 1);
        if (isrealityengine) {
            pfTexLoadSize(*tex, 768, vlSize -> xyVal.y/2);
        } else {
            pfTexLoadSize(*tex, vlSize -> xyVal.x, vlSize -> xyVal.y/2);
        }
    } else {
        pfTexImage(*tex, NULL, TexComp, vlTexWidth, vlTexHeight, 1);
        if (isrealityengine) {
            pfTexLoadSize(*tex, 768, vlSize -> xyVal.y);
        } else {
            pfTexLoadSize(*tex, vlSize -> xyVal.x, vlSize -> xyVal.y);
        }
    }
    /* specify the texture format, this is the default */
 pfTexFormat   ( *tex, PFTEX_INTERNAL_FORMAT, glTexFormat );
 pfTexLoadMode ( *tex, PFTEX_LOAD_SOURCE, PFTEX_SOURCE_VIDEO );
}


static void
VideoExit( lvHandle lvData )
{
 vlEndTransfer (lvData -> vlServer, lvData -> vlPath);
 vlDestroyPath (lvData -> vlServer, lvData -> vlPath);
 vlCloseVideo  (lvData -> vlServer);
 exit(0);
}

/* callback to load texture matrix to invert the video image */
static int
loadTextureMatrixCB(pfGeoState *gs, void *userData)
{
    pfMatrix *tmat = (pfMatrix *)(userData);

/*
    int i,j;
    for ( i =0; i < 4; i++, fprintf ( stderr,"\n") )
    for ( j =0; j < 4; j++ )
     fprintf ( stderr, "%f ", (*tmat)[i][j] );
    fprintf ( stderr, "loadTextureMatrixCB %x\n", tmat);
*/
#ifdef IRISGL
    mmode(MTEXTURE);
    pfLoadMatrix(*tmat);
    mmode(MVIEWING);
#else
    glMatrixMode(GL_TEXTURE);
    pfLoadMatrix(*tmat);
    glMatrixMode(GL_MODELVIEW);
#endif

    return 0;
}

static int
loadIDMatrixCB(pfGeoState *gs, void *userData)
{
#ifdef IRISGL
    mmode(MTEXTURE);
    pfLoadMatrix(idmat);
    mmode(MVIEWING);
#else
    glMatrixMode(GL_TEXTURE);
    pfLoadMatrix(idmat);
    glMatrixMode(GL_MODELVIEW);
#endif
    return 0;
}

--------------------------------------------------------------------------------
makefile:


SHELL   = /bin/sh

#-- provide a list of alternate locations for file searches
UNIQUE  = .

#-- alternate locatins for included files
INCLUDE = \
        -I${UNIQUE} \
        -I/usr/include/Performer

#SRCLIBOPT=_igl
SRCLIBOPT=_ogl

PERFORMER = \
        -lpfdu${SRCLIBOPT} \
        -lpfutil${SRCLIBOPT} \
        -lpf${SRCLIBOPT}


#-- IRIX 4.x uses shared gl {gl_s} library {System-V Make lacks #if
movietex.cs}#LIBGL1 = -lgl
LIBGL1  = -lGL

LIBGL2  = ${LIBGL1:.4=_s}
LIBGL   = ${LIBGL2:.5=}

SYSTEM = \
        -lInventor \
        -lmpc \
        -lvl \
        -limage \
        -lfm \
        ${LIBGL} \
        -lX11 \
        -lm \
        -lfpe \
        -lC

LIBRARIES = \
        ${PERFORMER} ${SYSTEM}

#-- select c-compiler options
CFLAGS  = -xansi -g -D__STDC__ ${INCLUDE} ${COPT} -DPF_C_API=1 \
                 -DPF_CPLUSPLUS_API=0 \
                 -DPF_MAJOR_VERSION=2 -Xcpluscomm
#-DIRISGL

#-- base name of program
TARGET  = lv

#-- object files from which target built {some are in the common directory}
OBJECTS = \
        lv.o


${TARGET}: ${OBJECTS}
        ${CC} ${CFLAGS} -o $@ ${OBJECTS} ${LIBRARIES}

#-- objects are built from either unique or common files
lv.o:   ${UNIQUE}/lv.c
        ${CC} ${CFLAGS} -c lv.c -o $@

clean :
        rm -f lv lv.o

--------------------------------------------------------------------------------
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Subject: Problems in Pick
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Status: O

Hi everybody.
	I'm having a few problems in identifying the object after a pick. 
	I use Performer 2.0 and I looked at the code in pick.c which is in
/src/pguide/libpfui directory. This example works fine but the name of
the picked objects  returned by the pick functions is always NULL.
Shouldn't it return the name of the loaded file (eg. "esprit.flt")?

	I think that in my application the problem is the same, even though
some objects belonging to the scene don't get picked (instead, the
groung is).
	
	Please help...
					Nuno e Filipe
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	 id LAA14401; Thu, 20 Jun 1996 11:35:24 -0700
From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9606201135.ZM14399@rose.asd.sgi.com>
Date: Thu, 20 Jun 1996 11:35:24 -0700
In-Reply-To: "Daniela Rainer" <zrgr0390@visin1.rus.uni-stuttgart.de>
        "Performer 2.01 eoe" (Jun 20,  3:50pm)
References: <9606201550.ZM7793@visin1.rus.uni-stuttgart.de>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: rainer@rus.uni-stuttgart.de, info-performer@sgi.com
Subject: Re: Performer 2.01 eoe
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

+>---- On Jun 20,  3:50pm, Daniela Rainer wrote:
> Subject: Performer 2.01 eoe
->
->Hi,
->
->with the installation of IRIX 6.2 we got the Performer 2.01 eoe. Do I need a
->new performer_dev or should they work together.

Perfomrer2.0.1 eoe is binary compatible with 2.0 and has some bug fixes.
For example, the STEREO window configuration but that made you
go to pfuGLXWinopen in the first place should now be fixed.

->
->I asked because the pfuGLXWinopen call isn't working in IRIX 6.2 with the
->Performer2.0 Development Software and the Performer2.0.1 Execution Environment.
->I get the following error:
->
->Core from signal SIGSEGV: Segmentation violation
->gl_n_viewport(<stripped>) ["_viewport.c":71, 0x0f04b4f0]

This is surprising/interesting. Could I get a stack trace, and/or even better
do you have a version you could send me?


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: "Matt Cleland" <cleland@labrador.stlouis.sgi.com>
Message-Id: <9606201703.ZM4540@labrador.stlouis.sgi.com>
Date: Thu, 20 Jun 1996 17:03:35 -0500
In-Reply-To: wasileskib@adadv1.mdc.com
        "X11 keyboard events" (Jun 20, 11:15am)
References: <96062011154657@adadv1.mdc.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: wasileskib@adadv1.mdc.com
Subject: Re: X11 keyboard events
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

How about:

/usr/include/X11/keysym.h  which includes
/usr/include/X11/keysymdef.h

Looks like all the X keysyms are defined there, and they appear to be "cleverly
mapped to ASCII" per the comments.


On Jun 20, 11:15am, wasileskib@adadv1.mdc.com wrote:
> Subject: X11 keyboard events
> Does anyone know where to find the ascii key definitions
> used for intercepting the X11 key events using pfuGetEvents() ?
> All the examples I have found that use this utility
> are using a case statement with discrete integer values.
> i.e. "27" is tested instead of ESCKEY.
> - Brya
> =======================================================================
> 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 wasileskib@adadv1.mdc.com



--
	Matt Cleland 			email:  cleland@sgi.com
	Systems Engineer		vmail: (800) 326-1020 ext: 57756
	Silicon Graphics, Inc.		  tel: (314) 213-7000
	One CityPlace Drive, Suite 250	  fax: (314) 432-7806
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To: robj@barney.reading.sgi.com, info-performer@sgi.com
Subject: IRIS6.2 on impact
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Status: O

To:robj
Hi Rob:
Thanks for your information about impact under IRIS5.3.I got thoes patches and
install in my system,it seems more stable now.I tried install IRIS6.2 in my
maximun impact,but I found in such O/S the machine is worse than IRIS5.3.Please
inform me how to install IRIS6.2 in impact machine correctly.
Anyone has successful experience in IRIS6.2 on impact is welcome!

Thanks for your kindness!


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Subject: Problems in pick again
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Hi. 

	In the sample file pick.c, the XY coordinates of the pick are displayed
whenever tthe pick hits no object at all. 
	However, in my application, these coordinates are always displayed as
0,0.
	Does anyone know why this happens?

	Thank you.
					Nuno e Filipe
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To: brainval@ehome.encis.es
Cc: info-performer@sgi.com, shui@kid.asd.sgi.com
Subject: Re: VideoTexture in Movietex.c. 
In-Reply-To: Your message of "Fri, 21 Jun 96 13:43:19 PDT."
             <9606211343.ZM9533@onyx.montesa.es> 
Date: Fri, 21 Jun 96 04:56:24 -0700
From: Simon Hui <shui@kid.asd.sgi.com>
Status: O


> From:    "brainval" <brainval@onyx.montesa.es>
> Subject: VideoTexture in Movietex.c.
>
> Now i can compile the movietex.c program with the OpenGL, GLX extensions
> for video.  BUT, it still not working !

I was so focused on the issue of needing the patch when I responded to 
your mail, that I forgot to note that you would have to load the video
to texture yourself in a callback, because you are on an RE.  Sorry about 
the confusion.

Here is a summary of the combinations of graphics hardware, IRIX, and 
IrisGL/OpenGL that Performer supports video texturing on, and whether 
Performer can load the video to texture for you, or if you have to load 
it yourself within a callback (RE = RealityEngine, IR = InfiniteReality):

IrisGL
------

RE: IRIX 5.3

	Performer 1.2   - use your own callback
	Performer 2.0	- use your own callback, or Performer
	Performer 2.0.1 - use your own callback, or Performer
	Performer 2.*** - use your own callback, or Performer

IR: IRIX 6.2

	video texturing not supported

OpenGL
------

RE: IRIX 5.3
	
	video texturing not supported

RE: IRIX 5.3 with patch 154 or 918

    	Performer 2.0 	- use your own callback
	Performer 2.0.1 - use your own callback
	Performer 2.*** - use your own callback, or Performer

IR: IRIX 6.2

	Performer 2.1   - use your own callback, or Performer
	
Where 2.*** denotes an upcoming patch that has yet to be released.

As you can see, in your case, since you have an RE (or RE2), you will 
need use a callback; when the patch is released you can have Performer
do the loading for you.

Please note that 5.3 with patch 154 or 918 is intended for development
only; they are not intended for deployment.

> Investigating throught www.sgi.com we have found the "videotex.c v1.7"
> program.

Yes, that is an example of how to do video texturing under OpenGL; you 
can use that example if you are using a callback.

simon

simon w. hui                                              iris performer
shui@sgi.com                                        advanced systems div
415.933.3244                                        silicon graphics inc

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From: wasileskib@adadv1.mdc.com
Date: Fri, 21 Jun 1996 09:51:35 -0500
Message-Id: <96062109513525@adadv1.mdc.com>
To: IRIS-PERFORMER@sgi.com
Subject: 2.1 glich
X-VMS-To: IRIS-PERFORMER@SGI.COM
Status: O

I have just encountered what appears to be a bug in
Perf. 2.1 . I have some code that was written on a RE2 that uses
pfQuerySys() to obtain system hardware information. I get
information such as number of processors, max&min screen
X and Y dimensions, etc. One the RE2 the, this function work 
fine, however, I get a runtime link error on the RE3. This is
the message:
  rld Fatal Error: attempted access to unresolveable symbol:
  XSGIvcQueryChannelInfo.

has anyone experienced this? Answer/solution? Thanks.

- Bryan J. Wasileski
  McDonnell Douglas Training Systems
  wasileskib@adadv1.mdc.com

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Date: Fri, 21 Jun 1996 11:48:12 -0400
From: nicolas@cae.ca (Nicolas Gauvin)
Message-Id: <199606211548.LAA07381@osprey.cae.ca>
To: info-performer@sgi.com
Subject: pfTexture::getImage format with OpenGL?
Status: O


I would like to know how the texture array returned by pfTexture::getImage 
is stored when compiled with OpenGL. I know that the components are
reversed (RGBA instead of ABGR in IRISGL) but is the array byte packed
the same way as IRISGL? 

In the case of IRISGL I understand that Performer store the array  
of 8 bits components like this:

for 1 component:

0 1 2 3
-------
I I I x
I I I x
I I I x 

for 2 components:

0 1 2 3
-------
A I A I
A I x x
A I A I

for 3 components:

0 1 2 3
-------
B G R B
G R B G 
R x x x 

for 4 components:

0 1 2 3
-------
A B G R
A B G R




Nicolas Gauvin			CAE Electronics Ltd., 8585 Cote De Liesse
Software Developer 		Saint-Laurent, Quebec, Canada, H4L-4X4
3-D Graphics Applications	tel: +1 514 341 2000 extension 2275
nicolas@cae.ca			fax: +1 514 340 5496
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From: "Remi Arnaud" <remi@remi.asd.sgi.com>
Message-Id: <9606211222.ZM19998@remi.asd.sgi.com>
Date: Fri, 21 Jun 1996 12:22:56 -0700
In-Reply-To: nicolas@cae.ca (Nicolas Gauvin)
        "pfTexture::getImage format with OpenGL?" (Jun 21, 11:48am)
References: <199606211548.LAA07381@osprey.cae.ca>
X-Face: #u?+;>p{-Ci})Ft+l6j@MS8ff>3#392Sq^]=)^Y8lB#9eb~aI26hmrSMC(/4$76Y3H16cujkD,ajsB:J"Jm7~/Xg"{KutuwfAN.L5JlSnlRu9#{b?EhRYXM6=-wA[?4wr0$ix<Afi$-b=<Y:F6d`D0s*E`No@|8Q_\%(l!`3,~BiG;W:LzR"VgyEC9;v(;
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: nicolas@cae.ca (Nicolas Gauvin), info-performer@sgi.com
Subject: Re: pfTexture::getImage format with OpenGL?
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

man glDrawPixels will give you the answer.

 -- 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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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9606211312.ZM18884@rose.asd.sgi.com>
Date: Fri, 21 Jun 1996 13:12:34 -0700
In-Reply-To: wasileskib@adadv1.mdc.com
        "2.1 glich" (Jun 21,  9:51am)
References: <96062109513525@adadv1.mdc.com>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: wasileskib@adadv1.mdc.com, IRIS-PERFORMER@sgi.com
Subject: Re: 2.1 glich
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

+>---- On Jun 21,  9:51am, wasileskib@adadv1.mdc.com wrote:
> Subject: 2.1 glich
->
->I have just encountered what appears to be a bug in
->Perf. 2.1 . I have some code that was written on a RE2 that uses
->pfQuerySys() to obtain system hardware information. I get
->information such as number of processors, max&min screen
->X and Y dimensions, etc. One the RE2 the, this function work 
->fine, however, I get a runtime link error on the RE3. This is
->the message:
->  rld Fatal Error: attempted access to unresolveable symbol:
->  XSGIvcQueryChannelInfo.


Are you linking statically?
Add -lXsgivc to your library list on your line.
Sorry, somehow this missed the release notes.


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: "Tawfek Mukhtar" <tawfek@media1.rndtm.com.my>
Message-Id: <9606221132.ZM1393@media1.rndtm.com.my>
Date: Sat, 22 Jun 1996 11:32:14 -0700
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To: info-performer@sgi.com
Subject: Incorporating Sound and Animated texture
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi,
Has anyone ever tries to incorporate sound and animated texture into their
scene. Actually what I want to do is to create a walk through inside a proposed
theatre so to make it realistic i would like to incorporate short movie (I
think by changing  the texture (with a series of images)in a callback draw
function) and sound ( with attenuation varies with distance). I am still new in
Performer and wish that I can show you my code ( + model) so that any mistake
can be pointed out but my company contract with the client does not allow me to
do so.
Can anyone show me any QD (quick and dirty) code that I can improvise ?

As for incorporating sound with the database I think using  Vega is the other
alternative but still I'd like to know how to do it in Performer and (if
neccessary ) what equipment to buy.

Thanks for any reply.
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9606221408.ZM9934@bitch.reading.sgi.com>
Date: Sat, 22 Jun 1996 14:08:48 +0100
In-Reply-To: "Tawfek Mukhtar" <tawfek@media1.rndtm.com.my>
        "Incorporating Sound and Animated texture" (Jun 22, 11:32am)
References: <9606221132.ZM1393@media1.rndtm.com.my>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: "Tawfek Mukhtar" <tawfek@media1.rndtm.com.my>, info-performer@sgi.com
Subject: Re: Incorporating Sound and Animated texture
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

This Performer 2.0 code loads an animated sequence of images first time in
and draws them on a polygon in sequence, sustaining the last image and
fading it out. This function must be called from the draw process every
frame. The download is performed last in the hope of realising some
performance gain.

Call init explosion before pfConfig and start & position the animation by
writing to this structure from the app. You can worry about frame latencies
if that's important with your application.

The key to this is using the performer image loading, obtaining the
image data array from this and using pfTexLoadImage then pfLoadTex
to select a new image from the animation.

This code doesn't bother about a matching internal & external rgba4 format
so it could be better.

Ignore the bilboarding stuff on the geometry, this is for a fixed eyepoint.

There's a part #ifdef'd out which can be used where reloading the image
doesn't work.

On the audio front you can use the audio library to add sound to your
application, performer doesn't help. On an Onyx you can buy the ASO
(audio serial option) which will add sound capability. On low end systems
you have sound build in. The audio library should work with them all.

A package like audioworks 2 will allow you to build an audio scene graph
which mirrors what you are doing in performer, making your life easier.
You will also be able to drive other external sound devices for improved
quality & spatialised sound.

Rgds,
Angus.

typedef struct Exp_data {
  int type; /* what type of explosion, 0 = none */
  int frame; /* what image frame are we on */
  int first; /* first time in for explosion info */
  float alpha; /* explosion opacity */
  double start_time; /* the explosion start time */
  double current_time; /* the current time */
  pfVec3 c1; /* explosion polygon coordinates */
  pfVec3 c2; /* explosion polygon coordinates */
  pfVec3 c3; /* explosion polygon coordinates */
  pfVec3 c4; /* explosion polygon coordinates */
} Exp_data;

Exp_data *the_explosion;

void init_explosion( void )
{
  the_explosion = pfMalloc(sizeof(Exp_data), pfGetSharedArena());
  the_explosion->type = 0;
}

void draw_explosion( pfChannel *chan )
{
  static short first = TRUE;
  static pfTexture *(animTex[32]);
  static uint *(imgarrays[32]);
  static pfTexture *Anim_Texture;
  static pfTexEnv *animTEnv1;
  char *ext;
  char fname[180];
  int i, dum, old_frame;
  float fx, fy, fz;
  int First = FALSE;


  if(first) /* first time in load the textures */
  {
    first = FALSE;
    /* create a texture environment */
    animTEnv1 = pfNewTEnv(NULL);
    for(i=0; i<NUMFRAMES; i++)
    {
      if(Visual_Mode == VISUAL_TI)
        ext = "inta";
      else
        ext = "rgba";
      animTex[i] = pfNewTex(NULL);
      if(i < 9)
        sprintf(fname, "Animation/sa0%d.%s", i+1, ext);
      else
        sprintf(fname, "Animation/sa%2d.%s", i+1, ext);
      pfLoadTexFile(animTex[i], fname);
      pfGetTexImage(animTex[i], &(imgarrays[i]), &dum, &dum, &dum, &dum);
    }

    /* set the first texture to animate */
    Anim_Texture = animTex[0];
    pfTexFilter(Anim_Texture, PFTEX_MAGFILTER, PFTEX_BILINEAR);
    pfTexFilter(Anim_Texture, PFTEX_MINFILTER, PFTEX_POINT);
    /* want to animate the first one */
    pfTexFormat(Anim_Texture, PFTEX_SUBLOAD_FORMAT, PF_ON);
    pfTexRepeat(Anim_Texture, PFTEX_WRAP, PFTEX_CLAMP);
    pfTexLoadImage(Anim_Texture, imgarrays[0]);
    pfFormatTex(Anim_Texture);
    pfLoadTex(Anim_Texture);
  }


  if(the_explosion->type)
  {

    if(the_explosion->first) /* do all timing in draw */
    {
      the_explosion->first = FALSE;
      the_explosion->current_time = the_explosion->start_time = pfGetTime();
      /* return after first frame, were downloading after the draw to
        save waiting on graphics so the load can take place for 'free'
        I hope. This means were one frame latent, we already have the
        first frame loaded so we don't need to load it, equally I don't
        want to draw it because the download for any given frame is
        performed on the previous frames timing information */
      First = TRUE;
    }

    if(the_explosion->type && !First)
    {
      pfTransparency(PFTR_FAST);

      pfDisable(PFEN_LIGHTING);

      if(the_explosion->type)
      {
        if(Visual_Mode == VISUAL_TI)
          glColor4f(0.5f, 0.5f, 0.5f, the_explosion->alpha);
        else
          glColor4f(1.0f, 1.0f, 1.0f, the_explosion->alpha);
        pfEnable(PFEN_TEXTURE);
        pfApplyTEnv(animTEnv1);

        /* apply the animated texture */
        pfApplyTex(Anim_Texture);
#if 0
        /* quick hack for low end rendering */
        if(the_explosion->frame < NUMFRAMES)
          pfApplyTex(animTex[the_explosion->frame]);
        else
          pfApplyTex(animTex[NUMFRAMES -1]);
#endif

        /* draw textured polygon */
        glBegin(GL_TRIANGLE_STRIP);
            glTexCoord2f(0.0f, 0.0f);
            glVertex3fv(the_explosion->c1);
            glTexCoord2f(1.0f, 0.0f);
            glVertex3fv(the_explosion->c2);
            glTexCoord2f(0.0f, 1.0f);
            glVertex3fv(the_explosion->c3);
            glTexCoord2f(1.0f, 1.0f);
            glVertex3fv(the_explosion->c4);
        glEnd();
        pfDisable(PFEN_TEXTURE);
        pfTransparency(PFTR_OFF);


        old_frame = the_explosion->frame;
        the_explosion->current_time = pfGetTime();
        /* determine the next frame based on timing */
        the_explosion->frame = (int) (SPEED * (the_explosion->current_time -
                                      the_explosion->start_time) );
        if(the_explosion->current_time < the_explosion->start_time)
        { /* stop the explosion */
          the_explosion->type = 0;
          /* start loading the first frame for the next explosion */
          pfTexLoadImage(Anim_Texture, imgarrays[0]);
          pfLoadTex(Anim_Texture);
        }
        else if (the_explosion->frame > (NUMFRAMES -1))
        { /* fade the opacity over a few frames don't bother with clock */
          the_explosion->alpha -= .05;
          if (the_explosion->alpha < 0.02f)
          { /* stop the explosion */
            the_explosion->type = 0;
            /* start loading the first frame for the next explosion */
            pfTexLoadImage(Anim_Texture, imgarrays[0]);
            pfLoadTex(Anim_Texture);
          }
        }
        else if ( the_explosion->frame != old_frame)
        { /* start loading the next frame */
          pfTexLoadImage(Anim_Texture, imgarrays[the_explosion->frame]);
          pfLoadTex(Anim_Texture);
        }
      }
    }
  }
}

On Jun 22, 11:32am, Tawfek Mukhtar wrote:
> Subject: Incorporating Sound and Animated texture
> Hi,
> Has anyone ever tries to incorporate sound and animated texture into their
> scene. Actually what I want to do is to create a walk through inside a
proposed
> theatre so to make it realistic i would like to incorporate short movie (I
> think by changing  the texture (with a series of images)in a callback draw
> function) and sound ( with attenuation varies with distance). I am still new
in
> Performer and wish that I can show you my code ( + model) so that any mistake
> can be pointed out but my company contract with the client does not allow me
to
> do so.
> Can anyone show me any QD (quick and dirty) code that I can improvise ?
>
> As for incorporating sound with the database I think using  Vega is the other
> alternative but still I'd like to know how to do it in Performer and (if
> neccessary ) what equipment to buy.
>
> Thanks for any reply.
> =======================================================================
> 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 Tawfek Mukhtar



-- 
Angus Dorbie,
Software Development Manager,
The Reality Centre,
Silicon Graphics Ltd, UK
dorbie@reading.sgi.com
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Message-ID: <Eln1j7Vz00015xb1F1@immersive.lcs.mit.edu>
Date: Sat, 22 Jun 1996 12:13:59 -0400 (EDT)
From: "Eric A. Brittain" <ericb@immersive.lcs.mit.edu>
To: info-performer@sgi.com
Subject: Occulsion Culling
Status: O

Is there anyway to use occulusion culling in Performer?  I have a
polygon based occulusion algorithm which culls individual polygons
of an object based on occulders blocking the culled polygon view
from the eye point.

I ask this question because from what I've seen, Performer's culling
capabilities are useful in culling subtrees during traversal but not
individual polygons  of a geoset.   Am I missing a point here?

Eric


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Date: Sun, 23 Jun 1996 14:51:34 +0800 (HKT)
From: David Chan <tfchan@cs.cuhk.hk>
To: info-performer <info-performer@sgi.com>
Subject: showcase and performer
Message-ID: <Pine.SGI.3.91.960623144157.3804A-100000@sgi20>
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Status: O

Hi,
	Does any one try to use showcase 3.3.3 to build 3D models, then save it 
as 3D inventor format, and then load the inventor format (v1.0) to 
perfly, where perfly is the new one: using the newest inventor loader for 
performer 1.2. 
	The problem is: 
	the models after been loaded to perfly, and using the drive mode, 
the model(e.g a cube) can be pass through.
	I have try to use indowngrade to change the file to inventor vesion 
2 format, but the problem is still exist. 
	And when i load other inventor format file not created from 
showcase, the model can't be pass through, why? 
	And how can i use showcase to creat 3D models, which can't be pass 
thourgh  in performer.
	Thanks for any hints and ideas. 

	tfchan@cs.cuhk.hk
	David


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Date: Sun, 23 Jun 1996 07:10:34 -0700
From: mtj@babar.asd.sgi.com (Michael T. Jones)
Message-Id: <199606231410.HAA03764@babar.asd.sgi.com>
To: info-performer@sgi.com
Subject: re: Occulsion Culling
Status: O

Eric Brittain asks:

|Is there anyway to use occulusion culling in Performer?  I have a
|polygon based occulusion algorithm which culls individual polygons
|of an object based on occulders blocking the culled polygon view
|from the eye point.
|
|I ask this question because from what I've seen, Performer's culling
|capabilities are useful in culling subtrees during traversal but not
|individual polygons  of a geoset.   Am I missing a point here?

IRIS Performer traversals treat pfGeoSets as atomic units. The cull
traversal tests node bounding spheres and geoset bounding boxes with
the channel's viewing frustum; the intersection traversal tests rays
with these spheres and boxes as well. In each case once a pfGeoSet is
"in" the entire thing is processed: all primitives rendered and all
primitives are intersection tested.

Also, the only culling Performer does is for "inclusion" in the view
frustum -- no object-to-object occlusion relationships are evaluated
by Performer. This is not to suggest that such important computations
can not be implemented in the performer context. Several interesting
approaches have been seen to date and at least one has been made 
available here on the mailing list. (These have been object-object
though, and not object-polygon or polygon-polygon as you mention).

Michael Jones

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

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From guest  Sun Jun 23 07:25:25 1996
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Date: Sun, 23 Jun 1996 07:23:48 -0700
From: mtj@babar.asd.sgi.com (Michael T. Jones)
Message-Id: <199606231423.HAA03794@babar.asd.sgi.com>
To: info-performer@sgi.com
Subject: 1996 IMAGE Conference Update
Status: O

A month ago I sent out email announcing the course we'll be presenting
at next week's IMAGE Society conference in Scottsdale Arizona.  The
IMAGE society is an excellent source of visual simulation information
and is discussed in the IRIS Performer Programming Guide. In case you
plan to attend IMAGE 96 but forgot about the course, the details are
presented at the end of this email.

It should be a good week, with papers, panels, the infamous Friends of 
Performer, and Course Y.

We hope to see you there!

Michael Jones


  --- 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 guest  Sun Jun 23 07:38:35 1996
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	 id KAA08077; Sun, 23 Jun 1996 10:28:40 -0400
From: "Bernard Leclerc" <bleclerc@cae.ca>
Message-Id: <9606231028.ZM8075@eagle.cae.ca>
Date: Sun, 23 Jun 1996 10:28:35 -0400
In-Reply-To: "Tawfek Mukhtar" <tawfek@media1.rndtm.com.my>
        "Incorporating Sound and Animated texture" (Jun 22, 11:32am)
References: <9606221132.ZM1393@media1.rndtm.com.my>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Tawfek Mukhtar" <tawfek@media1.rndtm.com.my>, info-performer@sgi.com
Subject: Re: Incorporating Sound and Animated texture
Mime-Version: 1.0
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On Jun 22, 11:32am, Tawfek Mukhtar wrote:

> As for incorporating sound with the database I think using  Vega is the other
> alternative but still I'd like to know how to do it in Performer and (if
> neccessary ) what equipment to buy.

Since you mentionned Vega from Paradigm Simulation Inc., you could also use
directly their other product, AudioWorks. I've successfully used it in a visual
simulation 3 years ago. They can provide you with the software as well as the
audio hardware.

I suggest you take a look at their Web site: http://www.paradigmsim.com

Also, look at http://www.sgi.com/Products, there're many third party solutions
in the Applications Directory. You'll find very interesting solutions for 3-D
sounds.

--
Bernard Leclerc			CAE Electronics Ltd., 8585 Cote De Liesse
Technical Leader		Saint-Laurent, Quebec, Canada, H4L-4X4
3-D Graphics Applications	tel: +1 514 341 2000 extension 2275
bleclerc@cae.ca			fax: +1 514 340 5496
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From guest  Sun Jun 23 07:56:29 1996
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From: "Angus Dorbie" <dorbie@bitch.reading.sgi.com>
Message-Id: <9606231554.ZM3651@bitch.reading.sgi.com>
Date: Sun, 23 Jun 1996 15:54:57 +0100
In-Reply-To: mtj@babar.asd.sgi.com (Michael T. Jones)
        "re: Occulsion Culling" (Jun 23,  7:10am)
References: <199606231410.HAA03764@babar.asd.sgi.com>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: info-performer@sgi.com
Subject: Re: Occulsion Culling
Mime-Version: 1.0
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Status: O

I'd like to add that polygon level culling on meshed primitives would
be problematic. Primitive level culling might make sense although if the
geoset is display listed (drawMode PFGS_COMPILE_GL = PF_ON) then again
you have problems.

You always have the option of splitting the geosets to obtain whatever
resolution of culling you like but the benifits could outweigh the
advantages, not just because your cull processing & memory use would
increase but because your overhead for DMAs on impact & iR could offset
savings, it depends on the size of your geosets.

Rgds,
Angus.

On Jun 23,  7:10am, Michael T. Jones wrote:
> Subject: re: Occulsion Culling
> Eric Brittain asks:
>
> |Is there anyway to use occulusion culling in Performer?  I have a
> |polygon based occulusion algorithm which culls individual polygons
> |of an object based on occulders blocking the culled polygon view
> |from the eye point.
> |
> |I ask this question because from what I've seen, Performer's culling
> |capabilities are useful in culling subtrees during traversal but not
> |individual polygons  of a geoset.   Am I missing a point here?
>
> IRIS Performer traversals treat pfGeoSets as atomic units. The cull
> traversal tests node bounding spheres and geoset bounding boxes with
> the channel's viewing frustum; the intersection traversal tests rays
> with these spheres and boxes as well. In each case once a pfGeoSet is
> "in" the entire thing is processed: all primitives rendered and all
> primitives are intersection tested.
>
> Also, the only culling Performer does is for "inclusion" in the view
> frustum -- no object-to-object occlusion relationships are evaluated
> by Performer. This is not to suggest that such important computations
> can not be implemented in the performer context. Several interesting
> approaches have been seen to date and at least one has been made
> available here on the mailing list. (These have been object-object
> though, and not object-polygon or polygon-polygon as you mention).
>
> 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
>
> =======================================================================
> 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 Michael T. Jones


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From guest  Sun Jun 23 12:22:57 1996
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From: Hansong Zhang <zhangh@cs.unc.edu>
Message-Id: <199606231921.PAA01620@csg.cs.unc.edu>
Subject: APP draw
To: info-performer@sgi.com
Date: Sun, 23 Jun 1996 15:21:17 -0400 (EDT)
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Status: O

Hi,

What should I do in order to be able to draw in the APP process?
The pfChannel man pages say "... only the draw process is attached
to a graphics context." How (if possible) to make APP share this
graphics context and the window DRAW creates? The aim is to be
able to draw from APP with no switching overhead.

I know two processes cannot draw to the same window at the same time,
but suppose I can do exclusion properly...

Any suggestions appreciated! Thanks,

Hansong
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Date: Mon, 24 Jun 1996 01:29:50 +0100
From: Nuno Godinho <mgo@minerva.inesc.pt>
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To: Performer Mailing List <info-performer@sgi.com>
Subject: I need a keyboard code list
Content-Type: text/plain; charset=us-ascii
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Status: O

Hello.

I have a problem:

When testing for keyboard events I have to:

-initialize the keys I want to use with
	device(AKEY);
for each key I need ('A' in this example)

-test with
	qread(&key)
and do a case.


Where can I get the code list for each key.
I dont know how to call the arrow keys and most of the symbols...

please help me

	Nuno
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From: Nuno Godinho <mgo@minerva.inesc.pt>
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Subject: I need help picking objects!!
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Status: O

Can anyone send me examples on object picking AND RECOGNIZING?
I seem to get NULL in the object name field.

And where is the pfPick definition so that I can learn what's inside
this struct?

I just don't seem to understand how it works.
For example, if I have this scene:

SCENE -> DCS1 -> GEODE1
     \-> DCS2 -> GEODE2

What can I get if I pick over GEODE1? Is it possible to get DCS1? And
how can I get the parent list?


thanks
	Nuno
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Date: Sun, 23 Jun 1996 22:11:41 -0400
From: Thom DeCarlo <tdecarlo@rayva.org>
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Organization: TASC, Inc.
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To: Nuno Godinho <mgo@minerva.inesc.pt>
CC: Performer Mailing List <info-performer@sgi.com>
Subject: Re: I need a keyboard code list
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Status: O

Aren't all the key codes given in "/usr/include/device.h"?

Thom

Nuno Godinho wrote:
> 
> Hello.
> 
> I have a problem:
> 
> When testing for keyboard events I have to:
> 
> -initialize the keys I want to use with
>         device(AKEY);
> for each key I need ('A' in this example)
> 
> -test with
>         qread(&key)
> and do a case.
> 
> Where can I get the code list for each key.
> I dont know how to call the arrow keys and most of the symbols...
> 
> please help me
> 
>         Nuno
> 
-- 
 ^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~
 Thom DeCarlo                *  Off-site contact info
 TASC                        *  JPSD/IEC, US Army TEC
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 email: trdecarlo@tasc.com   *  email: thom@dogwood.tec.army.mil
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Date: Mon, 24 Jun 1996 15:13:09 +0900
From: Dirk Reiners <reiners@mic.atr.co.jp>
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Status: O

Dear Performers,

as there already seem to be some people out there who are using Infinite
Realities I would like to know what your experience is with the machine. 
Is the performance what you expected?

As iR seems to be somewhat display list centric (at least as far as I
know this gives a much better performance than standard polygon
pumping), did you have to change your application, or is Performer able
to get top-notch performance all by itself?

Maybe the team itself can comment a little on this?

Thanks

	Dirk

--
Dirk Reiners                    reiners@mic.atr.co.jp,reiners@igd.fhg.de
Visiting Researcher at MIC-ATR            http://www.igd.fhg.de/~reiners
http://www.mic.atr.co.jp/index.e.html
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From: "Daniela Rainer" <zrgr0390@visin1.rus.uni-stuttgart.de>
Message-Id: <9606240912.ZM25603@visin1.rus.uni-stuttgart.de>
Date: Mon, 24 Jun 1996 09:12:53 +0000
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In-Reply-To: "Sharon Clay" <src@rose.asd.sgi.com>
        "Re: Performer 2.01 eoe" (Jun 20, 11:35am)
Reply-To: rainer@rus.uni-stuttgart.de
X-Mailer: Z-Mail (3.2.1 6apr95 MediaMail)


> ->I get the following error:
> ->
> ->Core from signal SIGSEGV: Segmentation violation
> ->gl_n_viewport(<stripped>) ["_viewport.c":71, 0x0f04b4f0]
>
> This is surprising/interesting. Could I get a stack trace, and/or even better
> do you have a version you could send me?
>
>-- End of excerpt from Sharon Clay

I get this error in IRIX 6.1 on a Indigo Extreme if I start perfly with the
option -x for example, because perfly uses pfuGLXWinopen.

When I look at the call stack I only get

gl_n_viewport(<stripped>) ["_viewport.c":71, 0x0f04b4f0]
gl_interpret()["interpret.s":67]

Do you need more information and if so, how can I get more information?

Regards
Daniela

-- 
----------------------------------------------------------------------------
Daniela Rainer

rainer@rus.uni-stuttgart.de
Tel.: ++49-(0)711-685-5970
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From: "Jean-Benoit Bonne" <bonne@thomson-lcr.fr>
Message-Id: <9606240943.ZM7240@castor.thomson-lcr.fr>
Date: Mon, 24 Jun 1996 09:43:25 -0600
In-Reply-To: Nuno Godinho <mgo@minerva.inesc.pt>
        "I need a keyboard code list" (Jun 24,  1:29am)
References: <31CDE17E.41C67EA6@minerva.inesc.pt>
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To: Performer Mailing List <info-performer@sgi.com>,
        Nuno Godinho <mgo@minerva.inesc.pt>
Subject: Re: I need a keyboard code list
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Status: O

Hello Nuno.

>> Where can I get the code list for each key.
>> I dont know how to call the arrow keys and most of the symbols...

You can find all you need in file : device.h
in your include/gl/ directory.

#define AKEY		11	/* BUT10 */
...
...
...
#define LEFTARROWKEY	73	/* BUT72 */
#define DOWNARROWKEY	74	/* BUT73 */
#define RIGHTARROWKEY	80	/* BUT79 */
#define UPARROWKEY	81	/* BUT80 */

Best regards.


-- 
_____________________________________________________________________________

 Jean-Benoit BONNE                                   

 Tel :   (+ 33 1) 69 33 08 07                   Thomson-CSF LCR
 Fax :   (+ 33 1) 69 33 08 65                   Domaine de Corbeville
 Email : bonne@thomson-lcr.fr                   F-91404 Orsay cedex
_____________________________________________________________________________

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	 id KAA27051; Mon, 24 Jun 1996 10:16:53 +0200
From: "Daniela Rainer" <zrgr0390@visin1.rus.uni-stuttgart.de>
Message-Id: <9606241016.ZM27049@visin1.rus.uni-stuttgart.de>
Date: Mon, 24 Jun 1996 10:16:53 +0000
Reply-To: rainer@rus.uni-stuttgart.de
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: terence@systech.hinet.net
Subject: Stereo examples
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Hi Terence,

some days ago you asked me for stereo exampels. I did not forget your question
but at the moment I don't know how to get some stereo modes in Performer so I
wanted to know more about it before I send you this mail. Unfortunately I'm
still confused about some stereo modes.

What I can send you:

Examples for stereo in GL based performer with GL window for the STR_RECT
modes,
that works on all machines and for the quadbuffer mode that works only on
RealityEngine.

A Example for stereo in GL based performer with GLX window for the
STR_TOP/STR_BOT  mode. I think that this mode is available on all machines,
too.
On my machine this example works only with Performer 2.0, not with Performer
2.01. The problem seems to be the pfuGLXWinopen call.

Unfortunately I don't know how to get the quadbuffer stereo work in a GLX
window. If you have any ideas, would you please help me, (or someone else on
this mailing list)?

Regards
Daniela

/********************************************************/
/*							*/
/*  Example for STR_RECT stereo in Performer 2.0(1)	*/
/*				    			*/
/*  parameters for left and right eye view are the 	*/
/*  same as in Crystal Eyes Handbook by Lenny Lipton	*/
/*				    			*/
/*  cc -g -o STR_RECT_stereo STR_RECT_stereo.c		*/
/*  -DIRISGL -lpf_igl -lpfdu_igl -lpfui -lpfutil_igl	*/
/*  -lmpc -limage -lfm -lgl -lXirisw -lXm -lXt -lfpe	*/
/*  -lXmu -lX11 -lm -lmalloc -lC   			*/
/*				    			*/
/********************************************************/


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


#define 	PF_CPLUSPLUS_API 0
#include 	<Performer/pf.h>
#include 	<Performer/pr.h>
#include 	<Performer/pfutil.h>
#include 	<Performer/pfdu.h>
#include	<Performer/pfui.h>

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


void		OpenGLStereoWindow(pfPipeWindow *pw);
void		DrawFunc(pfChannel *chan, void *data);
void		PreDraw(pfChannel *chan, void *data);
void		PostDraw(pfChannel *chan, void *data);
pfGeoSet	*loadAirplane(void);

pfLightModel	*lm;
pfLight		*lt;

int
main(int argc, char *argv[])
{

    pfScene	    *scene;
    pfDCS	    *rotateDCS;
    pfGeode	    *airplaneGeode;
    pfGeoSet	    *airplaneGeoset;
    pfChannel	    *leftChan, *rightChan;
    float	    xmin, xmax, zmin, zmax, ynear, yfar, dist,
		    clip_near, clip_far, left, right, bottom, top,
		    dx, dz, n_over_d, yzps, leftEye, rightEye;
    pfVec3	    xyzOffset, hprOffset;
    pfCoord	    view;
    pfMatrix	    mat;
    pfPipe	    *pipe;
    pfPipeWindow    *pw;
    pfVec3	    eye;

    system("/usr/gfx/setmon -n STR_RECT");
    pfInit();

    pfMultiprocess(PFMP_APPCULLDRAW);

    pfConfig();

    pfuInitUtil();

    /********** initSceneGraph ***/

    scene = pfNewScene();
    rotateDCS = pfNewDCS();

    airplaneGeoset = loadAirplane();
    airplaneGeode = pfNewGeode();
    pfAddGSet(airplaneGeode, airplaneGeoset);
    pfAddChild(scene, rotateDCS);
    pfAddChild(rotateDCS, airplaneGeode);



    /********** initPipe and pipeWindow */

    pipe = pfGetPipe(0);

    pw = pfNewPWin(pipe);

    pfPWinConfigFunc(pw, OpenGLStereoWindow);
    pfConfigPWin(pw);
    pfFrame();

    /********** initChannels ***/

    leftChan = pfNewChan(pfGetPipe(0));
    rightChan = pfNewChan(pfGetPipe(0));

    pfChanTravFunc(leftChan, PFTRAV_DRAW, DrawFunc);
    pfChanTravFunc(rightChan, PFTRAV_DRAW, DrawFunc);

    pfChanScene(leftChan,scene);
    pfChanScene(rightChan,scene);

    xmin = -6.0f;
    xmax =  6.0f;
    zmin = -4.8;
    zmax =  4.8;
    ynear = -6.0f;
    yfar =   6.0f;
    yzps = 0.0f;
    dist = -14.5;
    rightEye = 0.31;
    leftEye = -0.31;
    dx = xmax - xmin;
    dz = zmax - zmin;


    clip_near = fabs(dist + yzps - ynear);
    clip_far = fabs(dist + yzps - yfar);
    pfChanNearFar(leftChan, clip_near, clip_far);
    pfChanNearFar(rightChan, clip_near, clip_far);

    n_over_d = clip_near/fabs(dist); /* Strahlensatz! */

    top = n_over_d* dz/2.0;
    bottom = -top;

    /* Set left channel */
    right = n_over_d*(dx/2.0 - leftEye);
    left = n_over_d*(-dx/2.0 - leftEye);
    pfMakePerspChan(leftChan, left, right, bottom, top);

    pfChanViewport(leftChan, 0.0f, 1.0f, 532.0f/1023.0f,  1.0f);

    /* Set right channel */
    right = n_over_d*(dx/2.0 - rightEye);
    left = n_over_d*(-dx/2.0 - rightEye);
    pfMakePerspChan(rightChan, left, right, bottom, top);

    pfChanViewport(rightChan, 0.0f, 1.0f, 0.0f, 491.0f/1023.0f);

    /********** initView ***/

    pfSetVec3(view.xyz, 0.0f, dist, 0.0f);
    pfSetVec3(view.hpr, 0.0f, 0.0f, 0.0f);
    pfChanView(leftChan, view.xyz, view.hpr);
    pfChanView(rightChan, view.xyz, view.hpr);

    /* Compute heading offset for horizontal tiling of channels. */
    pfSetVec3(hprOffset, 0.0f, 0.0f, 0.0f);

    pfSetVec3(xyzOffset, leftEye, 0.0f, 0.0f);
    pfChanViewOffsets(leftChan,xyzOffset,hprOffset);

    pfSetVec3(xyzOffset, rightEye, 0.0f, 0.0f);
    pfChanViewOffsets(rightChan,xyzOffset,hprOffset);

    pfGetChanEye(leftChan,  eye);
    printf("left channel eye: %f\t%f\t%f\n",  eye[0],  eye[1],  eye[2]);

    pfGetChanEye(rightChan,  eye);
    printf("right channel eye: %f\t%f\t%f\n",  eye[0],  eye[1],  eye[2]);

    /***********/
    pfMakeRotMat(mat, 0.9, 0.0f, 0.0f,1.0f);

    /***********/

    qdevice(ESCKEY);
    qdevice(WINQUIT);

    /********** Performer main loop ***/
    while (1)
    {
	short value, dev_id;

	pfMatrix DCSMat;

	pfSync();

	pfGetDCSMat(rotateDCS, DCSMat);
	pfPostMultMat(DCSMat, mat);
	pfDCSMat(rotateDCS, DCSMat);

	pfFrame();

	if (qtest())
	{

	    dev_id = qread(&value);
	    if (dev_id == ESCKEY || dev_id == WINQUIT)
	    {
		system("/usr/gfx/setmon -n 72");

		pfExit();
		exit(0);

	    }
	}

    }
}

/******************************************************************************/
void
OpenGLStereoWindow(pfPipeWindow *pw)
{
    pfPipe		*p;
    Display		*xdisplay;
    Window		glWindow;

    pfPWinName(pw, "Oldstyle Stereo with Performer 2.01");
    pfPWinFullScreen(pw);
    pfOpenPWin(pw);

    pfCullFace(PFCF_OFF);
    pfShadeModel(PFSM_GOURAUD);
    pfEnable(PFEN_LIGHTING);

    lm = pfNewLModel(NULL);
    pfLModelTwoSide(lm, PF_ON);
    pfApplyLModel(lm);

    lt = pfNewLight(NULL);
    pfLightPos(lt, 0.0f, 0.0f, 1.0f, 0.0f);
    pfLightColor(lt, PFLT_DIFFUSE, 0.8f, 0.8f, 0.8f);
    pfLightColor(lt, PFLT_AMBIENT, 0.8f, 0.8f, 0.8f);


}



/******************************************************************************/
void
DrawFunc(pfChannel *chan, void *data)
{
    PreDraw(chan,data);
    pfDraw();
    PostDraw(chan,data);
}



/******************************************************************************/
void
PreDraw(pfChannel *chan, void *data)
{
    pfClearChan(chan);
    pfLightOn(lt);



}

/******************************************************************************/
void
PostDraw(pfChannel *chan, void *data)
{


}





/********************************************************************/
pfGeoSet
*loadAirplane(void)
{
  pfGeoSet *geoset;
  static pfVec3 koordinaten[]={
    {0.0,  4.5,  0.5},  /* 0 */
    {3.0,  4.5,  0.5},   /* 1 */
    {3.0,  3.5,  0.5},  /* 2 */
    {0.0,  0.0,  0.5}, /* 3 */
    {0.0, -3.25, 0.5},/* 4 */
    {0.0, -5.5, -0.5},/* 5 */
    {-3.0, 3.5,  0.5},     /* 6 */
    {-3.0, 4.5,  0.5},     /* 7 */
    {0.0,  4.5, -0.5}};    /* 8 */


  /* GEOMETRIE IST SCHIEF */
  static ushort index[] = {6,7,
                           7,1,
                           1,2,
                           2,4,
                           4,6,

                           0,4,
                           4,5,
                           5,8,
                           8,0,

                           6,3,
                           3,2};
  static ushort cindex[] = {0};

  static pfVec4 colors[] ={{1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f}};

  geoset=pfNewGSet(NULL);
  pfGSetAttr(geoset,PFGS_COORD3,PFGS_PER_VERTEX,
             koordinaten,index);
  pfGSetAttr(geoset, PFGS_COLOR4, PFGS_OVERALL,colors,cindex);
  pfGSetPrimType(geoset,PFGS_LINES);
  pfGSetNumPrims(geoset,11);

  return(geoset);


}




/****************************************************************/
/*								*/
/*  Example for "Quadbuffer" stereo (RealityEngine stereo )	*/
/*  in Performer 2.01	    					*/
/*				    				*/
/*  parameters for left and right eye view are the same as in	*/
/*  Crystal Eyes Book	    					*/
/*				    				*/
/*  cc -g -o quadbuffer_stereo quadbuffer_stereo.c		*/
/*  -DIRISGL -lpf_igl -lpfdu_igl -lpfui -lpfutil_igl		*/
/*  -lmpc -limage -lfm -lgl -lXirisw -lXm -lXt -lfpe -lXmu 	*/
/*  -lX11 -lm -lmalloc -lC   					*/
/*				    				*/
/****************************************************************/


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


#define 	PF_CPLUSPLUS_API 0
#include 	<Performer/pf.h>
#include 	<Performer/pr.h>
#include 	<Performer/pfutil.h>
#include 	<Performer/pfdu.h>
#include	<Performer/pfui.h>

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


void		OpenGLStereoWindow(pfPipeWindow *pw);
void		DrawFunc(pfChannel *chan, void *data);
void		PreDraw(pfChannel *chan, void *data);
void		PostDraw(pfChannel *chan, void *data);
pfGeoSet	*loadAirplane(void);

pfLightModel	*lm;
pfLight		*lt;

int
main(int argc, char *argv[])
{

    pfScene	    *scene;
    pfDCS	    *rotateDCS;
    pfGeode	    *airplaneGeode;
    pfGeoSet	    *airplaneGeoset;
    pfChannel	    *leftChan, *rightChan;
    float	    xmin, xmax, zmin, zmax, ynear, yfar, dist,
		    clip_near, clip_far, left, right, bottom, top,
		    dx, dz, n_over_d, yzps, leftEye, rightEye;
    pfVec3	    xyzOffset, hprOffset;
    pfCoord	    view;
    pfMatrix	    mat;
    pfPipe	    *pipe;
    pfPipeWindow    *pw;
    pfVec3	    eye;

    /********** test for RE stereo ***/

    if ( ! (getgdesc(GD_STEREO_IN_WINDOW)) )
    {
	printf("Reality Engine Stereo is not supported on this machine\n");
	exit(0);
    }


    /********** switch to RE stereo mode ***/

    system("/usr/gfx/setmon -n 1025x768_96s");

    /********** init performer ***/

    pfInit();

    pfMultiprocess(PFMP_APPCULLDRAW);

    pfConfig();

    /********** initSceneGraph ***/

    scene = pfNewScene();
    rotateDCS = pfNewDCS();

    airplaneGeoset = loadAirplane();
    airplaneGeode = pfNewGeode();
    pfAddGSet(airplaneGeode, airplaneGeoset);
    pfAddChild(scene, rotateDCS);
    pfAddChild(rotateDCS, airplaneGeode);



    /********** initPipe and pipeWindow */
    pipe = pfGetPipe(0);

    pw = pfNewPWin(pipe);
    pfPWinName(pw, "Quadbuffer Stereo mit Performer 2.0(1)");
    pfPWinOriginSize(pw, 200, 200, 500, 500);

    pfPWinConfigFunc(pw, OpenGLStereoWindow);
    pfConfigPWin(pw);


    pfFrame();

    /********** initChannels ***/

    leftChan = pfNewChan(pfGetPipe(0));
    rightChan = pfNewChan(pfGetPipe(0));

    pfChanTravFunc(leftChan, PFTRAV_DRAW, DrawFunc);
    pfChanTravFunc(rightChan, PFTRAV_DRAW, DrawFunc);

    pfChanScene(leftChan,scene);
    pfChanScene(rightChan,scene);

    xmin = -6.0f;
    xmax =  6.0f;
    zmin = -4.8;
    zmax =  4.8;
    ynear = -6.0f;
    yfar =   6.0f;
    yzps = 0.0f;
    dist = -14.5;
    rightEye = 0.31;
    leftEye = -0.31;
    dx = xmax - xmin;
    dz = zmax - zmin;


    clip_near = fabs(dist + yzps - ynear);
    clip_far = fabs(dist + yzps - yfar);

    pfChanNearFar(leftChan, clip_near, clip_far);
    pfChanNearFar(rightChan, clip_near, clip_far);

    /* left, right, top, bottom in channel-Koordinaten */
    n_over_d = clip_near/fabs(dist); /* Strahlensatz! */

    top = n_over_d* dz/2.0;
    bottom = -top;

    /* Set left channel */
    right = n_over_d*(dx/2.0 - leftEye);
    left = n_over_d*(-dx/2.0 - leftEye);
    pfMakePerspChan(leftChan, left, right, bottom, top);


    /* Set right channel */
    right = n_over_d*(dx/2.0 - rightEye);
    left = n_over_d*(-dx/2.0 - rightEye);
    pfMakePerspChan(rightChan, left, right, bottom, top);


    /********** initView ***/

    pfSetVec3(view.xyz, 0.0f, dist, 0.0f);
    pfSetVec3(view.hpr, 0.0f, 0.0f, 0.0f);
    pfChanView(leftChan, view.xyz, view.hpr);
    pfChanView(rightChan, view.xyz, view.hpr);

    /* Compute heading offset for horizontal tiling of channels. */
    pfSetVec3(hprOffset, 0.0f, 0.0f, 0.0f);

    pfSetVec3(xyzOffset, leftEye, 0.0f, 0.0f);
    pfChanViewOffsets(leftChan,xyzOffset,hprOffset);

    pfSetVec3(xyzOffset, rightEye, 0.0f, 0.0f);
    pfChanViewOffsets(rightChan,xyzOffset,hprOffset);

    pfGetChanEye(leftChan,  eye);
    printf("left channel eye: %f\t%f\t%f\n",  eye[0],  eye[1],  eye[2]);

    pfGetChanEye(rightChan,  eye);
    printf("right channel eye: %f\t%f\t%f\n",  eye[0],  eye[1],  eye[2]);

    /***********/
    pfMakeRotMat(mat, 0.9, 0.0f, 0.0f,1.0f);

    /***********/

    qdevice(ESCKEY);
    qdevice(WINQUIT);

    /********** Performer main loop ***/
    while (1)
    {
	short value, dev_id;

	pfMatrix DCSMat;

	pfSync();

	pfGetDCSMat(rotateDCS, DCSMat);
	pfPostMultMat(DCSMat, mat);
	pfDCSMat(rotateDCS, DCSMat);

	pfFrame();

	if (qtest())
	{

	    dev_id = qread(&value);
	    if (dev_id == ESCKEY || dev_id == WINQUIT)
	    {
		system("/usr/gfx/setmon -n 72");

		pfExit();
		exit(0);

	    }
	}

    }
}

/******************************************************************************/
void
OpenGLStereoWindow(pfPipeWindow *pw)
{
    pfPipe		*p;
    Display		*xdisplay;
    Window		glWindow;




    pfOpenPWin(pw);

    stereobuffer();
    gconfig();

    pfCullFace(PFCF_OFF);
    pfShadeModel(PFSM_GOURAUD);
    pfEnable(PFEN_LIGHTING);

    lm = pfNewLModel(NULL);
    pfLModelTwoSide(lm, PF_ON);
    pfApplyLModel(lm);

    lt = pfNewLight(NULL);
    pfLightPos(lt, 0.0f, 0.0f, 1.0f, 0.0f);
    pfLightColor(lt, PFLT_DIFFUSE, 0.8f, 0.8f, 0.8f);
    pfLightColor(lt, PFLT_AMBIENT, 0.8f, 0.8f, 0.8f);


}



/******************************************************************************/
void
DrawFunc(pfChannel *chan, void *data)
{
    PreDraw(chan,data);
    pfDraw();
    PostDraw(chan,data);
}



/******************************************************************************/
void
PreDraw(pfChannel *chan, void *data)
{


    static long stereoFlag = 0;

    if (stereoFlag)
    {
	leftbuffer(0);
    	rightbuffer(1);
    }

    else
    {
    	leftbuffer(1);
    	rightbuffer(0);
    }

    stereoFlag = !stereoFlag;
    pfClearChan(chan);
    pfLightOn(lt);



}

/******************************************************************************/
void
PostDraw(pfChannel *chan, void *data)
{


}





/********************************************************************/
pfGeoSet
*loadAirplane(void)
{
  pfGeoSet *geoset;
  static pfVec3 koordinaten[]={
    {0.0,  4.5,  0.5},  /* 0 */
    {3.0,  4.5,  0.5},   /* 1 */
    {3.0,  3.5,  0.5},  /* 2 */
    {0.0,  0.0,  0.5}, /* 3 */
    {0.0, -3.25, 0.5},/* 4 */
    {0.0, -5.5, -0.5},/* 5 */
    {-3.0, 3.5,  0.5},     /* 6 */
    {-3.0, 4.5,  0.5},     /* 7 */
    {0.0,  4.5, -0.5}};    /* 8 */


  /* GEOMETRIE IST SCHIEF */
  static ushort index[] = {6,7,
                           7,1,
                           1,2,
                           2,4,
                           4,6,

                           0,4,
                           4,5,
                           5,8,
                           8,0,

                           6,3,
                           3,2};
  static ushort cindex[] = {0};

  static pfVec4 colors[] ={{1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f}};

  geoset=pfNewGSet(NULL);
  pfGSetAttr(geoset,PFGS_COORD3,PFGS_PER_VERTEX,
             koordinaten,index);
  pfGSetAttr(geoset, PFGS_COLOR4, PFGS_OVERALL,colors,cindex);
  pfGSetPrimType(geoset,PFGS_LINES);
  pfGSetNumPrims(geoset,11);

  return(geoset);


}


/************************************************************************/
/*									*/
/*  Example for "STR_BOT" stereo in GL based Performer 2.0  		*/
/*  in GLX window	    						*/
/*				    					*/
/*				    					*/
/*  cc -g -o STR_BOT_stereo STR_BOT_stereo.c				*/
/*  -DIRISGL -lpf_igl -lpfdu_igl -lpfui -lpfutil_igl			*/
/*  -lmpc -limage -lfm -lgl -lXirisw -lXm -lXt -lfpe -lXmu -lX11 	*/
/*  -lm -lmalloc -lC   							*/
/*  -lXext								*/
/*									*/
	/************************************************************************/


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

#include	<X11/X.h>
#include	<X11/Xlib.h>
#include	<X11/Xutil.h>
#include	<X11/keysym.h>

#include	<gl.h>
#include	<gl/glws.h>

#include	<X11/extensions/SGIStereo.h>

#define 	PF_CPLUSPLUS_API 0
#include 	<Performer/pf.h>
#include 	<Performer/pr.h>
#include 	<Performer/pfutil.h>
#include 	<Performer/pfdu.h>
#include	<Performer/pfui.h>



/******************************************************************************/
void		OpenStereoGLXWindow(pfPipeWindow *pw);
void		initStereoChannel(void);
void		DrawFunc(pfChannel *chan, void *data);
void		PreDraw(pfChannel *chan, void *data);
void		PostDraw(pfChannel *chan, void *data);
pfGeoSet	*loadAxis(void);
pfGeoSet	*loadAirplane(void);
void		mySwapFunc(pfPipe *pipe,  pfPipeWindow *pw);
/******************************************************************************/

pfLightModel	*lm;
pfLight		*lt;
Display		*xdisplay;
Window		glWindow;
pfuGLXWindow	*glxWindow;
int		screen;
float		optDist, leftEye,  rightEye;


pfChannel	*leftChan, *rightChan;
pfScene		*scene;

int
main(int argc, char *argv[])
{

    pfSCS	    *stereoScaleSCS;
    pfDCS	    *rotateDCS;
    pfLightSource   *sun;
    pfGeode	    *axisGeode, *airplaneGeode;
    pfGeoSet	    *axisGeoset, *airplaneGeoset;
    pfVec3	    xyzOffset, hprOffset;
    pfCoord	    view;
    pfMatrix	    mat;
    pfPipe	    *pipe;
    pfPipeWindow    *pw;


    /****************** initSharedMem, initConfig **********************/
    pfInit();

    system("/usr/gfx/setmon -n STR_BOT");
    pfMultiprocess(PFMP_APPCULLDRAW);
    pfConfig();
    pfuInitUtil();

    /************************** initSceneGraph *************************/

    scene = pfNewScene();
    pfMakeScaleMat(mat, 1.0f, 1.0f, 0.5f);
    stereoScaleSCS = pfNewSCS(mat);
    rotateDCS = pfNewDCS();

    airplaneGeoset = loadAirplane();
    axisGeoset = loadAxis();

    airplaneGeode = pfNewGeode();
    axisGeode = pfNewGeode();

    pfAddGSet(airplaneGeode, airplaneGeoset);
    pfAddGSet(axisGeode, axisGeoset);

    pfAddChild(scene, stereoScaleSCS);

    pfAddChild(stereoScaleSCS, rotateDCS);
    /*pfAddChild(stereoScaleSCS, axisGeode);*/
    pfAddChild(rotateDCS, airplaneGeode);
    pfAddChild(rotateDCS, axisGeode);

    /****************************** initPipe ********************************/

    pipe = pfGetPipe(0);

    pw = pfNewPWin(pipe);
    pfPWinType(pw,  PFPWIN_TYPE_X);
    pfPWinOriginSize(pw,  100,  100,  600,  480);
    pfPipeSwapFunc(pipe,  mySwapFunc);

    pfPWinConfigFunc(pw, OpenStereoGLXWindow);
    pfConfigPWin(pw);
    pfFrame();

    /****************************** initChannels ****************************/

    initStereoChannel();


    /****************************** initView
**********************************/

    pfSetVec3(view.xyz, 0.0f, optDist, 0.0f);   /* View in Weltkoordinaten */
    pfSetVec3(view.hpr, 0.0f, 0.0f, 0.0f);
    pfChanView(leftChan, view.xyz, view.hpr);
    pfChanView(rightChan, view.xyz, view.hpr);

    /* Compute heading offset for horizontal tiling of channels. */
    pfSetVec3(hprOffset, 0.0f, 0.0f, 0.0f);

    pfSetVec3(xyzOffset, leftEye,0.0f, 0.0f);
    pfChanViewOffsets(leftChan,xyzOffset,hprOffset);

    pfSetVec3(xyzOffset, rightEye, 0.0f, 0.0f);
    pfChanViewOffsets(rightChan,xyzOffset,hprOffset);

    printf("\tView = %f\n", view.xyz[1]);
    printf("\tleftEye = %f\n",  leftEye);
    /**************************************************************************/
    pfMakeRotMat(mat, 0.9, 0.0f, 0.0f,1.0f);


    /************************* Performer main loop
****************************/
    while (1)
    {

	pfMatrix DCSMat;
	pfSync();


	pfGetDCSMat(rotateDCS, DCSMat);
	pfPostMultMat(DCSMat, mat);
	pfDCSMat(rotateDCS, DCSMat);

	pfFrame();



    }
}

/******************************************************************************/
/*
								      */
/*	OpenPipeline Callback    ok !!!!
                 		      */
/*
								      */
/******************************************************************************/
void
OpenStereoGLXWindow(pfPipeWindow *pw)
{
    pfPipe		*p;



    p = pfGetPWinPipe(pw);

    if (!(glxWindow = pfuGLXWinopen(p, pw, "Performer 2.0 Stereo in a Xwindow
opened with pfuGLXWinopen ")))
        pfNotify(PFNFY_FATAL, PFNFY_RESOURCE, "OpenXPipeline: Could not create
GLX Window.");


    glWindow = glxWindow->glWin;
    xdisplay = pfGetCurWSConnection();
    screen = pfGetPWinScreen(pw);

    pfCullFace(PFCF_OFF);
    pfShadeModel(PFSM_GOURAUD);
    pfEnable(PFEN_LIGHTING);

    lm = pfNewLModel(NULL);
    pfLModelTwoSide(lm, PF_ON);
    pfApplyLModel(lm);

    lt = pfNewLight(NULL);
    pfLightPos(lt, 0.0f, 0.0f, 1.0f, 0.0f);
    pfLightColor(lt, PFLT_DIFFUSE, 0.8f, 0.8f, 0.8f);
    pfLightColor(lt, PFLT_AMBIENT, 0.8f, 0.8f, 0.8f);

    pfuPrintPWinFBConfig(pw,  NULL);

}



/******************************************************************************/
/*
								      */
/*		DRAW PROCESS ROUTINES
   	          		      */
/*
								      */
/******************************************************************************/
void
DrawFunc(pfChannel *chan, void *data)
{
    PreDraw(chan,data);
    pfDraw();
    PostDraw(chan,data);
}



/******************************************************************************/
void
PreDraw(pfChannel *chan, void *data)
{
    static long stereoFlag = 0;
    Status  status;

    pfLightOn(lt);

    if (stereoFlag)
    {
	status = XSGISetStereoBuffer(xdisplay,  glWindow,  STEREO_BUFFER_LEFT);
	XSync(xdisplay,  False);


    }


    else
    {

    	status = XSGISetStereoBuffer(xdisplay,  glWindow,
 STEREO_BUFFER_RIGHT);
	XSync(xdisplay,  False);


    }
    stereoFlag = !stereoFlag;

    pfClearChan(chan);



}

/******************************************************************************/
void
PostDraw(pfChannel *leftChan, void *data)
{

}


/******************************************************************************/
void
mySwapFunc(pfPipe *pipe,  pfPipeWindow *pw)
{


	pfSwapPWinBuffers(pw);

}




/******************************************************************************/
pfGeoSet
*loadAxis(void)
{
  pfGeoSet *geoset;
  static pfVec3 koordinaten[]={{-2.0f,0.0f,-1.0f}
                              ,{2.0f,0.0f,-1.0f}  /* x-Achse*/
                              ,{0.0f,-2.0f,-1.0f}
                              ,{0.0f,2.0f,-1.0f}/* y-Achse*/
                              ,{0.0f,0.0f,-1.0f}
                              ,{0.0f,0.0f,1.0f}};  /* z-Achse*/
 static pfVec4 colors[] ={{1.0f, 0.0f, 0.0f, 1.0f},
                          {1.0f, 0.0f, 0.0f, 1.0f},/* x-Achse rot*/
                          {0.0f, 1.0f, 0.0f, 1.0f},
                          {0.0f, 1.0f, 0.0f, 1.0f},/* y-Achse gruen */
                          {0.0f, 0.0f, 1.0f, 1.0f},
                          {0.0f, 0.0f, 1.0f, 1.0f}};/* z-Achse blau */

  geoset=pfNewGSet(NULL);
  pfGSetAttr(geoset,PFGS_COORD3,PFGS_PER_VERTEX,
             koordinaten,NULL);
  pfGSetAttr(geoset, PFGS_COLOR4, PFGS_PER_VERTEX,colors,NULL);
  pfGSetPrimType(geoset,PFGS_LINES);
  pfGSetNumPrims(geoset,3);

  return(geoset);
}


/********************************************************************/
pfGeoSet
*loadAirplane(void)
{
  pfGeoSet *geoset;
  static pfVec3 koordinaten[]={
    {0.0,  4.5,  0.5},  /* 0 */
    {3.0,  4.5,  0.5},   /* 1 */
    {3.0,  3.5,  0.5},  /* 2 */
    {0.0,  0.0,  0.5}, /* 3 */
    {0.0, -3.25, 0.5},/* 4 */
    {0.0, -5.5, -0.5},/* 5 */
    {-3.0, 3.5,  0.5},     /* 6 */
    {-3.0, 4.5,  0.5},     /* 7 */
    {0.0,  4.5, -0.5}};    /* 8 */


  /* GEOMETRIE IST SCHIEF */
  static ushort index[] = {6,7,
                           7,1,
                           1,2,
                           2,4,
                           4,6,

                           0,4,
                           4,5,
                           5,8,
                           8,0,

                           6,3,
                           3,2};
  static ushort cindex[] = {0};

  static pfVec4 colors[] ={{1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f},
                           {1.0f, 0.0f, 1.0f, 1.0f}};

  geoset=pfNewGSet(NULL);
  pfGSetAttr(geoset,PFGS_COORD3,PFGS_PER_VERTEX,
             koordinaten,index);
  pfGSetAttr(geoset, PFGS_COLOR4, PFGS_OVERALL,colors,cindex);
  pfGSetPrimType(geoset,PFGS_LINES);
  pfGSetNumPrims(geoset,11);

  return(geoset);


}


void initStereoChannel(void)
{
	float 		dx, dz,  Pmax, Pmin, tc_start, tc1, tc2, tc,
			top, bottom, left, right, clip_near, clip_far,
n_over_d;
	float 		yzps = 0.0f;
	pfEarthSky	*esky_red,  *esky_blue;
	float		xmax,  xmin,  ymax,  ymin,  zmax,  zmin,  ynear,  yfar;
	pfPipe		*p;

	printf("initStereoChannel\n");

	xmax = 6.0f;
	xmin = -6.0f;
	zmax = 4.8f,  zmin = -4.8f;
	ynear= -6.0f;
	yfar = 6.0f;

	leftChan = pfNewChan(pfGetPipe(0));
	rightChan = pfNewChan(pfGetPipe(0));

	p = pfGetPipe(0);
	pfChanTravFunc(leftChan,PFTRAV_DRAW, DrawFunc);
	pfChanTravFunc(rightChan,PFTRAV_DRAW, DrawFunc);

	pfChanScene(leftChan, scene);
	pfChanScene(rightChan, scene);

	/*pfAttachChan(leftChan,rightChan);*/

	dx = xmax - xmin;
	dz = zmax - zmin;

	/* tan(45.0 / 2) = 0.41421356 */
	optDist = - dx/(2 * 0.41421356);  printf("\toptdist = %f\n",  optDist);

	/* tan(1.73 /2) = 0.015098245 */
	Pmax = 0.015098245 / 0.41421356 * dx;
	Pmin = -Pmax;

	tc1 = -Pmin * (optDist / (yfar -yzps) -1);
	tc2 = Pmax * (optDist / (yzps - ynear) + 1);

	if (tc1 < tc2)
	    tc = tc1;
	else
	    tc = tc2;

	tc_start = tc;

	printf("\t stereo separation = %f\n", tc);

	rightEye = tc/2.0f;
	leftEye = -tc/2.0f;

	clip_near = fabs(optDist + yzps - ynear);
	clip_far = fabs(optDist + yzps - yfar);

	n_over_d = clip_near/fabs(optDist);

	top = n_over_d* dz/2.0;
	bottom = -top;

	pfChanNearFar(leftChan, clip_near, clip_far);
	pfChanNearFar(rightChan, clip_near, clip_far);
	/* Set left channel */

	right = n_over_d*(dx/2.0 - leftEye);
	left = n_over_d*(-dx/2.0 - leftEye);
	pfMakePerspChan(leftChan, left, right, bottom, top);
	printf("leftChan: %f %f %f %f\n",  left,  right,  bottom,  top);

	/* Set right channel */

	right = n_over_d*(dx/2.0 - rightEye);
	left = n_over_d*(-dx/2.0 - rightEye);
	pfMakePerspChan(rightChan, left, right, bottom, top);
	printf("rightChan: %f %f %f %f\n",  left,  right,  bottom,  top);


	printf("\t stereo separation = %f\n", tc);

	esky_red = pfNewESky();
	esky_blue = pfNewESky();

	pfESkyColor(esky_red, PFES_CLEAR,  1.0f,  0.0f,  0.0f, 1.0f);
	pfESkyColor(esky_blue, PFES_CLEAR,  0.0f,  0.0f,  1.0f,  1.0f);

	pfChanESky(leftChan,  esky_red);
	pfChanESky(rightChan,  esky_blue);
}



-- 
----------------------------------------------------------------------------
Daniela Rainer

rainer@rus.uni-stuttgart.de
Tel.: ++49-(0)711-685-5970
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From: Veraart <rioj7@fel.tno.nl>
Message-Id: <199606240902.LAA16076@s00sn1.fel.tno.nl>
Subject: Re: APP draw
To: info-performer@sgi.com (performer)
Date: Mon, 24 Jun 1996 11:02:02 +0200 (MET DST)
In-Reply-To: <199606231921.PAA01620@csg.cs.unc.edu> from "Hansong Zhang" at Jun 23, 96 03:21:17 pm
X-Mailer: ELM [version 2.4 PL24]
Content-Type: text
Status: O

> What should I do in order to be able to draw in the APP process?
> The pfChannel man pages say "... only the draw process is attached
> to a graphics context." How (if possible) to make APP share this
> graphics context and the window DRAW creates? The aim is to be
> able to draw from APP with no switching overhead.
> 
> I know two processes cannot draw to the same window at the same time,
> but suppose I can do exclusion properly...

Just use a double buffer in shared memory. Put the needed info in to draw
the stuff you want and let a post-draw function draw it.
While App is filling one buffer Draw is looking in the other buffer and draws.
If you know that App can fill in the buffer before the drawing of the scene
is complete you can use only a single buffer, use a flag variable to signal
Draw that the data is valid in case there is very little to draw in the scene.

Mario
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Date: Thu, 20 Jun 1996 16:36:28 -0700
From: Tran cong Tam <tran@sirssg1.epfl.ch>
Message-Id: <199606202336.QAA15795@sirssg1.epfl.ch>
SUBJECT: ABOUT BILLBOARD
Apparently-To: info-performer@sgi.com
Status: O


Hi Performer Users,

Can I Add a BillBoard to a group in Dynamic Coord System pfDCS


examples :

pfDCS 			group1 	;
pfBillBoard  		bill   	; 

pfAddChild(group1, bill) 	;


your helps are very appreciated 

		Thanks in advance and Best Regards

				TRAN

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To:Performer expertise
Dear Performer expertise:
I have problems about IRIS 6.2 in indigo2 maximum impact.I have several performer program run in 
IRIS 5.3 but when I run in IRIS 6.2,it turn to be unpredictable.The system will be logout automatically
without any warning or error message.
Is there any one have same experience as I faced,please inform me if you know how to solve this.
Thanks for anyone's suggestion. 
Best Regards
                                   Chien Lung Chen
                                   Director of engineer
                                   System and Technology Corp.
                                   email:chien@systech.hinet.net

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Status: O

To:Performer expertise
Dear Performer expertise:
I have problems about IRIS 6.2 in indigo2 maximum impact.I have several performer program run in 
IRIS 5.3 but when I run in IRIS 6.2,it turn to be unpredictable.The system will be logout automatically
without any warning or error message.
Is there any one have same experience as I faced,please inform me if you know how to solve this.
Thanks for anyone's suggestion. 
Best Regards
                                   Chien Lung Chen
                                   Director of engineer
                                   System and Technology Corp.
                                   email:chien@systech.hinet.net

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From: ib@orac.engr.sgi.com (Ivan Bach)
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To: Performer Mailing List <info-performer@sgi.com>,
        Nuno Godinho <mgo@minerva.inesc.pt>
Subject: Re:  I need a keyboard code list
Status: O

Please see the file /usr/include/X11/keysymdef.h and the reference 
(manual) pages for keyboards(1) and setxkeymap(1).  The file keysymdef.h
is included in the file /usr/include/X11/keysym.h.

Ivan Bach, ib@engr.sgi.com, http://reality.sgi.com/ib/
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From: "Madhu Sethi" <madhu@cae.ca>
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Subject: display lists in draw callback
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Status: O

Hi,

We have a mulit-channel application, where different channels update at
different rates. Since we set the frame update rate to that of the fastest
channel, we would like to have the slower channels render the same scene for
several frames.

We were hoping to make use of display lists to capture the draw commands of 1
frame, and then draw this display list in the following frames.  I've tried
(unsucessfully) to implement it as follows: (I've just added this callback to
simple.C)

myDrawCallbackFunc(pfChannel *chan, void *) {
	static int c = 1;
	static pfDispList dl(PFDL_FLAT, 0);

	if (c) {
		dl.open();
		pfDraw();
		dl.close();
		c = 0;
	}

	chan->clear();
	dl.draw();
}

The scene is still upated every frame, so I guess this display list is updated.
Can someone tell me what exactly would be in this display list - are there
pointers to something that is updated by pfCull? And is there a way to make
this work? Basically, we need a very low cost way of rendering the same scene
on 1 channel for several frames.

Thanks!

-- 
Madhu Sethi			CAE Electronics Ltd., 8585 Cote De Liesse
Software Developer		Saint-Laurent, Quebec, Canada, H4L-4X4
3-D Graphics Applications	tel: +1 514 341 2000 extension 2275
madhu@cae.ca			fax: +1 514 340 5496
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From: Hansong Zhang <zhangh@cs.unc.edu>
Message-Id: <199606241647.MAA06089@indigo1.cs.unc.edu>
Subject: Re: APP draw
To: rioj7@fel.tno.nl (Veraart)
Date: Mon, 24 Jun 1996 12:47:52 -0400 (EDT)
Cc: info-performer@sgi.com
In-Reply-To: <199606240902.LAA16076@s00sn1.fel.tno.nl> from "Veraart" at Jun 24, 96 11:02:02 am
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Status: O

> 
> > What should I do in order to be able to draw in the APP process?
> > The pfChannel man pages say "... only the draw process is attached
> > to a graphics context." How (if possible) to make APP share this
> > graphics context and the window DRAW creates? The aim is to be
> > able to draw from APP with no switching overhead.
> > 
> > I know two processes cannot draw to the same window at the same time,
> > but suppose I can do exclusion properly...
> 
> Just use a double buffer in shared memory. Put the needed info in to draw
> the stuff you want and let a post-draw function draw it.
> While App is filling one buffer Draw is looking in the other buffer and draws.
> If you know that App can fill in the buffer before the drawing of the scene
> is complete you can use only a single buffer, use a flag variable to signal
> Draw that the data is valid in case there is very little to draw in the scene.
> 
> Mario

Mario, thanks for your reply! Sorry for not having made this clear, but
by "draw in the APP process" I mean real hardware graphics, but not building
something like a display list for DRAW process to consume later.

Hansong
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From: "AnitaKishore" <kishore@electrogig.com>
Message-Id: <9606241500.ZM8858@lee.electrogig.com>
Date: Mon, 24 Jun 1996 15:00:43 -0700
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Subject: performer process run as a separate application
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Status: O

Hi everyone:

	Does anyone know if running performer process as a separate application
(through the C function call "system" or "exec") from within a main program
decreases its performance, as against running it in the same main application
by forking it as another process.

	My DRAW process timing increases from ~2.0 to ~5.0 for the same .iv
file, same IPC mechanism (except the size of the shared data increases little
bit). CULL and APP process timings remain unchanged.

	Is this expected or there is a way to further optimize?
	I would think that since the performer loop starts after all processes
are forked or execed, it shouldn't effect its performance.

thanks for any help.
-anita

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Anita Kishore
kishore@electrogig.com
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From: Jon Christensen <jmc@UCSD.EDU>
To: info-performer@sgi.com
Subject: real-time on multi-user systems
Reply-To: Jon Christensen <jmc@ece.ucsd.edu>
Status: O

We are considering the relative advantages/disadvantages of buying
a dedicated machine for interactive graphics vs. adding more
processors to our current machine and using processor locking,
running as root, to try and get real-time performance out of the
machine while still supporting other users.  The second option
would be much cheaper for us.

What I'm wondering, though, is whether this is practical?  If we
have 8 processors, for example, and lock down 4 for graphics, with
the remaining 4 being available for the OS and other (non-graphics)
users, will we get frame drops, etc.  Would bus contention be a big
probem?  Does anyone have experience with a set-up like this?

thanks in advance,
Jon Christensen

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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: "Tom McReynolds" <tomcat@proxima.asd.sgi.com>
Message-Id: <9606242154.ZM29342@proxima.asd.sgi.com>
Date: Mon, 24 Jun 1996 21:54:34 -0700
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To: rainer@rus.uni-stuttgart.de
Subject: (Fwd) Re: Stereo in a X Window
Cc: info-performer@sgi.com
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Status: O



You shouldn't need to use the XSync() calls. I wrote a stereo demo program
that works with both OpenGL and IrisGL. I'll put it up on the Performer
web-site and post it's location here.

Here's some of the relevant code fragments:

/* left =1 if left channel; 0 if right channel. Shared->stereo != 0 if
   stereo visual could be obtained */


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


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

    /* which buffer to draw into ? */
    if(Shared->stereo) { /* if not stereo, draw to left all the time */
	if(*(int*)left) {
#ifdef IRISGL
	    leftbuffer(1);
	    rightbuffer(0);
#else
	    glDrawBuffer(GL_BACK_LEFT);
#endif
	} else {
#ifdef IRISGL
	    leftbuffer(0);
	    rightbuffer(1);
#else
	    glDrawBuffer(GL_BACK_RIGHT);
#endif
	}
    }
    /* erase framebuffer and draw Earth-Sky model */
    pfClearChan(channel);

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

    /* draw Performer throughput statistics */

    if (Shared->drawStats)
	pfDrawChanStats(channel);

    /* read window origin and size (it may have changed) */
    pfGetPWinSize(pfGetChanPWin(channel), &Shared->winSizeX,
&Shared->winSizeY);

#ifdef IRISGL
    if (!(WinType & PFPWIN_TYPE_X))
	GetGLInput();
#endif /* GL type */
}


static int FBAttrs[] = {
    PFFB_RGBA,
    PFFB_DOUBLEBUFFER,
    PFFB_STEREO,
    PFFB_DEPTH_SIZE, 23,
    PFFB_RED_SIZE, 1,
    PFFB_STENCIL_SIZE, 1,
    None,
};

/* request a stereo window, and check to see if we got one; NOTE:
   IrisGL erroneously says "yes" regardless. Stereo still functions
   properly if stereo visual is available, however */


static void
OpenPipeWin(pfPipeWindow *pw)
{
    pfPipe *p;
    Window w;
    Display *dsp;
    int stereo;

    /* set up stereo */

    pfPWinFBConfigAttrs(pw, FBAttrs);

    pfOpenPWin(pw);

    (void)pfQueryPWin(pw, PFQWIN_STEREO, &Shared->stereo);

    /* give up if the system doesn't support stereo */

    if(Shared->stereo == PFQFTR_FALSE)
	pfNotify(PFNFY_NOTICE, PFNFY_RESOURCE,
		 "Couldn't get a stereo window; using mono mode");


#ifdef IRISGL
    if (!(WinType & PFPWIN_TYPE_X))
    {
	/* register events of note with event-queue manager */
	qdevice(ESCKEY);
	qdevice(F1KEY);
	qdevice(GKEY);
    }
#endif /* GL type */

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


Hope this helps!

	-Tom





--- Forwarded mail from rainer@rus.uni-stuttgart.de

From: "Daniela Rainer" <zrgr0390@visin2.rus.uni-stuttgart.de>
Date: Fri, 14 Jun 1996 11:30:32 +0000
In-Reply-To: "Sharon Clay" <src@rose.asd.sgi.com>
        "Re: Stereo in a X Window is working now !" (Jun 13,  2:00pm)
Reply-To: rainer@rus.uni-stuttgart.de
X-Mailer: Z-Mail (3.2.1 6apr95 MediaMail)
To: "Sharon Clay" <src>
Subject: Re: Stereo in a X Window
Cc: info-performer@sgi.com

On Jun 13,  2:00pm, Sharon Clay wrote:
>
> Communicating through X is terribly slow - FYI, you definitey don't want
> to ever be doing an XSync() in your drawing!
> You can just select left and right buffers directly through the GL.
> For IRISGL it is leftbuffer() and rightbuffer() and for
> OpenGL it is glDrawBuffer(GL_BACK_LEFT or GL_BACK_RIGHT).
>
>-- End of excerpt from Sharon Clay

I use IRISGL based Performer with a X Window and the STR_BOT stereo mode.
Can I really use leftbuffer() and rightbuffer() for setting the buffer in a
GLX-window opened with pfuGLXWinopen (it doesn't work in my program)?

Regards

Daniela

--
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rainer@rus.uni-stuttgart.de
Tel.: ++49-(0)711-685-5970
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---End of forwarded mail from rainer@rus.uni-stuttgart.de

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


---End of forwarded mail from "Sharon Clay" <src@rose>

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From: "Alex Heidet" <alex@prosolvia.se>
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Date: Tue, 25 Jun 1996 11:58:49 -0600
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To: info-performer@sgi.com
Subject: non orthogonal image generation
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Status: O



One of the limitations of Permormer 1.x was that the generated image was
orthogonal to the view-point, and that therefore you had to show it in a plane
orthogonal to the real viewer.
Has this feature been changed in performer 2.0? Is it possible to generate
non-orthogonal viewing frustrum?

to illustrate:

	Eye			Eye
       /\                       /\
      /  \                     /  \
     /____\                   /    \
   Virtual and physical      /_ _---
   projection plane          Twisted virtual and
                             Physical plane.

Thanks.

Alex.


-- 
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Alexandre HEIDET			tel	+46 31-703 51 33
chez PROSOLVIA CLARUS AB		fax	+46 31-703 51 20
     GardaVagen 1,			E-mail	alex@clarus.se
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Status: O

	Hello,

	I have two questions about Performer 2.0:

	first, could somebody tell me why, in the directory
	/usr/share/Performer/src/lib/libpfui, the source code is in C++ and not
in C like the others directories such as /usr/share/Performer/src/lib/libpfdb
or /usr/share/Performer/src/lib/libpfutil ? I have to compile this library
because I have modified /usr/src/Performer/src/lib/libpfutil/xformer.c in
Performer 1.2 (updateDrive and others procedures).

	Second, what is about the difference of frame rate between the same
application written in Performer 1.2 and in Performer 2.0 on the same computer?
Is it very significant? (x2 or 3) and are there less bugs?
I ask myself if I must port two years of difficult developpment in the new
version (about 2 or 3 months of adaptation )

	Thanks in advance

	Regards

						Christian.

-- 
login IRIX
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From: "Glenn Waldron" <gwaldron@galileo.hpc.org>
Message-Id: <9606250822.ZM15155@galileo.hpc.org>
Date: Tue, 25 Jun 1996 08:22:46 -0400
In-Reply-To: "Alex Heidet" <alex@prosolvia.se>
        "non orthogonal image generation" (Jun 25, 11:58)
References: <9606251158.ZM3813@prost12.prosolvia.se>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: "Alex Heidet" <alex@prosolvia.se>
Subject: Re: non orthogonal image generation
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jun 25, 11:58, Alex Heidet wrote:
> Subject: non orthogonal image generation
>
>
> One of the limitations of Permormer 1.x was that the generated image was
> orthogonal to the view-point, and that therefore you had to show it in a
plane
> orthogonal to the real viewer.
> Has this feature been changed in performer 2.0? Is it possible to generate
> non-orthogonal viewing frustrum?
>
> to illustrate:
>
> 	Eye			Eye
>        /\                       /\
>       /  \                     /  \
>      /____\                   /    \
>    Virtual and physical      /_ _---
>    projection plane          Twisted virtual and
>                              Physical plane.

Actually you can do this is Perf 1.2, as well as 2.0; to create an
off-axis viewing frustum use pfMakePerspFrust() or pfChannel::makePersp().
Glenn.

-- 
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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Date: Tue, 25 Jun 1996 09:58:51 -0400 (EDT)
From: "Eric A. Brittain" <ericb@immersive.lcs.mit.edu>
To: info-performer@sgi.com, dorbie@bitch.reading.sgi.com
Subject: Re: Occulsion Culling
In-Reply-To: <9606231554.ZM3651@bitch.reading.sgi.com>
References: <199606231410.HAA03764@babar.asd.sgi.com>
 <9606231554.ZM3651@bitch.reading.sgi.com>
Status: O

I would like to propose another alternative to occulsion culling.
Since we can't get to the primitive level of culling in Performer,
could we constantly change the geometry of a geoset?

For example, suppose I have an indexed set of quads.
What if I determine all visible polygons and rearrange the index array
to reflect only the visible polygons (assuming the primitive is one color and
non textured)?  I would also change the primitive count to reflect the
number of primitives in the geoset.  Would this approach work?

Would there be a performance loss to changing the geoset?

Eric


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From: dery@cae.ca (Jean-Luc Dery)
Message-Id: <9606251110.ZM27536@graffiti.cae.ca>
Date: Tue, 25 Jun 1996 11:10:53 -0400
In-Reply-To: Nuno Godinho <mgo@minerva.inesc.pt>
        "I need a keyboard code list" (Jun 24,  1:29am)
References: <31CDE17E.41C67EA6@minerva.inesc.pt>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
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On Jun 24,  1:29am, Nuno Godinho wrote:
> Subject: I need a keyboard code list
> Hello.
>
> I have a problem:
>
> When testing for keyboard events I have to:
>
> -initialize the keys I want to use with
> 	device(AKEY);
> for each key I need ('A' in this example)
>
> -test with
> 	qread(&key)
> and do a case.
>
>
> Where can I get the code list for each key.
> I dont know how to call the arrow keys and most of the symbols...
>
> please help me
>
> 	Nuno
> =======================================================================
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>-- End of excerpt from Nuno Godinho


You can find the keyboard, mouse and other devices codes in the include file
device.h located in your gl directory.  The file is well commented and you
should find your answers in it.

Hope this helps,

-- 
____________________________________________________________________

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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To: info-performer@sgi.com
Subject: Inventor file labels fail to load 
Date: Tue, 25 Jun 96 11:38:37 EDT
Message-Id: <9606251538.253B88@pc1197.ldsa>
X-Mailer: SelectMAIL 1.2
Status: O

Hello:

When using the standard Performer Loader to load Inventor files, often, the 
resultant Performer tree does NOT contain the labels from the Inventor 
file.  WHY????*&^@!!*$!

I find that the Performer tree contains labels when they apply to groups of 
things, but does NOT when they apply to single items.

Under what conditions do Inventor labels get loaded into the Performer 
tree?  


Dave Heskamp


Lockheed Martin	Tactical Defense Systems	
1210 Massillon Road			
Akron, Ohio 44315-0001		
	
phone: (330) 796 - 5383
fax:   (330) 796 - 7009
email: dheskamp@ldsa.com

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From: "Madhu Sethi" <madhu@cae.ca>
Message-Id: <9606251237.ZM23852@sierra.cae.ca>
Date: Tue, 25 Jun 1996 12:37:34 -0400
In-Reply-To: "Richard Gallery" <gallery@prl.research.philips.com>
        "Re: display lists in draw callback" (Jun 25,  2:40pm)
References: <9606241230.ZM20455@sierra.cae.ca>  <9606251440.ZM5450@swift>
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To: "Richard Gallery" <gallery@prl.research.philips.com>
Subject: Re: display lists in draw callback
Cc: info-performer@sgi.com
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On Jun 25,  2:40pm, Richard Gallery wrote:
> Subject: Re: display lists in draw callback
> Hi
>

Thanks for the reply!!

> I can't help thinking that what you really want to do is
> only render the slower update scenes once, and then have
> them not render for several frames, then render again and
> so on.  I believe this can be accomplished using channel
> callback funtions (probably by not calling pfDraw selectively,
> which you can turn on or off by passing a value to the callback).

Yes! This is exactly what I want - to have the slow channels render only once
(or twice, to fill both buffers) per n frames, which can be controlled (at
least one way) by setting the channel trave mode to PFDRAW_OFF.

The problem, which you have predicted, is that the front and back buffers have
different scene instances, so the result is that the channel flickers between 2
scene-updates. Since I can't freeze the scene updates for 1 iteration, I'm
currently explicitly calling GL front/backbuffer commands in all channel
callbacks. But I'm not sure if this is the best route... any ideas on how I can
render one channel twice to get both buffers with the same scene instance? - I
guess we were hoping to use display lists for this problem.

Thanks...
>
> If you have a problem with the channels all being locked together to
> force a swap buffers synchronously, then maybe you need to render
> one channel twice, thus foricing its front and back buffers to have
> the same picture.
>
> Hope this was a help, I realise these things are never that simple.
>
> bye
> Richard
>
> --
> Richard Gallery
> Philips Research Labs
> Cross oak Lane
> Redhill
> Surrey
> RH1 5HA
>
> 01293-815167
> fax 01293-815500
>-- End of excerpt from Richard Gallery



-- 
Madhu Sethi			CAE Electronics Ltd., 8585 Cote De Liesse
Software Developer		Saint-Laurent, Quebec, Canada, H4L-4X4
3-D Graphics Applications	tel: +1 514 341 2000 extension 2275
madhu@cae.ca			fax: +1 514 340 5496
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From: dery@cae.ca (Jean-Luc Dery)
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Date: Tue, 25 Jun 1996 14:40:18 -0400
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To: info-performer@sgi.com
Subject: Sun and Earth illumination
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Hi Performers,

I'm working on a space simulation project and I need to simulate illumination
produced by the Sun and the Earth.  Would anyone out there know what would be
the proper attributes to use in order to simulate those two light sources ???

Thanks in advance for any help,

-- 
____________________________________________________________________

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: dery@cae.ca (Jean-Luc Dery)
Message-Id: <9606251549.ZM28228@graffiti.cae.ca>
Date: Tue, 25 Jun 1996 15:49:18 -0400
In-Reply-To: dery@poster.cae.ca (Jean-Luc Dery)
        "Sun and Earth illumination" (Jun 25,  2:40pm)
References: <9606251440.ZM28015@graffiti.cae.ca>
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: dery@poster.cae.ca (Jean-Luc Dery)
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On Jun 25,  2:40pm, Jean-Luc Dery wrote:
> Subject: Sun and Earth illumination
> Hi Performers,
>
> I'm working on a space simulation project and I need to simulate illumination
> produced by the Sun and the Earth.  Would anyone out there know what would be
> the proper attributes to use in order to simulate those two light sources ???
>
> Thanks in advance for any help,
>

I guess I wasn't clear enough; what I meant with light attributes were the rgb
values defining the ambient, diffuse and specular properties.

Thanks again for any help,





-- 
____________________________________________________________________

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: "Tom McReynolds" <tomcat@proxima.asd.sgi.com>
Message-Id: <9606251755.ZM3989@proxima.asd.sgi.com>
Date: Tue, 25 Jun 1996 17:55:27 -0700
In-Reply-To: "Daniela Rainer" <zrgr0390@visvr1.rus.uni-stuttgart.de>
        "Re: Stereo in a X Window" (Jun 25,  3:49pm)
References: <9606242154.ZM29342@proxima.asd.sgi.com> 
	<9606251549.ZM315@visvr1.rus.uni-stuttgart.de>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: rainer@rus.uni-stuttgart.de
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On Jun 25,  3:49pm, Daniela Rainer wrote:
> Subject: Re: Stereo in a X Window
> Hi Tom,
>
> thanks for your help. I compared your code fragments with my OpenGL based
> Performer demo program and noticed that they are the same. The only
difference
> was, that I tried to run it in STR_BOT mode on a Indigo Extreme and this does
> not work. But on a Reality Engine it works with the Reality Engine stereo
> modes.
>
> Do you know what I have to do in OpenGL based Performer if I want to have
> stereo on a machine without quadbuffer stereo?


Good point. I may have been answering the wrong question. If you are doing
quadbufferred stereo, all you have to do is call glDrawBuffer() with the
back left buffer, draw the left eye view, call glDrawBuffer() again with the
back right buffer, draw the right eye view, then swap the buffers to get
the back buffers to the front.

If you are doing top/bottom stereo (aka full screen stereo), you have to
use the XSGI calls, and you'll have to synchronize the GL and X streams,
as other posters have pointed out.

The basic sequence for top/bottom stereo is:

glXWaitGL()
XSGISetStereoBuffer() /* left buffer */
glXWaitX()

draw left eye view

glXWaitGL()
XSGISetStereoBuffer() /* right buffer */

draw right eye view

swap buffers

Yes, it's slow, but it's unavoidable for top/bottom stereo; that's why
we don't encourage people to use this type of stereo. Quadbuffer stereo
is a much faster path, although it doesn't work with the older/lower-end
systems.

I don't have a top/bottom demo program at the moment, but I can point you
to an OpenGL program that does both quad buffer and top/bottom stereo.

The demo program is in the gl_dev.sw.samples ism in the IRIX 6.2 release,
and the program gets installed in

/usr/share/src/OpenGL/teach/stereo

I hope this helps...


	-Tom




>
> Best regards
> Daniela
>
> --
> ----------------------------------------------------------------------------
> Daniela Rainer
>
> rainer@rus.uni-stuttgart.de
> Tel.: ++49-(0)711-685-5970
>-- End of excerpt from Daniela Rainer



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Date: Wed, 26 Jun 1996 09:33:45 +0100
To: info-performer@sgi.com
From: depinxi@pophost.eunet.be (de pinxi)
Subject: Heavy dynamic texturing
Status: O

Hi everyone,

we have a database running under performer 2.0, where we plan to include *a
lot* of dynamic textures, with the pfTexture->setFrame mechanism.

It's OK, it runs but.... we loose a lot of performance as we come from 30
Hz sustained to 12 Hz as soon as we introduce the dynamic texturing.

We are running a Crimson REone, one RM4, the global texture % is 65 at
loading time.


The question are : 

1) is it a normal behaviour ?

2) what could increase our performance : better CPU, more RM ? 

3) do we need more texture memory.


Thanks for any advice.


Phil


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


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Hi,
	This may be a silly question, is it possible to creat a area with 
performer application, so that user can keyin in that area?

		Bye!

		David



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Status: O

  There is a routine, pfDistancePt3 that I would like to use;
however, there does not seem to be a C++ version of it.
The regular definition is in <Performer/prmath.h> but is for C .
There is a macro PFDISTANCE_PT3 in <Performer/pr/pfLinMath.h>
which has the same functionality. Was this overlooked or intenai
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Subject: pfmath
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Status: O

   There is a routine, pfDistancePt3 that I would like to use;
however, there does not seem to be a C++ version of it. I am 
using the macro in <Performer/pr/pfLinMath.h>. Is there a C++
routine for this function or is it expected that we use the macro.


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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
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Date: Wed, 26 Jun 1996 14:56:12 +0100
In-Reply-To: David Chan <tfchan@cs.cuhk.hk>
        "input text within performer" (Jun 26,  8:33pm)
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On Jun 26,  8:33pm, David Chan wrote:
> Subject: input text within performer
> Hi,
> 	This may be a silly question, is it possible to creat a area with
> performer application, so that user can keyin in that area?
>
> 		Bye!
>
> 		David
>
>
>
> =======================================================================
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>-- End of excerpt from David Chan

the pfu..GUI stuff should do what you want. Check out man pfuInitGUI


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: dery@cae.ca (Jean-Luc Dery)
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        "pfmath" (Jun 26,  8:01am)
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On Jun 26,  8:01am, wasileskib@adadv1.mdc.com wrote:
> Subject: pfmath
>   There is a routine, pfDistancePt3 that I would like to use;
> however, there does not seem to be a C++ version of it.
> The regular definition is in <Performer/prmath.h> but is for C .
> There is a macro PFDISTANCE_PT3 in <Performer/pr/pfLinMath.h>
> which has the same functionality. Was this overlooked or intenai
> =======================================================================
> 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 wasileskib@adadv1.mdc.com

There is a member function in pfVec3 class declared in
<Performer/pr/pfLinMath.h> called "distance":

float pfVec3::distance(const pfVec3& pt2);

This is the C++ version of pfDistancePt3; you can man page pfVec3 for more
details.

Hope this helps,





-- 
____________________________________________________________________

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: nicolas@cae.ca (Nicolas Gauvin)
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Subject: Re: pfmath
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> There is a routine, pfDistancePt3 that I would like to use;

In C++, the equivalent is: 

 float pfVec3::distance(const pfVec3& pt2);

For example:

  pfVec3 p1;
  pfVec3 p2;
  distance = p1.distance(p2);

Nicolas Gauvin			CAE Electronics Ltd., 8585 Cote De Liesse
Software Developer 		Saint-Laurent, Quebec, Canada, H4L-4X4
3-D Graphics Applications	tel: +1 514 341 2000 extension 2275
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From: scott@ht.com (Scott McMillan)
Message-Id: <199606261419.KAA02369@er>
Subject: Re: pfmath
To: wasileskib@adadv1.mdc.com
Date: Wed, 26 Jun 1996 10:19:10 -0400 (EDT)
Cc: info-performer@sgi.com
In-Reply-To: <96062608084514@adadv1.mdc.com> from "wasileskib@adadv1.mdc.com" at Jun 26, 96 08:08:45 am
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Status: O

>    There is a routine, pfDistancePt3 that I would like to use;
> however, there does not seem to be a C++ version of it. I am 
> using the macro in <Performer/pr/pfLinMath.h>. Is there a C++
> routine for this function or is it expected that we use the macro.

Is pfVec3::distance(const pfVec3& pt2) the member function you are looking
for?  It computes the distance between the referenced pfVec3 and pt2.

-- 
   Scott McMillan, Ph.D.   | Developers of virtual environment
       scott@ht.com        | medical and surgical simulations
HIGH TECHSPLANATIONS, INC. | and surgery simulation creation
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From: Morten Eriksen <mortene@pvv.ntnu.no>
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Hi,

I'm still stuck with Performer 1.2, and I was wondering if there's any
way I could accomplish what this does in 2.0:

pfNodeTravMask(root, PFSET_OR, PFTRAV_SET_FROM_CHILD, 0x0);

..with a single command in 1.2? (I.e. making the intersection masks of
all nodes in the scene graph the bitwise OR of their children).

If not, maybe someone already has code for Performer 1.2 that will do
this (and are willing to share)?

Regards,
Morten Eriksen
-- 
"Who is this General Failure and why is he reading drive C: ?"
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Date: Wed, 26 Jun 1996 09:03:04 -0700
From: kowsik@coryphaeus.com (Kowsik Guruswamy)
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In-Reply-To: wasileskib@adadv1.mdc.com
        "pfmath" (Jun 26,  8:01am)
References: <96062608011916@adadv1.mdc.com>
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Status: O

On Jun 26,  8:01am, wasileskib@adadv1.mdc.com wrote:
> Subject: pfmath
>   There is a routine, pfDistancePt3 that I would like to use;
> however, there does not seem to be a C++ version of it.
> The regular definition is in <Performer/prmath.h> but is for C .
> There is a macro PFDISTANCE_PT3 in <Performer/pr/pfLinMath.h>
> which has the same functionality. Was this overlooked or intenai

pfVec3 v1(0.0f, 0.0f, 0.0f);
pfVec3 v2(1.0f, 1.0f, 1.0f);

float d = v1.distance (v2);

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
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I have just installed IRIX 6.2 and then tried to install Performer 2.1.  It
gave me the following conflict report:

Cannot replace performer_eoe.sw.common_performer (1232792133) with
performer_eoe.sw.common_performer (1234000053) because other products
depend on it.
	1a. Do not replace performer_eoe.sw.common_performer (1232792133)
	1b. Also remove performer_eoe.sw.igl_performer (1232792133)

Apparently, performer_eoe from its 2.1 release conflicts with the one that
comes bundled with 6.2 release.  I don't know how to resolve this and so
stopped the installation.  Please help!

Many thanks,
Gan

-- 

Gan Wang

Cambridge Research Associates            Office:   703-790-0505 ext.7210
1430 Spring Hill Road, Suite 200         Fax:      703-790-0370
McLean, VA 22102                         Internet: gan@cambridge.com              
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From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9606261707.AA18353@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: Re: Performer 2.1 Installation
Status: O


Gan Wang said:

> I have just installed IRIX 6.2 and then tried to install Performer 2.1.  It
> gave me the following conflict report:
> 
> Cannot replace performer_eoe.sw.common_performer (1232792133) with
> performer_eoe.sw.common_performer (1234000053) because other products
> depend on it.
>         1a. Do not replace performer_eoe.sw.common_performer (1232792133)
>         1b. Also remove performer_eoe.sw.igl_performer (1232792133)
> 
> Apparently, performer_eoe from its 2.1 release conflicts with the one that
> comes bundled with 6.2 release.  I don't know how to resolve this and so
> stopped the installation.  Please help!

This isn't an isolated incident - I had the same problem - I upgraded from 
6.2(beta) to 6.2(MR), then installed Performer and got exactly the same
conflict - and I didn't know how to resolve it either.


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

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From: "Sharon Clay" <src@rose.asd.sgi.com>
Message-Id: <9606261056.ZM16613@rose.asd.sgi.com>
Date: Wed, 26 Jun 1996 10:56:27 -0700
In-Reply-To: steve@mred.bgm.link.com (Steve Baker)
        "Re: Performer 2.1 Installation" (Jun 26, 12:07pm)
References: <9606261707.AA18353@mred.bgm.link.com>
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To: steve@mred.bgm.link.com (Steve Baker), info-performer@sgi.com
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+>---- On Jun 26, 12:07pm, Steve Baker wrote:
> Subject: Re: Performer 2.1 Installation
->
->Gan Wang said:
->
->> I have just installed IRIX 6.2 and then tried to install Performer 2.1.  It
->> gave me the following conflict report:
->> 
->> Cannot replace performer_eoe.sw.common_performer (1232792133) with
->> performer_eoe.sw.common_performer (1234000053) because other products
->> depend on it.
->>         1a. Do not replace performer_eoe.sw.common_performer (1232792133)
->>         1b. Also remove performer_eoe.sw.igl_performer (1232792133)
->> 
->> Apparently, performer_eoe from its 2.1 release conflicts with the one that
->> comes bundled with 6.2 release.  I don't know how to resolve this and so
->> stopped the installation.  Please help!
->
->This isn't an isolated incident - I had the same problem - I upgraded from 
->6.2(beta) to 6.2(MR), then installed Performer and got exactly the same
->conflict - and I didn't know how to resolve it either.


It looks much worse than it is.

Performer2.1 was OpenGL only and did not include IRIS GL libraries.
However, Performer2.1 _does_ include both OpenGL and IRIS GL 2.0.1
libraries that exactly match what was shipped in IRIX 6.2.  So,
you should be able to remove your old IRIS GL libs and install
the performer_compat subsystems in the 2.1 images and end up with all
the right DSOs and links.

src.

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


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From: Nuno Godinho <mgo@minerva.inesc.pt>
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To: dheskamp@ldsa.com
Cc: info-performer@sgi.com
Subject: Re: Inventor file labels fail to load 
References: <9606251538.253B88@pc1197.ldsa>
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Status: O

dheskamp@ldsa.com wrote:
> 
> Hello:
> 
> When using the standard Performer Loader to load Inventor files, often, the resultant Performer tree does NOT contain the labels from the Inventor file.  WHY????*&^@!!*$!

We have the same problem. Actually we thought the problem was with the
pfuPick routines, but you're probably right.


Oceanario Virtual
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To: info-performer@sgi.com
Subject: Re: Inventor file labels fail to load 
Date: Wed, 26 Jun 96 14:25:53 EDT
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Hello:

As seen below, other Performer users want access to all labels in the Inventor file.  How about it SGI?  Can you fix 
pfiv.C in the next release?  I don't have an Inventor development license, so I cannot do it myself.

--- Begin Included Message ---
mgo@minerva.inesc.pt wrote:

>> dheskamp@ldsa.com wrote: 
>> Hello:
>> 
>> When using the standard Performer Loader to load Inventor files, often, the resultant Performer tree does NOT 
>>contain the labels from the Inventor file.  WHY????*&^@!!*$!
>
>We have the same problem. Actually we thought the problem was with the
>pfuPick routines, but you're probably right.


Oceanario Virtual
--- 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

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Date: Thu, 27 Jun 1996 18:28:53 +0100
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: To all IR Guru, fast answer needed !
X-Mailer: <PC Eudora Version 1.4>
Status: O

I have just tested on one of the first french IR yesterday an application=20
that runs good on Indigo=B2, Impact and Re=B2.
This is a  Performer 2.x based app with GL calls. All objects are in=20
Inventor Format.

Basically, it runs fast but I have noticed several points that I need help=
=20
or advice on.
First the machine is IR R10000, irix 6.2 with patches 1243,1252,1282,1295.
Installed performer version is=20
Perf 2.1 backward DSO
Perf 2.1 Dev software
Perf 2.1 Execution
Perf 2.0.1 Execution       =3D=3D=3D=3D>(how surprising !!!)

Second, what I have noticed:
- The lod transition seems to act like the one on Impact, just a simple=20
switch, no fading  like on Re=B2.
- Alpha texture need to have pfTransparency switched to high instead of fast=
=20
like on all other machines ( but it runs so it is no longer a question!).
- Transparency in Inventor geometry is not supported if antialiasing is=20
switched to on. But if switched to off, I got my transparency. So should I=
=20
add pfTransparency high in the Iv loader to get this work ?
- I'm ligthly disapointed on antialiasing, so wath are the tricks to get it=
=20
better.

PS: I need fast answers, because the machine should be shipped in the couple=
=20
of next days !!!!!


Sumary of the questions:
better antialiasing ?
lod transition with fading ?
Inventor transparency and antialiasing ?


Thanks in advance.
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To: info-performer@sgi.com
Subject: Compiling problems under 6.2
Mime-Version: 1.0
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Status: O

Hi!

I have serious problems when compiling the perfly.C program (OpenGL). I have
had problems since installing Irix6.2 on my IMPACT.

If I set PFSTYLE=32 in the Makefile I get a lot of warnings when linking:

-----------------------------------------
        /usr/bin/CC        -DPFIRIX5    -I..  -I../../common
 -I../../../../../../usr/include/   -nostdinc -I/usr/include/CC -I/usr/include
-mips2 -o32 -O   -MDupdate Makedepend -c ../../common/main.C
        /usr/bin/cc     -DPFIRIX5 -I..  -I../../common
 -I../../../../../../usr/include/   -nostdinc -I/usr/include -mips2 -o32 -O
  -MDupdate Makedepend -woff 1685,515,608,658,799,803,852,1048,1233,1499 -o
perfly.OPT cmdline.o  generic.o  env.o  gui.o  keybd.o  perfly.o  main.o
-L/usr/lib/Performer/Static  -L/usr/lib/Performer/Static/libpfdb  -L/lib -all
-lpf_ogl -lpfdu_ogl -lpfutil_ogl -lpfui -Wl,-none -limage  -lfm
 -ignore_unresolved -lGLU -lGL -lXext  -lXmu  -lX11  -lfpe  -lm  -lmalloc  -lC

ld: WARNING 15: multiply defined:(getData__8pfMemoryCFv) in
/usr/lib/Performer/Static/libpfui.a(pfiCollide.o) and
/usr/lib/Performer/Static/libpfui.a(pfiInputXform.o) (2nd definition ignored).
ld: WARNING 15: multiply defined:(isOfType__8pfMemoryFP6pfType) in
/usr/lib/Performer/Static/libpfui.a(pfiCollide.o) and
/usr/lib/Performer/Static/libpfui.a(pfiInputXform.o) (2nd definition ignored).

-- many WARNINGS deleted...

ld: Giving up after printing 50 warnings.  Use -wall to print all warnings.
        ln -s OPT.O32.OPENGL/perfly.OPT perfly
---------------------------------------------------

Then perfly-program works fine, but the warnings are very annoying.

However, since I am running on Irix6.2 I thought I have to compile with
PFSTYLE=N32 or 64.

This generates warnings en masse:
-----------------------------------------------------------

-- many warnings deleted

"../../../../../../usr/include/Performer/pfui/pfiInputXform.h", line 155:
warning(1681):
          "void pfiMotionCoord::copy(pfiMotionCoord *)" does not match
          "pfMemory::copy" -- virtual function override intended?
      void              copy(pfiMotionCoord *_src);
                        ^

"../../../../../../usr/include/Performer/pfui/pfiInputXform.h", line 155:
warning(1681):
          "void pfiMotionCoord::copy(pfiMotionCoord *)" does not match
          "pfObject::copy" -- virtual function override intended?
      void              copy(pfiMotionCoord *_src);
                        ^

"../../../../../../usr/include/Performer/pfui/pfiXformer.h", line 156:
warning(1681):
          "void pfiTDFXformer::setStartMotion(float, float, float)" does not
          match "pfiInputXform::setStartMotion" -- virtual function override
          intended?
      virtual void      setStartMotion(float _startSpeed,
                        ^

"../../../../../../usr/include/Performer/pfui/pfiXformer.h", line 158:
warning(1681):
          "void pfiTDFXformer::getStartMotion(float *, float *, float *) const"
          does not match "pfiInputXform::getStartMotion" -- virtual function
          override intended?
      virtual void      getStartMotion(float *_startSpeed,
                        ^

        /usr/bin/cc     -DPFIRIX6 -I..  -I../../common
 -I../../../../../../usr/include/   -nostdinc -I/usr/include -mips3 -n32 -O
  -MDupdate Makedepend -woff 1685,515,608,658,799,803,852,1048,1233,1499 -o
perfly.OPT cmdline.o  generic.o  env.o  gui.o  keybd.o  perfly.o  main.o
-L/usr/lib32/Performer/Static  -L/usr/lib32/Performer/Static/libpfdb  -L/lib32
-all -lpf_ogl -lpfdu_ogl -lpfutil_ogl -lpfui -Wl,-none -limage
 -ignore_unresolved -lGLU -lGL -lXext  -lXmu  -lX11  -lm  -lC
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfDCS.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfFrameStats.o) (2nd definition
ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfGeode.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfGroup.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfNode.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfBillboard.o) (2nd definition
ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfLayer.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfLightPoint.o) (2nd definition
ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfLightSource.o) (2nd definition
ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfLOD.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfMorph.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfPartition.o) (2nd definition
ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfScene.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfSCS.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfSequence.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfSwitch.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfTraverser.o) (2nd definition
ignored).
ld32: WARNING 15: multiply defined:(__TID_8pfStruct) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfNode.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfTraverser.o) (2nd definition
ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfText.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(cBillboard.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(cTraverser.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfinit.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfIsector.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_10_pfIsector) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfNode.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfIsector.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_8pfStruct) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfNode.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfIsector.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfCuller.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_8pfStruct) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfNode.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfCuller.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfPick.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_6pfPath) in
/usr/lib32/Performer/Static/libpf_ogl.a(pfChannel.o) and
/usr/lib32/Performer/Static/libpf_ogl.a(pfProcess.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_14pfiMotionCoord) in
/usr/lib32/Performer/Static/libpfui.a(pfiInputXform.o) and
/usr/lib32/Performer/Static/libpfui.a(pfiXformer.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_14pfiMotionCoord) in
/usr/lib32/Performer/Static/libpfui.a(pfiInputXform.o) and
/usr/lib32/Performer/Static/libpfui.a(pfiDrive.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_14pfiMotionCoord) in
/usr/lib32/Performer/Static/libpfui.a(pfiInputXform.o) and
/usr/lib32/Performer/Static/libpfui.a(pfiFly.o) (2nd definition ignored).
ld32: WARNING 15: multiply defined:(__TID_14pfiMotionCoord) in
/usr/lib32/Performer/Static/libpfui.a(pfiInputXform.o) and
/usr/lib32/Performer/Static/libpfui.a(pfiTrackball.o) (2nd definition ignored).
ld32: WARNING 85: definition of fabs in /usr/lib32/mips3/libm.a(fabs.o)
preempts that definition in /usr/lib32/mips3/libc.so.
ld32: WARNING 129: Cannot find libm.so, which is needed for proper transitive
linking.
ld32: WARNING 129: Cannot find libm.so, which is needed for proper transitive
linking.
ld32: FATAL 75: object file /usr/lib32/Performer/Static/libpf_ogl.a(cStruct.o)
contains symbol (index 1) which is both LOCAL and UNDEF
ld32: INFO 60: Output file removed because of error.
cc ERROR:  /usr/lib64/cmplrs/ld32 returned non-zero status 1
*** Error code 1
smake: Error: 1 error
*** Error code 2
smake: Error: 1 error
--------------------------------------------------------

Could anyone please help me with this?

Thanks!

/Tomas

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To: INFO-PERFORMER@sgi.com
Subject: Perf/ C++
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simple question. maybe.
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From: wasileskib@adadv1.mdc.com
Date: Thu, 27 Jun 1996 06:39:36 -0500
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To: INFO-PERFORMER@sgi.com
Subject: C++
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Status: O

Hopefully this is a simple question.
I have come across a problem that only seems to 
show up within performer regarding C++ iostreams.
Anytime cout, cin or any file stream is called within
a performer app, the app dumps.
For any sample test case; take ANY performer C++
routine from the pguide directory... add the line
   cout << "TEST CASE" << endl;

be sure to include the <iostream.h>

add this line to the first few lines of the main...
It will dump as soon as it hits this line...
then comment it out and the code will run...
Does anyone know what is causing this?

- Bryan Wasileski
  McDonnell Douglas Training Systems

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From: "Tomas Moller" <tompa@clarus.se>
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Date: Thu, 27 Jun 1996 05:25:27 -0700
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To: info-performer@sgi.com
Subject: Texture loading on Onyx, Impact in OpenGl
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Status: O

Hello again!
I have an application where I am updating a texture each frame and I'd like to
download it into the texture memory.
On our Onyx, in IrisGL
          textures[i]->setFormat(PFTEX_SUBLOAD_FORMAT,PF_ON);
          textures[i]->setLoadImage(texturemap);
          textures[i]->setLoadMode(PFTEX_LOAD_SOURCE,PFTEX_SOURCE_IMAGE);
worked fine.
Now I am trying to convert to OpenGL because I want to run the app on
Impacts, InifinteReality and on Onyxes.

On the Onyx, the app hangs if
  textures[i]->setFormat(PFTEX_SUBLOAD_FORMAT,PF_ON);
is included in the code.
Anyone knows why? Is it patch154 and Performer2.0.1 I need (as pointed out in a
previous posting by Simon Hui concerning PFTEX_SOURCE_FRAMEBUFFER) ?

I also wonder what the proper way is to download a texture on an Impact? Will
the code for the Onyx work on an Impact or is there another approach?

Thanks!

/Tomas


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From: "Pradeep Solanki" <pradeep@vashi>
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Date: Thu, 27 Jun 1996 05:59:37 -0700
In-Reply-To: wasileskib@adadv1.mdc.com
        "C++" (Jun 27,  6:39am)
References: <96062706393646@adadv1.mdc.com>
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On Jun 27,  6:39am, wasileskib@adadv1.mdc.com wrote:
> Subject: C++

> For any sample test case; take ANY performer C++
> routine from the pguide directory... add the line
>    cout << "TEST CASE" << endl;
>
> be sure to include the <iostream.h>
>
> add this line to the first few lines of the main...
> It will dump as soon as it hits this line...
> then comment it out and the code will run...
> Does anyone know what is causing this?

This problem was fixed in IRIX 6.0.1 w/ C++ patch 283. Works fine in 6.1 and
6.2.

Pradeep


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Status: O

Hello, Performers!

Is there any technical specifications on the Dynamic Video 
Resolution functionnality as demonstrated on Performer 2.1's perfly? The man 
page of pfPVChanDVRMode actually refers to the "Video Library" man pages...which 
I haven't got for some reason.
I wonder in particular :
	- whether DVR has a cost on rendering performance (that is, will turning 
it on reduce my frame rate in the trivial cases where nothing complex is drawn?) 
	- is this a iR-specific function ?
Thanks for your help.
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Date: Thu, 27 Jun 1996 09:27:33 -0400 (EDT)
From: Jennifer Flanagan <flanagan@itd.nrl.navy.mil>
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To: wasileskib@adadv1.mdc.com
Cc: INFO-PERFORMER@sgi.com
Subject: Re: C++
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Status: O


   The problem that you are encountering is that you are linking with
cc (C) instead of CC (C++).  It is possible with a Performer Makefile
to compile with C++ and then link with C.  Don't ask me why this is so.
We fixed this by changing the ${CC} references at the end of the make
file to ${C++}.  Hope this helps!



On Thu, 27 Jun 1996 wasileskib@adadv1.mdc.com wrote:

> Hopefully this is a simple question.
> I have come across a problem that only seems to 
> show up within performer regarding C++ iostreams.
> Anytime cout, cin or any file stream is called within
> a performer app, the app dumps.
> For any sample test case; take ANY performer C++
> routine from the pguide directory... add the line
>    cout << "TEST CASE" << endl;
> 
> be sure to include the <iostream.h>
> 
> add this line to the first few lines of the main...
> It will dump as soon as it hits this line...
> then comment it out and the code will run...
> Does anyone know what is causing this?
> 
> - Bryan Wasileski
>   McDonnell Douglas Training Systems
> 
> =======================================================================
> List Archives, FAQ, FTP:  http://www.sgi.com/Technology/Performer.html
>             Submissions:  info-performer@sgi.com
>         Admin. requests:  info-performer-request@sgi.com
> 
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From: scott@ht.com (Scott McMillan)
Message-Id: <199606271355.JAA03615@er>
Subject: Re: C++
To: wasileskib@adadv1.mdc.com
Date: Thu, 27 Jun 1996 09:55:49 -0400 (EDT)
Cc: info-performer@sgi.com
In-Reply-To: <96062706393646@adadv1.mdc.com> from "wasileskib@adadv1.mdc.com" at Jun 27, 96 06:39:36 am
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>  Hopefully this is a simple question.  I have come across a problem that
> only seems to show up within performer regarding C++ iostreams.  Anytime
> cout, cin or any file stream is called within a performer app, the app
> dumps.
[snip]
> Does anyone know what is causing this?

Yep...everytime this happened to me I was using accidentally 'cc' to compile
the code (usually via the example code Makefiles).  Make sure you use a real
C++ compiler like CC, NCC, or DCC otherwise the streams don't get set up
properly.

-- 
   Scott McMillan, Ph.D.   | Developers of virtual environment
       scott@ht.com        | medical and surgical simulations
HIGH TECHSPLANATIONS, INC. | and surgery simulation creation
     http://www.ht.com     | tools.

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From: Hansong Zhang <zhangh@cs.unc.edu>
Message-Id: <199606271447.KAA19967@indigo1.cs.unc.edu>
Subject: Re: C++
To: flanagan@itd.nrl.navy.mil (Jennifer Flanagan)
Date: Thu, 27 Jun 1996 10:47:10 -0400 (EDT)
Cc: wasileskib@adadv1.mdc.com, INFO-PERFORMER@sgi.com
In-Reply-To: <Pine.SUN.3.91.960627092503.7941B-100000@itd> from "Jennifer Flanagan" at Jun 27, 96 09:27:33 am
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Status: O

Or call Iostream_init() before using any iostream function and
go on linking with cc.

Hansong
> 
> 
>    The problem that you are encountering is that you are linking with
> cc (C) instead of CC (C++).  It is possible with a Performer Makefile
> to compile with C++ and then link with C.  Don't ask me why this is so.
> We fixed this by changing the ${CC} references at the end of the make
> file to ${C++}.  Hope this helps!
> 
> 
> 
> On Thu, 27 Jun 1996 wasileskib@adadv1.mdc.com wrote:
> 
> > Hopefully this is a simple question.
> > I have come across a problem that only seems to 
> > show up within performer regarding C++ iostreams.
> > Anytime cout, cin or any file stream is called within
> > a performer app, the app dumps.
> > For any sample test case; take ANY performer C++
> > routine from the pguide directory... add the line
> >    cout << "TEST CASE" << endl;
> > 
> > be sure to include the <iostream.h>
> > 
> > add this line to the first few lines of the main...
> > It will dump as soon as it hits this line...
> > then comment it out and the code will run...
> > Does anyone know what is causing this?
> > 
> > - Bryan Wasileski
> >   McDonnell Douglas Training Systems
> > 

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From: "Rob Jenkins" <robj@barney.reading.sgi.com>
Message-Id: <9606271557.ZM15437@barney.reading.sgi.com>
Date: Thu, 27 Jun 1996 15:57:01 +0100
In-Reply-To: reymond@corysmailserv.corys.fr (Gilles Reymond)
        "DVR information" (Jun 27,  3:15pm)
References: <9606271315.AA00980@neptune.corys>
X-Mailer: Z-Mail (3.2.0 26oct94 MediaMail)
To: reymond@corysmailserv.corys.fr (Gilles Reymond), info-performer@sgi.com
Subject: Re: DVR information
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On Jun 27,  3:15pm, Gilles Reymond wrote:
> Subject: DVR information
> Hello, Performers!
>
> Is there any technical specifications on the Dynamic Video
> Resolution functionnality as demonstrated on Performer 2.1's perfly? The man
> page of pfPVChanDVRMode actually refers to the "Video Library" man
pages...which
> I haven't got for some reason.
> I wonder in particular :
> 	- whether DVR has a cost on rendering performance (that is, will
turning
> it on reduce my frame rate in the trivial cases where nothing complex is
drawn?)
> 	- is this a iR-specific function ?
> Thanks for your help.
> =======================================================================
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>-- End of excerpt from Gilles Reymond

You won't incur any latency from DVR ( even when it is changing resolution )
and yes DVR is iR specific

Cheers
Rob

-- 
________________________________________________________________
Rob Jenkins, Software Support Group, Silicon Graphics UK Ltd.       
Forum 1, Station Road, Theale, Reading, UK, RG7 4SB. 
tel 01734 257736, fax 01734 257553, email robj@reading.sgi.com,

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Date: Fri, 28 Jun 1996 01:34:57 +0100
To: info-performer@sgi.com
From: ceti@worldnet.net (ceti)
Subject: To all IR Guru, fast answer needed !
X-Mailer: <PC Eudora Version 1.4>
Status: O

I have just tested on one of the first french IR yesterday an application=20
that runs good on Indigo=B2, Impact and Re=B2.
This is a  Performer 2.x based app with GL calls. All objects are in=20
Inventor Format.

Basically, it runs fast but I have noticed several points that I need help=
=20
or advice on.
First the machine is IR R10000, irix 6.2 with patches 1243,1252,1282,1295.
Installed performer version is=20
Perf 2.1 backward DSO
Perf 2.1 Dev software
Perf 2.1 Execution
Perf 2.0.1 Execution       =3D=3D=3D=3D>(how surprising !!!)

Second, what I have noticed:
- The lod transition seems to act like the one on Impact, just a simple=20
switch, no fading  like on Re=B2.
- Alpha texture need to have pfTransparency switched to high instead of fast=
=20
like on all other machines ( but it runs so it is no longer a question!).
- Transparency in Inventor geometry is not supported if antialiasing is=20
switched to on. But if switched to off, I got my transparency. So should I=
=20
add pfTransparency high in the Iv loader to get this work ?
- I'm ligthly disapointed on antialiasing, so wath are the tricks to get it=
=20
better.

PS: I need fast answers, because the machine should be shipped in the couple=
=20
of next days !!!!!


Sumary of the questions:
better antialiasing ?
lod transition with fading ?
Inventor transparency and antialiasing ?


Thanks in advance.
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Date: Thu, 27 Jun 1996 09:01:31 -0700
From: kowsik@coryphaeus.com (Kowsik Guruswamy)
Message-Id: <9606270901.ZM1009@buggy.coryphaeus.com>
In-Reply-To: "Tomas Moller" <tompa@clarus.se>
        "Compiling problems under 6.2" (Jun 27,  3:01am)
References: <9606270301.ZM10894@prost24.prosolvia.se>
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On Jun 27,  3:01am, Tomas Moller wrote:
> Subject: Compiling problems under 6.2
> Hi!
>
> I have serious problems when compiling the perfly.C program (OpenGL). I have
> had problems since installing Irix6.2 on my IMPACT.
>
> If I set PFSTYLE=32 in the Makefile I get a lot of warnings when linking:
>
> -----------------------------------------
>         /usr/bin/CC        -DPFIRIX5    -I..  -I../../common
>  -I../../../../../../usr/include/   -nostdinc -I/usr/include/CC
-I/usr/include
> -mips2 -o32 -O   -MDupdate Makedepend -c ../../common/main.C
>         /usr/bin/cc     -DPFIRIX5 -I..  -I../../common
>  -I../../../../../../usr/include/   -nostdinc -I/usr/include -mips2 -o32 -O
>   -MDupdate Makedepend -woff 1685,515,608,658,799,803,852,1048,1233,1499 -o
> perfly.OPT cmdline.o  generic.o  env.o  gui.o  keybd.o  perfly.o  main.o
> -L/usr/lib/Performer/Static  -L/usr/lib/Performer/Static/libpfdb  -L/lib -all
> -lpf_ogl -lpfdu_ogl -lpfutil_ogl -lpfui -Wl,-none -limage  -lfm
>  -ignore_unresolved -lGLU -lGL -lXext  -lXmu  -lX11  -lfpe  -lm  -lmalloc
 -lC

[snip]

>         /usr/bin/cc     -DPFIRIX6 -I..  -I../../common
>  -I../../../../../../usr/include/   -nostdinc -I/usr/include -mips3 -n32 -O
>   -MDupdate Makedepend -woff 1685,515,608,658,799,803,852,1048,1233,1499 -o
> perfly.OPT cmdline.o  generic.o  env.o  gui.o  keybd.o  perfly.o  main.o
> -L/usr/lib32/Performer/Static  -L/usr/lib32/Performer/Static/libpfdb
 -L/lib32
> -all -lpf_ogl -lpfdu_ogl -lpfutil_ogl -lpfui -Wl,-none -limage
>  -ignore_unresolved -lGLU -lGL -lXext  -lXmu  -lX11  -lm  -lC

Try linking with either CC, or ld with -old_ld flag. The linker is new in 6.2

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
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From: Mark Baranowski <baranowski@marklynn.demon.co.uk>
To: info-performer@sgi.com
Subject: Vega 1.3 & Overlay colours.
Date: Thu, 27 Jun 1996 16:13:42 GMT
Organization: Pera
Message-ID: <31d2b333.31390500@post.demon.co.uk>
X-Mailer: Forte Agent .99e/32.227
Status: O

Hi,

First let me apologise as this is a little off topic.I wonder if
anyone can give me some help with a problem I have with a Vega 1.3
application running under IRIX 5.3 on a variety of workstations.

I am having problems setting colour map entries for the overlay
bitplanes associated with a GLX window. I know very little about X and
am not finding the example code that useful because I do not know what
Vega is doing when it creates the window.

The basic approach I am taking is illustrated below:
( Note, Vega defines the following type:

typedef struct {     
   Display     *xdisp;         /* display */
   Window      xwin;           /* parent X window for the glx Window*/
   Window      glwin;          /* the glx X window */
   Window      overwin;        /* overlay X window */
} vgGLXWin;

)



vgGLXWin xw;
XWindowAttributes wa;
XColor c;

vgGetGLXWin(win, &xw);
GLXwinset(xw.xdisp, xw.overwin);
XGetWindowAttributes(xw.xdisp, xw.overwin, &wa);

c.pixel = location number used in color( );
c.red = r value
c.green = g value
c.blue = b value
c.flags = DoRed | DoGreen | DoBlue;
XStoreColor(xw.xdisp, wa.colormap, &c);


I have tried using XAllocColorCells on xw.xdisp and wa.colormap but
with no success (Do I need to do anything with this call?).

I would be very grateful for any help anyone can provide.

TIA.

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: wasileskib@adadv1.mdc.com
Date: Thu, 27 Jun 1996 14:20:17 -0500
Message-Id: <96062714201719@adadv1.mdc.com>
To: INFO-PERFORMER@sgi.com
Subject: Performer Flt loader
X-VMS-To: INFO-PERFORMER@SGI.COM
Status: O

When setting the PFNFY_LEVEL to 5 I see
many warnings regaring the flt loader.
  specifically "cannot find pfdFindConverterDSO()-
     could not load DSO for extension flt"

The model seems to load...Does anyone know what
is exactly happening? In addition I attempted
to use the function pfdLoadFile_flt() and could
not get a link. 

Any ideas?

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From: "Javier Castellar" <javier@sixty.asd.sgi.com>
Message-Id: <9606271225.ZM19071@sixty.asd.sgi.com>
Date: Thu, 27 Jun 1996 12:25:06 -0700
In-Reply-To: reymond@corysmailserv.corys.fr (Gilles Reymond)
        "DVR information" (Jun 27,  3:15pm)
References: <9606271315.AA00980@neptune.corys>
X-Mailer: Z-Mail-SGI (3.2S.2 10apr95 MediaMail)
To: reymond@corysmailserv.corys.fr (Gilles Reymond), info-performer@sgi.com
Subject: Re: DVR information
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On Jun 27,  3:15pm, Gilles Reymond wrote:
> 	- whether DVR has a cost on rendering performance (that is, will
turning
> it on reduce my frame rate in the trivial cases where nothing complex is
>drawn?)

DVR has NO performance penalty.

> 	- is this a iR-specific function ?

DVR has a money cost: it is an iR-specific function.

Regards.

-Javier



-- 
*************************************************************************
* Javier Castellar Arribas     * Email:              javier@asd.sgi.com *                 
*                              * Vmail:            		 3-1589 *            
* Member of Technical Staff    * Phone: (415)-933-1589 | 933-2108 (lab) *
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From: "Daniel Panic" <daniel@daniel.karlsruhe.sgi.com>
Message-Id: <9606272136.ZM11717@daniel.karlsruhe.sgi.com>
Date: Thu, 27 Jun 1996 21:36:09 -0600
Reply-To: panic@karlsruhe.sgi.com
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To: info-performer@sgi.com
Subject: Importing DLMS-DFAD/DTED
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Status: O

Hi,

customer ist asking wheter there is an easy way to read DLMS-DFAD or DLMS-DTED
data (DLMS-DTED is more important) whithin performer?

thanx

daniel

-- 
                                        +---------------------------------+
                                        |  Daniel Banek                   |
      __      ____    __          * __  |  Projectmanager High-End Graphic|
 /\  / / /| /  /     /_//\  /| / / /    |  SiliconGraphics Germany        |
/_/ /_/ / |/  /     /  /--\/ |/ / /_    |  email: panic@karlsruhe.sgi.com |
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From: "Kenneth Gordon" <gordon@ait.nrl.navy.mil>
Message-Id: <9606271603.ZM5930@shark>
Date: Thu, 27 Jun 1996 16:03:15 -0400
In-Reply-To: wasileskib@adadv1.mdc.com
        "Performer Flt loader" (Jun 27,  2:20pm)
References: <96062714201719@adadv1.mdc.com>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: INFO-PERFORMER@sgi.com
Subject: Re: Performer Flt loader
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Status: O

On Jun 27,  2:20pm, wasileskib@adadv1.mdc.com wrote:
> Subject: Performer Flt loader
> When setting the PFNFY_LEVEL to 5 I see
> many warnings regaring the flt loader.
>   specifically "cannot find pfdFindConverterDSO()-
>      could not load DSO for extension flt"
>
> The model seems to load...Does anyone know what
> is exactly happening? In addition I attempted
> to use the function pfdLoadFile_flt() and could
> not get a link.

I'm getting the same error when I try to load 3ds files.
Let me know if anyone can figure this one out!

-- Ken

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From: "Tom McReynolds" <tomcat@proxima.asd.sgi.com>
Message-Id: <9606271306.ZM11370@proxima.asd.sgi.com>
Date: Thu, 27 Jun 1996 13:06:20 -0700
In-Reply-To: "Daniela Rainer" <zrgr0390@viserv.rus.uni-stuttgart.de>
        "Re: Stereo in a X Window" (Jun 26,  4:15pm)
References: <9606242154.ZM29342@proxima.asd.sgi.com> 
	<9606251549.ZM315@visvr1.rus.uni-stuttgart.de> 
	<9606251755.ZM3989@proxima.asd.sgi.com> 
	<9606261615.ZM587@viserv.rus.uni-stuttgart.de>
X-Mailer: Z-Mail (3.2.3 08feb96 MediaMail)
To: rainer@rus.uni-stuttgart.de
Subject: Re: Stereo in a X Window
Cc: info-performer@proxima.asd.sgi.com
Mime-Version: 1.0
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Status: O


	I have written a demo program for top/bottom stereo (that actually
	works! :-) and I've put it up on the Performer website in the
	goodies page.

	You don't want to ask for a stereo visual when you're doing top/bottom
	stereo. That's probably why you're having trouble with the Express.

	The other trick is to make sure you're using the proper window handle;
	use pfGetPWinWSDrawable() to get it.

	The demos probably won't show on the web site until tonight.

	Please let me know if you have problems with the code...

			-Tom

On Jun 26,  4:15pm, Daniela Rainer wrote:
> Subject: Re: Stereo in a X Window
> On Jun 25,  5:55pm, Tom McReynolds wrote:
>
> >
> > Good point. I may have been answering the wrong question.
>
> You did not answer the wrong question. Up to your mail I did not realize that
> my stereo program was already working because I tried it only on the Indigo
not
> on the Reality Engine. When I saw the leftbuffer/rightbuffer for the IRIS GL
> based program I noticed that it's for the Reality Engine.
>
> > If you are doing
> > quadbufferred stereo, all you have to do is call glDrawBuffer() with the
> > back left buffer, draw the left eye view, call glDrawBuffer() again with
the
> > back right buffer, draw the right eye view, then swap the buffers to get
> > the back buffers to the front.
> >
> > If you are doing top/bottom stereo (aka full screen stereo), you have to
> > use the XSGI calls, and you'll have to synchronize the GL and X streams,
> > as other posters have pointed out.
> >
> > The basic sequence for top/bottom stereo is:
> >
> > glXWaitGL()
> > XSGISetStereoBuffer() /* left buffer */
> > glXWaitX()
> >
> > draw left eye view
> >
> > glXWaitGL()
> > XSGISetStereoBuffer() /* right buffer */
> >
> > draw right eye view
> >
> > swap buffers
> >
> > Yes, it's slow, but it's unavoidable for top/bottom stereo; that's why
> > we don't encourage people to use this type of stereo. Quadbuffer stereo
> > is a much faster path, although it doesn't work with the older/lower-end
> > systems.
> >
> > I don't have a top/bottom demo program at the moment, but I can point you
> > to an OpenGL program that does both quad buffer and top/bottom stereo.
> >
> > The demo program is in the gl_dev.sw.samples ism in the IRIX 6.2 release,
> > and the program gets installed in
> >
> > /usr/share/src/OpenGL/teach/stereo
> >
> > I hope this helps...
> >
>
> I tried the same Framebuffer configuration
> static int FBAttrs[] = {
>     PFFB_RGBA,
>     PFFB_DOUBLEBUFFER,
>     PFFB_STEREO,
>     PFFB_DEPTH_SIZE, 23,
>     PFFB_RED_SIZE, 1,
>     PFFB_STENCIL_SIZE, 1,
>     None,
> };
> on an Indigo but I got
>
> PF Notice:                     pfChooseFBConfig: failed to make configuration
> matching specified attributes
>
> On the Reality Engine I don't get this error but I don't get stereo with
>
> glXWaitGL()
> XSGISetStereoBuffer()
> glXWaitX()
>
> instead of glDrawBuffer().
>
> Do you have any ideas, what I could do wrong?
> Thanks for all your help,
> Daniela
>
> --
> ----------------------------------------------------------------------------
> Daniela Rainer
>
> rainer@rus.uni-stuttgart.de
> Tel.: ++49-(0)711-685-5970
>-- End of excerpt from Daniela Rainer



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From: "Marcus Barnes" <marcus@multigen.com>
Message-Id: <9606271425.ZM4532@royalflush.engr.multigen.com>
Date: Thu, 27 Jun 1996 14:25:25 -0700
In-Reply-To: wasileskib@adadv1.mdc.com
        "Performer Flt loader" (Jun 27,  2:20pm)
References: <96062714201719@adadv1.mdc.com>
Organization: MultiGen Inc.
X-Phones: 1-408-556-2654
X-Mailer: Z-Mail (3.2.2 10apr95 MediaMail)
To: INFO-PERFORMER@sgi.com
Subject: Re: Performer Flt loader
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

On Jun 27,  2:20pm, wasileskib@adadv1.mdc.com wrote:
> Subject: Performer Flt loader
> When setting the PFNFY_LEVEL to 5 I see
> many warnings regaring the flt loader.
>   specifically "cannot find pfdFindConverterDSO()-
>      could not load DSO for extension flt"

At DEBUG level, pfdLoadFile() is reports each attempt to locate a loader DSO
using the search paths given by PFLD_LIBRARY_PATH and LD_LIBRARY_PATH and also
some hardcoded paths (see pfdLoadFile.c).

> The model seems to load...Does anyone know what
> is exactly happening?

Eventually the loader dso in question is found, say for instance in
/usr/lib/libpfdb .

> In addition I attempted to use the function pfdLoadFile_flt() and could
> not get a link.
>
> Any ideas?

As shipped, perfly 2.x does not statically link with _any_ loaders.  To call a
loader directly in your modified perfly you need to edit perfly's Makefile and
add particular loader libraries to the beginning of the IGLLIB and/or OGLLIB
variable definitions.  Here's the lines with libpfflt inserted:

IGLLIB = -lpfflt_igl -lpf_igl -lpfdu_igl -lpfutil_igl -lpfui
OGLLIB = -lpfflt_ogl -lpf_ogl -lpfdu_ogl -lpfutil_ogl -lpfui

Regards.
--
   ____ ___  ____  _    Marcus Barnes, Member Technical Staff
  / __ `__ \/ __ `( )   MultiGen Inc. 550 S. Winchester Blvd. STE 500
 / / / / / / /_/ / /    San Jose CA 95128 WEB: http://www.multigen.com
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Message-Id: <31D41441.2F0@renoir.sait.samsung.co.kr>
Date: Fri, 28 Jun 1996 10:20:01 -0700
From: LEE DONG-JOO <djlee@renoir.sait.samsung.co.kr>
Organization: SAIT, Graphics Lab.
X-Mailer: Mozilla 2.0 (Win95; I)
Mime-Version: 1.0
To: info-performer@sgi.com
Subject: Strange Callback function
Content-Type: text/plain; charset=euc-kr
Content-Transfer-Encoding: 7bit
Status: O

Hi, Performers.
 
 I have found a strange statement in Performer sample program provided by default.
 In my system, the sample program is located at
 /usr/share/Performer/src/pguide/libpf/C/pipewin.c.
 
 The following is the part of that program.
 
 int main()
 {
     pfChannel *chan;
     ...
     pfChanTravFunc(chan, PFTRAV_CULL, CullChannel);
     pfChanTravFunc(chan, PFTRAV_DRAW, DrawChannel);
     ...
 }
 
 static void CullChannel(pfChannel *chan, void *data)
 {
     (chan, data);
     pfCull();
 }
 
 static void DrawChannel(pfChannel *chan, void *data)
 {
     (chan, data);
     ...
     pfDraw();
     ...
 }
 
 In above program, I can't understand the meaning of the "(chan,data);" statement.
 
 Any comments would be greatly appreciated.
 
==========================================

 Dong J. LEE
 -----------
 Virtual Reality Team/Graphics Lab.
 Samsung Advanced Institute of Technology
 tel) 82-331-280-9232
 fax) 82-331-280-9208
 e-mail) djlee@renoir.sait.samsung.co.kr
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Date: Thu, 27 Jun 1996 23:52:33 -0400 (EDT)
From: Les Elkins <lese@CapAccess.org>
To: info-performer@sgi.com
Subject: GUI buttons & switches.
Message-ID: <Pine.SUN.3.91-FP.960627234414.15923A-100000@cap1.capaccess.org>
MIME-Version: 1.0
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Status: O


Hello...

I'm using the pfu gui code to try to do an additional navigation
method for my application.  I wish the users to be able to click and hold 
on a 'left' button to go left, a 'right' button to go right, and so on 
(this is for those users who are expected to be members of the Mouse 
Challenged).  If I use a button widget, it seems to call the callback 
routine when the mouse click is released.  With a switch widget, the 
callback is invoked when the mouse is pressed.  Is there a way to set up 
a widget such that my callback is invoked once per frame as long as my 
left mouse button is pressed in that widget?  


Thanks, 

Les Elkins

Now with LNK, Inc., lelkins@lnk.com...
___________________________________________________________________

Les Elkins, lese@capaccess.org  Netting from scenic Laurel, MD    
  "But I, despite expert advice/Keep doing things I think are nice
   And though to good I never come-/Inseperable my nose and thumb!"
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Date: Fri, 28 Jun 1996 10:02:02 +0100 (BST)
From: Martin Reddy <mxr@dcs.ed.ac.uk>
To: LEE DONG-JOO <djlee@renoir.sait.samsung.co.kr>
Cc: info-performer@sgi.com
Subject: Re: Strange Callback function
In-Reply-To: <31D41441.2F0@renoir.sait.samsung.co.kr>
Message-Id: <Pine.SOL.3.94.960628095408.29634B-100000@calvay.dcs.ed.ac.uk>
Organisation: Department of Computer Science - University of Edinburgh
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Status: O


>  static void CullChannel(pfChannel *chan, void *data)
>  {
>      (chan, data);
>      pfCull();
>  }
>  
> In above program, I can't understand the meaning of the "(chan,data);"
> statement. 

It doesn't do anything - it's just there to suppress any compiler
warnings. The function requires two parameters (chan and data), but these
are not used anywhere within the function body - most compilers will
therefore give you a warning message to this effect. By including the
"(chan, data);" statement, these two parameters are actually referenced
within the function, but nothing is done with (or to) them: they return a
value, but that value is not used, e.g. you could also just do something
like "chan; data;".

I would think that most compilers could then optimise out this line so
you're not actually generating any code for it; but you stop the compiler
producing a niggling little warning message.

Martin.


+============================================================================+
| Martin Reddy                                    Dept. of Computer Science  |
|                                                 University of Edinburgh    |
| e-mail : mxr@dcs.ed.ac.uk                       Mayfield Road, EH9 3JZ     |
| http://www.dcs.ed.ac.uk/home/mxr/               Tel : (0131) 650 5164      |
+============================================================================+

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From: "Laurent Ach" <ach@anna.reality>
Message-Id: <9606271935.ZM4087@anna.reality>
Date: Thu, 27 Jun 1996 19:35:00 -0600
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Subject: Can't disable and re-enable MULTISAMPLE mode
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Status: O

Hello,

I called glDisable(GL_MULTISAMPLE_SGIS) in the draw process in a Performer 2.0
/ OpenGL application on a RE2, in order to draw faster a background image using
glDrawPixels. Then glDrawPixels is much faster but if I try to call
glEnable(GL_MULTISAMPLE_SGIS) after glDrawPixels the application becomes
surprisingly slow.

The test can be done with the example program complex.C (in
/usr/share/Performer/src/lib/libpf/C++) by including the lines
glDisable(GL_MULTISAMPLE_SGIS) and glEnable(GL_MULTISAMPLE_SGIS) at the
begining of the DrawChannel Callback. Running on a RE2, the program is then
about 20 times slower, while whithout the glEnable call it is OK.

Does somebody know how to explain this. Thanks in advance


-- 
Laurent Ach
SYSECA
tel :  33.1/41.48.06.60
fax : 33.1/41.48.06.60
email : ach@syseca.fr
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From: "Jean-Benoit Bonne" <bonne@thomson-lcr.fr>
Message-Id: <9606281154.ZM9135@gromit.thomson-lcr.fr>
Date: Fri, 28 Jun 1996 11:54:25 -0600
X-Face: WHKux;YaGDmH}U#~<&<}a'ER1_'#~C);r$ypL~Q%BJ]^Xs3cc1IhkQopiW*6)FQ-{3VO)o8C;MyhU'hamN<.P'7MUMb}&+DjAzetg>3eR\`hl.ff!0G[y4mC`S}y7ZBA 
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Subject: Maximum Impact install
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Status: O

Hello.

We just receive a Maximum Impact.

Can you give me some hints to install it ?
We use :
	- Irix 6.2
	- C++ compiler
	- Performer 2.0

Thank you.
Best regards.

-- 
_____________________________________________________________________________

 Jean-Benoit BONNE                                   

 Tel :   (+ 33 1) 69 33 08 07                   Thomson-CSF LCR
 Fax :   (+ 33 1) 69 33 08 65                   Domaine de Corbeville
 Email : bonne@thomson-lcr.fr                   F-91404 Orsay cedex
_____________________________________________________________________________

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From: "Ray Twiddy" <rltwiddy@ohio.neiddd.com>
Message-Id: <9606281000.ZM1427@ohio.neiddd.com>
Date: Fri, 28 Jun 1996 10:00:34 -0400
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Subject: textured polygon in HUD overlay
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Status: O

I would like to display a color key in a HUD overlay plane.  The color key is a
geoset containing a simple textured polygon.  I would like to overlay this 2-D
color key over a pseudo-colored 3-D surface so that key remains fixed as the
user flies over the surface.

My question is what is the best way to display 2-D textured polygons in a HUD
overlay?

Any assistance will be appreciated.

-Ray

-- 
Ray Twiddy                                                  |    /  ____/   /
NEI - Nomura Enterprise Inc.    rltwiddy@neiddd.com         |   /  /       /
14240-G Sullyfield Circle       Bus. (703) 818-1990      /  |  /  ___/    /
Chantilly, VA 22021             FAX  (703) 818-7626     /     /  /       /
___________________________________________________  __/   __/ _____/ __/
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From: "Madhu Sethi" <madhu@cae.ca>
Message-Id: <9606281008.ZM5254@sierra.cae.ca>
Date: Fri, 28 Jun 1996 10:08:07 -0400
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Subject: need front and back buffers to have same image
Mime-Version: 1.0
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Status: O

Hi,

I need to have both the front and back buffers of a channel contain the same
scene instance, while my program is continuously updating this scene, therefore
drawing a new iteration into the backbuffer which is continuously swapped.

What I've tried:

channelDrawCallback(..) {

/*
by default, the backbuffer is enabled for writing, while the front buffer is
being displayed. I want the same scene written to both buffers, so I enable the
front for writing.
*/
	frontbuffer(TRUE)
	chan->clear()
	pfDraw()
	frontbuffer(FALSE)
}

The problem is that while the frontbuffer is being displayed, it is being
cleared(?) and overwritten, and this glitch is visible. Is there anyother way
 - any routine that will directly copy front buffer to back (or vice versa)
without using the system bus?  And when is a good time to do this so that any
side effects will not be seen? BTW, this is in display-list mode - I'm
multiprocessing the cull and draw.

Thanks for any ideas...

-- 
Madhu Sethi			CAE Electronics Ltd., 8585 Cote De Liesse
Software Developer		Saint-Laurent, Quebec, Canada, H4L-4X4
3-D Graphics Applications	tel: +1 514 341 2000 extension 2275
madhu@cae.ca			fax: +1 514 340 5496
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From: "Pari Natarajan" <pnataraj@penguin-atm.crcg.edu>
Message-Id: <9606281103.ZM2173@penguin-atm.crcg.edu>
Date: Fri, 28 Jun 1996 11:03:02 -0400
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To: info-performer@sgi.com
Subject: Help regarding texture animation
Mime-Version: 1.0
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Status: O

Hi guys,
        I am developing a simulator for a submarine. I need to simulate a video
camera kept outside the submarine. so for this I need capture whatever is in
the field of view of the camera and texture map in on a polygon(tv screen!). 
The camera can rotate in all the three directions, so depending on the 
camera positon, my texture map should vary. If any of you guys can help me
regarding this, it will be great.

Thanks
Pari

-- 
Genius is one percent inspiration and
99 percent perspiration
                      -Thomas Alva Edison
-----------------------------------------------------------------------
Pari Natarajan     Faith moves mountains..
E.mail:pari@crcg.edu
Homepage:http://www.public.iastate.edu/~pari/homepage.html
Off:(401) 453-6363
Res:(401) 454-7988
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	(for ) id PAA18905; Fri, 28 Jun 1996 15:01:58 GMT
From: "Daniela Rainer" <zrgr0390@visvr1.rus.uni-stuttgart.de>
Message-Id: <9606281701.ZM18903@visvr1.rus.uni-stuttgart.de>
Date: Fri, 28 Jun 1996 17:01:57 +0000
In-Reply-To: "Tom McReynolds" <tomcat@proxima.asd.sgi.com>
        "Re: Stereo in a X Window" (Jun 27,  1:06pm)
References: <9606242154.ZM29342@proxima.asd.sgi.com> 
	<9606251549.ZM315@visvr1.rus.uni-stuttgart.de> 
	<9606251755.ZM3989@proxima.asd.sgi.com> 
	<9606261615.ZM587@viserv.rus.uni-stuttgart.de> 
	<9606271306.ZM11370@proxima.asd.sgi.com>
Reply-To: rainer@rus.uni-stuttgart.de
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Subject: Re: Stereo in a X Window
Cc: info-performer@sgi.com
Mime-Version: 1.0
Content-Type: text/plain; charset=us-ascii
Status: O

Thank you very much for your fast answers and help :-)

I couldn't get the demo program up to now because I couldn't get the goodies
page today, but I'm happy to know that it works and I'll try it on Monday
again.

Best Regards
Daniela

-- 
----------------------------------------------------------------------------
Daniela Rainer

rainer@rus.uni-stuttgart.de
Tel.: ++49-(0)711-685-5970
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Date: Fri, 28 Jun 1996 11:37:32 -0400
In-Reply-To: "Pari Natarajan" <pnataraj@penguin-atm.crcg.edu>
        "Help regarding texture animation" (Jun 28, 11:03am)
References: <9606281103.ZM2173@penguin-atm.crcg.edu>
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On Jun 28, 11:03am, Pari Natarajan wrote:
> Subject: Help regarding texture animation
> Hi guys,
>         I am developing a simulator for a submarine. I need to simulate a
video
> camera kept outside the submarine. so for this I need capture whatever is in
> the field of view of the camera and texture map in on a polygon(tv screen!).
> The camera can rotate in all the three directions, so depending on the
> camera positon, my texture map should vary. If any of you guys can help me
> regarding this, it will be great.

   Why not just use a pfChannel. Position it where the monitor is supposed to
be and draw the scene there. You can also use this to have an instrument panel
or sonar display.
				Andy


>
> Thanks
> Pari
>
> --
> Genius is one percent inspiration and
> 99 percent perspiration
>                       -Thomas Alva Edison
> -----------------------------------------------------------------------
> Pari Natarajan     Faith moves mountains..
> E.mail:pari@crcg.edu
> Homepage:http://www.public.iastate.edu/~pari/homepage.html
> Off:(401) 453-6363
> Res:(401) 454-7988
> -----------------------------------------------------------------------
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>-- End of excerpt from Pari Natarajan



-- 
Andrew Shein   SE Stout               email: ashein@boston.sgi.com
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From: "Tom McReynolds" <tomcat@proxima.asd.sgi.com>
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Date: Fri, 28 Jun 1996 11:51:18 -0700
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To: info-performer@proxima.asd.sgi.com
Subject: Performer Web Pages Fixed
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I've been working on improving the Performer web pages. One of the things
I've been doing is trying to rationalize the link organization. As you
might have guessed, in the process I broke the links.

I've checked in some more changes, and the Performer Web pages all look like
they're working now. You should be able to get to the performer web pages
from the technology page without any problem.

Only only thing that still doesn't work is the

http://www.sgi.com/Technology/Peformer.html

page, which has become obsolete. I'll be changing that page to point to
the correct one, but if you have it saved in your bookmarks, you might
want to change it to:

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


I've added quad-buffer and top/bottom stereo demo programs to the
"Friends, Goodies, & Free Stuff!" Page. You may want to look at it
if you're interested in stereo examples.

Please let me know if you have problems with any of the Peformer web page
links.

		-Tom

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From: steve@mred.bgm.link.com (Steve Baker)
Message-Id: <9606290237.AA24841@mred.bgm.link.com>
To: info-performer@sgi.com
Subject: Obsolete URL.
Status: O


FYI: The URL for the Performer List Archives, FAQ, FTP listed at the end
of every info-performer email is obsolete. It should read:-

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

and *NOT*

    http://www.sgi.com/Technology/Performer.html

[ Years ago, programmers realised that 'GOTO' statements were an evil
  that ranks somewhere between Law-School and IBM-OS360 - it seems
  that this lesson has been forgotten by the designers of the WWW ]

> From webmadam@sabine.corp.sgi.com  Fri Jun 28 18:55:19 1996
> From: "Electronic Marketing Silicon Graphics Inc." <webmadam@sabine.corp.sgi.com>
> References: <199606281452.HAA22117@www.sgi.com>
> To: steve
> Subject: Re: Mail from WWW
> 
> Thanks for your input. Apparently that page is obsolete and you should be
> linking to http://www.sgi.com/Technology/Performer/
> 
> if you remember how you linked to http://www.sgi.com/Technology/Performer.html,
> please go back to that page and inform the owner of the page. There is a
> mail-form set up there to do so.
>
> -- 
> Electronic Marketing at Silicon Graphics
>          http://www.sgi.com/
>         webmaster@www.sgi.com
>


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

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Subject: HELP: Problem with pfuPath
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I just can't seem to make pfuPath work correctly.

WHen I load ONE path from a file to make my dolphin go around in circles
everything works ok.

If I load another path to make my duck swim I start getting problems:
   If we load the duck prior to the dolphin everything is ok. Switching
their order... the trajectories tend to go wild (in reverse order... or
some other strange behaviours).

pfuPrintPath simply crashes my application.

Is there any problem with pfuPath that I'm not aware of?

thanks
	Oceanario Virtual
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